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<blockquote data-quote="Kae'Yoss" data-source="post: 3369295" data-attributes="member: 4134"><p>Hi Olli!</p><p>My first name's Oliver, and I'm from Germany. You're not me, are you? *wanders off to interrogate other personalities*</p><p></p><p></p><p></p><p>It's not all due to MMORPGS*, and it's not all bad.</p><p></p><p>As someone said already: We mainly discuss the mechanical side of things because the conceptual side is easier: I envision a daring swashbuckler with witty repartees, flashy stiles and a light, but deadly blade. There. Most people manage that with no help. They can also manage to flesh out the background.</p><p></p><p>But when it comes to putting those things into RPG rules, it's not so easy any more. Will I use the swashbuckler class? Or fighter with the right bonus feats? Rogue? A combination thereof? What feats fit that concept?</p><p></p><p></p><p>Personally, I often think of the way I'll develop the character mechanically, from the beginning to the end. This might be as simple as "I'll leave him straight wizards/go into Magelord later" or be as detailed as: I'll take persistent spell at 15, quicken spell at 12th. I Prepare Divine Power first thing when I get my 4th-level spells, greater magic weapon second...."</p><p></p><p>It does not always stay that way, of course - there's always new books coming out, and they might have something that fits even better than what I have thought before. Sometimes opportunities arise, or events in the campaign change the character's outlook. </p><p></p><p>Plus, some things really take forward planning. If you want weapon supremacy, you'll have to get all the prerequisite feats, which are quite a lot. Whirlwind Attack is similar, as are tactical feats. And we don't have to go into PrC's, do we?</p><p></p><p>As long as the players roleplay, too, I have no problem with either approach.</p><p></p><p></p><p> *many men online roleplaying girls</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3369295, member: 4134"] Hi Olli! My first name's Oliver, and I'm from Germany. You're not me, are you? *wanders off to interrogate other personalities* It's not all due to MMORPGS*, and it's not all bad. As someone said already: We mainly discuss the mechanical side of things because the conceptual side is easier: I envision a daring swashbuckler with witty repartees, flashy stiles and a light, but deadly blade. There. Most people manage that with no help. They can also manage to flesh out the background. But when it comes to putting those things into RPG rules, it's not so easy any more. Will I use the swashbuckler class? Or fighter with the right bonus feats? Rogue? A combination thereof? What feats fit that concept? Personally, I often think of the way I'll develop the character mechanically, from the beginning to the end. This might be as simple as "I'll leave him straight wizards/go into Magelord later" or be as detailed as: I'll take persistent spell at 15, quicken spell at 12th. I Prepare Divine Power first thing when I get my 4th-level spells, greater magic weapon second...." It does not always stay that way, of course - there's always new books coming out, and they might have something that fits even better than what I have thought before. Sometimes opportunities arise, or events in the campaign change the character's outlook. Plus, some things really take forward planning. If you want weapon supremacy, you'll have to get all the prerequisite feats, which are quite a lot. Whirlwind Attack is similar, as are tactical feats. And we don't have to go into PrC's, do we? As long as the players roleplay, too, I have no problem with either approach. *many men online roleplaying girls [/QUOTE]
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