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When do you think a character build concept reaches maturity?
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<blockquote data-quote="Dausuul" data-source="post: 7824280" data-attributes="member: 58197"><p>So, there are two thresholds for me:</p><p></p><p><strong>Takeoff: </strong>When do you start doing the thing that defines your concept or build?</p><p><strong>Cruising Altitude: </strong>When is that thing hitting on all cylinders?</p><p></p><p>(What the OP describes is cruising altitude IMO, but a lot of folks are reading it as takeoff.)</p><p></p><p>I think there is value in having a separation between these two. First, it allows you to learn the ropes of your abilities one at a time, instead of having to master them all at once. Second, it's fun to have a new power unlock and spend a little time exploring that power on its own. My ideal is for takeoff to happen at level 1, and cruising altitude to happen at 5-6; high enough to have a decent stretch of exploration and growth, not so high that the campaign ends just as it all comes together.</p><p></p><p>But takeoff damn well should happen at level 1. It's one of the things that really grinds my gears about 5E necromancers: The thing that defines the concept is animating skeletons and zombies, and you don't get to do it until level 5! What gives? You hit cruising altitude a mere 1 level later with Undead Thralls. <em>grumble grumble grumble</em></p></blockquote><p></p>
[QUOTE="Dausuul, post: 7824280, member: 58197"] So, there are two thresholds for me: [B]Takeoff: [/B]When do you start doing the thing that defines your concept or build? [B]Cruising Altitude: [/B]When is that thing hitting on all cylinders? (What the OP describes is cruising altitude IMO, but a lot of folks are reading it as takeoff.) I think there is value in having a separation between these two. First, it allows you to learn the ropes of your abilities one at a time, instead of having to master them all at once. Second, it's fun to have a new power unlock and spend a little time exploring that power on its own. My ideal is for takeoff to happen at level 1, and cruising altitude to happen at 5-6; high enough to have a decent stretch of exploration and growth, not so high that the campaign ends just as it all comes together. But takeoff damn well should happen at level 1. It's one of the things that really grinds my gears about 5E necromancers: The thing that defines the concept is animating skeletons and zombies, and you don't get to do it until level 5! What gives? You hit cruising altitude a mere 1 level later with Undead Thralls. [I]grumble grumble grumble[/I] [/QUOTE]
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