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<blockquote data-quote="Tony Vargas" data-source="post: 6841979" data-attributes="member: 996"><p>No, neither approach is wrong. Presenting them as mutually-exclusive approaches, however, is misleading. You can absolutely do a build-to-concept, where the concept comes first, and the detailed, even optimized build, supports its, so that it has a better chance of being fully realized in play. </p><p></p><p>You can try to just play a concept without mechanical support, but the cracks can end up showing, and the character fall short of the desired concept in play. You can go ahead and optimize for some abstract value, like maximized DPR or AC or number of unseen servants conjured simultaneously, or whatever, but you may well end up with an unplayble character (or not feel much need to play it, since the optimization exercise, itself, was the point). </p><p></p><p>5e has not gone as wholly into concept-only as you might think. Backgrounds, Classes, sub-classes, features, spells, & feats all have definite mechanical effects and, with MCing & Feats available, you can create quite a range of builds that model quite a range of concept well enough to be realized in play. As the OP pointed out, there are still holes and gaps in that coverage. You can't (and will probably never be able to), build absolutely any 3.x/PF character in 5e. There's no official psionic in print, yet. There's still a dearth of meaningful/diverse 'martial' (non-casting/supernatural) PC options. There's settings that could do with some mechanical support. There's classes that fall a little short of expectations.</p><p></p><p>It's mostly just a matter of adding options over time. Too much time taken to add those things back or come up with genuinely new thing and less patient fans will fall by the wayside. Too much added to fast, and potential new ones might be put off. </p><p></p><p>Probably none. There aren't a lot of D&Ders relative to CCGers or MMOers, or global population - but there's still a lot relative to a few hundred PrCs. Probably none. Though beyond 10th or 13th, maybe some slipped through the cracks.Not really a concern. Balance in 5e is fluid and very much the DM's responsibility. Sand and glass are basically the same thing, silicon dioxide, but you have to be careful to avoid breaking glass by accident, and if you do, it might cut you. You rarely have to worry about breaking sand.</p><p></p><p>Hey, 5e's supposed to be for all fans of D&D, not just for those who actually play it. ;P</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6841979, member: 996"] No, neither approach is wrong. Presenting them as mutually-exclusive approaches, however, is misleading. You can absolutely do a build-to-concept, where the concept comes first, and the detailed, even optimized build, supports its, so that it has a better chance of being fully realized in play. You can try to just play a concept without mechanical support, but the cracks can end up showing, and the character fall short of the desired concept in play. You can go ahead and optimize for some abstract value, like maximized DPR or AC or number of unseen servants conjured simultaneously, or whatever, but you may well end up with an unplayble character (or not feel much need to play it, since the optimization exercise, itself, was the point). 5e has not gone as wholly into concept-only as you might think. Backgrounds, Classes, sub-classes, features, spells, & feats all have definite mechanical effects and, with MCing & Feats available, you can create quite a range of builds that model quite a range of concept well enough to be realized in play. As the OP pointed out, there are still holes and gaps in that coverage. You can't (and will probably never be able to), build absolutely any 3.x/PF character in 5e. There's no official psionic in print, yet. There's still a dearth of meaningful/diverse 'martial' (non-casting/supernatural) PC options. There's settings that could do with some mechanical support. There's classes that fall a little short of expectations. It's mostly just a matter of adding options over time. Too much time taken to add those things back or come up with genuinely new thing and less patient fans will fall by the wayside. Too much added to fast, and potential new ones might be put off. Probably none. There aren't a lot of D&Ders relative to CCGers or MMOers, or global population - but there's still a lot relative to a few hundred PrCs. Probably none. Though beyond 10th or 13th, maybe some slipped through the cracks.Not really a concern. Balance in 5e is fluid and very much the DM's responsibility. Sand and glass are basically the same thing, silicon dioxide, but you have to be careful to avoid breaking glass by accident, and if you do, it might cut you. You rarely have to worry about breaking sand. Hey, 5e's supposed to be for all fans of D&D, not just for those who actually play it. ;P [/QUOTE]
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