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What are the traps in char design to beware of?
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<blockquote data-quote="Tervin" data-source="post: 4286158" data-attributes="member: 66491"><p>Starting powers and feats are never traps - easy to replace over time if you don't like them.</p><p></p><p>The main traps are found in ability distribution and how abilities are tied to feats. I would make a 4th Edition character in this order:</p><p>1. Pick race and class.</p><p>2. Scan powers in the class and look for an angle - don't just think "general wizard" for example. The suggested builds are decent starting points. </p><p>3. Look at which abilities are used by the powers that you plan to build around - those are your prime ability scores (in some cases that will be only one!)</p><p>4. Now go to feats, and see which ones you will want to take, both in the heroic and paragon tier. (Unless you know that you will only play in the heroic tier, of course.) Look at the epic tier if you want to, but that is so far away in play time that it is not really worth it to plan your character build for.</p><p>5. Note which ability scores are needed for the feats you want, consider how many stat gains you will have before you plan to take a certain feat.</p><p>6. Put the points you need into the secondary stats that your build will need.</p><p>7. Fill up your primary stats with the rest of your points. If you have two prime stats then 16 in each (including race bonus) might be what you have to settle for. Less than that? Rebuild with less stress on secondary stats or only one primary stat. If you have one prime stat it should be possible to get it to 18.</p><p></p><p>There are more things to look out for - like keeping all your defenses high - but that is more about building for power than building for fun. Note that even if you are not min-maxing you should be real careful building the character, as there is a big risk it will either be too weak to be fun, or that you will not have the choices you want when the character grows.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4286158, member: 66491"] Starting powers and feats are never traps - easy to replace over time if you don't like them. The main traps are found in ability distribution and how abilities are tied to feats. I would make a 4th Edition character in this order: 1. Pick race and class. 2. Scan powers in the class and look for an angle - don't just think "general wizard" for example. The suggested builds are decent starting points. 3. Look at which abilities are used by the powers that you plan to build around - those are your prime ability scores (in some cases that will be only one!) 4. Now go to feats, and see which ones you will want to take, both in the heroic and paragon tier. (Unless you know that you will only play in the heroic tier, of course.) Look at the epic tier if you want to, but that is so far away in play time that it is not really worth it to plan your character build for. 5. Note which ability scores are needed for the feats you want, consider how many stat gains you will have before you plan to take a certain feat. 6. Put the points you need into the secondary stats that your build will need. 7. Fill up your primary stats with the rest of your points. If you have two prime stats then 16 in each (including race bonus) might be what you have to settle for. Less than that? Rebuild with less stress on secondary stats or only one primary stat. If you have one prime stat it should be possible to get it to 18. There are more things to look out for - like keeping all your defenses high - but that is more about building for power than building for fun. Note that even if you are not min-maxing you should be real careful building the character, as there is a big risk it will either be too weak to be fun, or that you will not have the choices you want when the character grows. [/QUOTE]
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