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The Perfect Number
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<blockquote data-quote="steeldragons" data-source="post: 5908130" data-attributes="member: 92511"><p>It is a good question/interesting topic.</p><p></p><p>I feel, however, as with just about everything in D&D there is no "right" answer. There is no "perfect" number. It is a completely player-by-player, or at least group-by-group, expectation of what makes the "best/most fun" game for them.</p><p></p><p>For myself, I very much want the game to return to growing/increasing/developing character base. Not "superhero" out of the gate...not necessarily "zero-to-hero" either as that "zero" phase gets really tiring/boring rather quickly.</p><p></p><p>For my own musing on the subject...and in an attempt to keep the "balance-wolves" at bay, I think something along the lines of 3 works for a first level character.</p><p></p><p>That is, 3 "special/individual" class abilities that the players may choose as their own at character creation to start with from a list of,say, 10 options. <strong><em>In addition to</em></strong> the, say, 2 or 3 "class abilities" that all characters of a particular class would have.</p><p></p><p>That way, in theory anyway, your 1st level party with 3 fighters in it will/can have 3 distinctive characters...all of whom are Fighters with some of the same tricks and some that are their own.</p><p></p><p>Then, as the PC increases in level, they get...I dunno...1 new trick of their own selection every other level...or every 3rd. I don't like the idea of gaining a new "feat" ("power" or whatever it would be termed) every level. Give the PCs a level, at least, to work with what they've got. Master it. Get creative with its use. Then add/sprinkle in some more/something new.</p><p></p><p>I really like the "advanced theme" choice coming in at 6th level, as has been mentioned hereabouts. That seems like a good spread. Give the PCs 5 levels with their existing Themes and the tricks thereof before allowing them new ones or improving their old ones.</p><p></p><p>I think "Class Ability" type tricks/feats/powers should work the same way. Maybe not every 5 levels...but every 3, I think, sounds fair.</p><p></p><p>So,<em> for example and completely hypothetical</em>: a 1st level Thief/Rogue starts with Sneak Attack and Stealth. All rouges get that. Then can pick 3 other things of the list of 10 to start with.</p><p></p><p>So you might have a party with a "thief/pickpocket" rogue, a "street thug/informant" type rogue, and/or a "extra-stabby/ranged skirmisher" type rogue. At 3rd level, they can pick another from the list of 10...at 5th another. Then at 6th it's time for the "advanced theme."...and so on and so forth. Maybe also at 6th...or 7th, some additional "gimme/freebie" class ability for all rogues and another choice.</p><p></p><p>By, say, 10th level, I would expect the PC to have an array of about as many "special/class abilities and theme feats" as they have levels...maybe one or two more.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5908130, member: 92511"] It is a good question/interesting topic. I feel, however, as with just about everything in D&D there is no "right" answer. There is no "perfect" number. It is a completely player-by-player, or at least group-by-group, expectation of what makes the "best/most fun" game for them. For myself, I very much want the game to return to growing/increasing/developing character base. Not "superhero" out of the gate...not necessarily "zero-to-hero" either as that "zero" phase gets really tiring/boring rather quickly. For my own musing on the subject...and in an attempt to keep the "balance-wolves" at bay, I think something along the lines of 3 works for a first level character. That is, 3 "special/individual" class abilities that the players may choose as their own at character creation to start with from a list of,say, 10 options. [B][I]In addition to[/I][/B] the, say, 2 or 3 "class abilities" that all characters of a particular class would have. That way, in theory anyway, your 1st level party with 3 fighters in it will/can have 3 distinctive characters...all of whom are Fighters with some of the same tricks and some that are their own. Then, as the PC increases in level, they get...I dunno...1 new trick of their own selection every other level...or every 3rd. I don't like the idea of gaining a new "feat" ("power" or whatever it would be termed) every level. Give the PCs a level, at least, to work with what they've got. Master it. Get creative with its use. Then add/sprinkle in some more/something new. I really like the "advanced theme" choice coming in at 6th level, as has been mentioned hereabouts. That seems like a good spread. Give the PCs 5 levels with their existing Themes and the tricks thereof before allowing them new ones or improving their old ones. I think "Class Ability" type tricks/feats/powers should work the same way. Maybe not every 5 levels...but every 3, I think, sounds fair. So,[I] for example and completely hypothetical[/I]: a 1st level Thief/Rogue starts with Sneak Attack and Stealth. All rouges get that. Then can pick 3 other things of the list of 10 to start with. So you might have a party with a "thief/pickpocket" rogue, a "street thug/informant" type rogue, and/or a "extra-stabby/ranged skirmisher" type rogue. At 3rd level, they can pick another from the list of 10...at 5th another. Then at 6th it's time for the "advanced theme."...and so on and so forth. Maybe also at 6th...or 7th, some additional "gimme/freebie" class ability for all rogues and another choice. By, say, 10th level, I would expect the PC to have an array of about as many "special/class abilities and theme feats" as they have levels...maybe one or two more. --SD [/QUOTE]
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