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What I really miss from "the olden days"...
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<blockquote data-quote="Tuft" data-source="post: 5518050" data-attributes="member: 60045"><p><em>Anything</em> with heavy preconditions enforces preplanned builds instead of characters organically grown as reaction to the world and in-world events. Pre-conditioned feats and feat chains are just as guilty as prestige classes and paragon paths. </p><p></p><p>When I played 3.X, my favorite part of leveling was always assigning skill points. One meager part (skill points are always meager, no matter how skill-heavy class you have <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) to skills that "belonged" to the character, one meager part to skills you recently had used, one part to those you could foresee use for in the future. Delicious decision agony indeed. When selecting feats, in contrast, you followed pre-planned feat chains. Boooring... </p><p></p><p>When my DM did his 4E try-out campaign, not only did I lose the simple joy of skill-point selection, but <em>everything</em> felt as it needed pre-planning, <em>including magic item selection</em> - no during-play decisions at all <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />. My DM soon got tired of ever-shifting wishlists and instituted a 100% buy-back policy on magic items. He put in items with cool-sounding names, and we could use 100% of their value to buy the stuff we really wanted. We looked at stuff he had picked, though, and one stuck in the mind. If I recall correctly, it was a halberd that was usable only for a tiefling warlock multiclassed to warlord, who had picked a certain paragon path, and I think picked a certain feat on top of that. Just how would that item even get into play if not through heavy pre-planning and heavy wish-listing? (Note: Example included to illustrate a trend, not for edition warring!)</p><p></p><p>Now I play in my DMs homebrew system, which is point-buy-based with very few and simple preconditions. He allows you to spend points to buy character abilities, skills and powers in mid-play, as you discover you need them, which means that character growth is extremely tied to what happens during game play. What your character becomes is a record of what happened in actual play, instead of the game-play merely being a test-bench to verify the performance of your pre-planned build. And as you can surmise, I love that kind of organic growth... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tuft, post: 5518050, member: 60045"] [i]Anything[/i] with heavy preconditions enforces preplanned builds instead of characters organically grown as reaction to the world and in-world events. Pre-conditioned feats and feat chains are just as guilty as prestige classes and paragon paths. When I played 3.X, my favorite part of leveling was always assigning skill points. One meager part (skill points are always meager, no matter how skill-heavy class you have :) ) to skills that "belonged" to the character, one meager part to skills you recently had used, one part to those you could foresee use for in the future. Delicious decision agony indeed. When selecting feats, in contrast, you followed pre-planned feat chains. Boooring... When my DM did his 4E try-out campaign, not only did I lose the simple joy of skill-point selection, but [i]everything[/i] felt as it needed pre-planning, [i]including magic item selection[/i] - no during-play decisions at all :(. My DM soon got tired of ever-shifting wishlists and instituted a 100% buy-back policy on magic items. He put in items with cool-sounding names, and we could use 100% of their value to buy the stuff we really wanted. We looked at stuff he had picked, though, and one stuck in the mind. If I recall correctly, it was a halberd that was usable only for a tiefling warlock multiclassed to warlord, who had picked a certain paragon path, and I think picked a certain feat on top of that. Just how would that item even get into play if not through heavy pre-planning and heavy wish-listing? (Note: Example included to illustrate a trend, not for edition warring!) Now I play in my DMs homebrew system, which is point-buy-based with very few and simple preconditions. He allows you to spend points to buy character abilities, skills and powers in mid-play, as you discover you need them, which means that character growth is extremely tied to what happens during game play. What your character becomes is a record of what happened in actual play, instead of the game-play merely being a test-bench to verify the performance of your pre-planned build. And as you can surmise, I love that kind of organic growth... :) [/QUOTE]
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