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Why is it a bad thing to optimise?
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<blockquote data-quote="Kzach" data-source="post: 5647758" data-attributes="member: 56189"><p>Well, I'm not AIMING to, but as I said, I come to a lot of the same conclusions that charoppers do, simply because they're logical deductions based on casual analysis of the available system options, ie. I trawl through the character builder looking for things to either fit my concept of the character, or to fit a certain schtick, or just for synergies that I think will be fun to play.</p><p></p><p>But as I said, I also don't like a lot of the super-hulk charop builds. To me they're not only impractical but ugly and inelegant. Take the thief, for example, the charop guide recommends going a certain route to get Kulkor Arms Master. Now, I know why that is, and I can see the logic in it, but I don't freaking want Kulkor Arms Master because it means I have to wield a hammer, and my concept of my character doesn't suit wielding a freaking hammer.</p><p></p><p>On the flip-side, I'll also sometimes alter my character concepts to suit certain synergies. For instance, I really loved the idea of a half-orc thief with the Gritty Sergeant background and Mercenary theme: his name is Sarge. Now, I never would've thought of this character if it wasn't for the fact that I realised that the Rapier was the best choice for the thief (pretty obvious and logical deduction) and that the best way to get a Rapier proficiency is through that background.</p><p></p><p>For me, the process of building a character is... organic. There aren't steps to it. It evolves and grows as I build it. I usually don't think beyond mid-heroic so most of my characters only have concepts that take them that far, but I definitely engineer the mechanics around the concept, and the concept around the mechanics.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5647758, member: 56189"] Well, I'm not AIMING to, but as I said, I come to a lot of the same conclusions that charoppers do, simply because they're logical deductions based on casual analysis of the available system options, ie. I trawl through the character builder looking for things to either fit my concept of the character, or to fit a certain schtick, or just for synergies that I think will be fun to play. But as I said, I also don't like a lot of the super-hulk charop builds. To me they're not only impractical but ugly and inelegant. Take the thief, for example, the charop guide recommends going a certain route to get Kulkor Arms Master. Now, I know why that is, and I can see the logic in it, but I don't freaking want Kulkor Arms Master because it means I have to wield a hammer, and my concept of my character doesn't suit wielding a freaking hammer. On the flip-side, I'll also sometimes alter my character concepts to suit certain synergies. For instance, I really loved the idea of a half-orc thief with the Gritty Sergeant background and Mercenary theme: his name is Sarge. Now, I never would've thought of this character if it wasn't for the fact that I realised that the Rapier was the best choice for the thief (pretty obvious and logical deduction) and that the best way to get a Rapier proficiency is through that background. For me, the process of building a character is... organic. There aren't steps to it. It evolves and grows as I build it. I usually don't think beyond mid-heroic so most of my characters only have concepts that take them that far, but I definitely engineer the mechanics around the concept, and the concept around the mechanics. [/QUOTE]
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