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General Tabletop Discussion
*Pathfinder & Starfinder
Within Rules: How many PHb character combinations?
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<blockquote data-quote="SnowDog" data-source="post: 807734" data-attributes="member: 2225"><p><strong>Viable, interesting</strong></p><p></p><p>I think it's clearly established that there are near-inifinite starting character possibilities. Most of us discard 95% of those possibilities right off because we don't feel they are "viable."</p><p></p><p>Of course, there's a certain truth to that. Nobody wants to play a character that is too weak to survive (well, very few people do).</p><p></p><p>Making each new character interesting, then, takes some cooperation between the DM and the players. If the DM promises to tailor the game world to the characters, then players might feel a little less pressure to concentrate on a viable character and make a more interesting group.</p><p></p><p>Also, the ways in which characters can differ grows immensely after the first few levels. Multiclassing, feats, equipment, skills -- these all create a wide variety of character concepts. Even the number of "viable" concepts grows exponentially.</p><p></p><p>Lastly, if you're relying just on stats to make your characters different, your game is going to have problems no matter what. Personality and style make up a lot of what makes two characters different. Fully realize the character, give them some real personality, give them some unique flair. You'll never even notice that you're playing the same stats.</p></blockquote><p></p>
[QUOTE="SnowDog, post: 807734, member: 2225"] [b]Viable, interesting[/b] I think it's clearly established that there are near-inifinite starting character possibilities. Most of us discard 95% of those possibilities right off because we don't feel they are "viable." Of course, there's a certain truth to that. Nobody wants to play a character that is too weak to survive (well, very few people do). Making each new character interesting, then, takes some cooperation between the DM and the players. If the DM promises to tailor the game world to the characters, then players might feel a little less pressure to concentrate on a viable character and make a more interesting group. Also, the ways in which characters can differ grows immensely after the first few levels. Multiclassing, feats, equipment, skills -- these all create a wide variety of character concepts. Even the number of "viable" concepts grows exponentially. Lastly, if you're relying just on stats to make your characters different, your game is going to have problems no matter what. Personality and style make up a lot of what makes two characters different. Fully realize the character, give them some real personality, give them some unique flair. You'll never even notice that you're playing the same stats. [/QUOTE]
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Within Rules: How many PHb character combinations?
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