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General Tabletop Discussion
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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<blockquote data-quote="monboesen" data-source="post: 2319346" data-attributes="member: 4647"><p>Keep the classes. </p><p></p><p>If more people realized that its pretty easy to do some twinking to classes to make them suit your character idea we would not need 1001 prestige classes or a lot of multiclassing.</p><p></p><p>UA have plenty of good examples of how to do this. Use them and common sense as a guideline and you will be fine. </p><p></p><p>IMO its much better to think over the concept of your character and then find the class that fits most of the needs and then suggest the changes you would like to make. </p><p></p><p>It does take a more than casual knowledge of the system, at least from the DM, who idealy could and should help players get the character close to what they want.</p></blockquote><p></p>
[QUOTE="monboesen, post: 2319346, member: 4647"] Keep the classes. If more people realized that its pretty easy to do some twinking to classes to make them suit your character idea we would not need 1001 prestige classes or a lot of multiclassing. UA have plenty of good examples of how to do this. Use them and common sense as a guideline and you will be fine. IMO its much better to think over the concept of your character and then find the class that fits most of the needs and then suggest the changes you would like to make. It does take a more than casual knowledge of the system, at least from the DM, who idealy could and should help players get the character close to what they want. [/QUOTE]
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Why adhere to the "core" classes? Why not deconstruct for flexibility?
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