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You've Created A Bad Character. How, why and whose fault is it?
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<blockquote data-quote="James Gasik" data-source="post: 9326592" data-attributes="member: 6877472"><p>Also, I would say the concept of character builds dates back to at least 1e thanks to dual-classing and the Bard, since there's not much chance of stumbling into that particular path. I guess you could add multiclassing to that as well, since you have to decide on which classes to combine and pick a race that supports that concept, but with that option, you're "locked in" for the rest of your career.</p><p></p><p>Then 2e comes along with Kits, new options for weapon proficiencies, along with new non-weapon proficiencies, and crazier stuff (like the Feats in the Celts book) that you most likely have to work towards.</p><p></p><p>Now if you mean the culture of having a guide or seeking advice to figure out if your idea is going to work, at what level it becomes functional, and what the best path forward is, sure, I'll grant that really only started once we had electronic message boards where increasingly larger amounts of people could share information and work out what works and what doesn't.</p><p></p><p>But even then, that only really works in a vacuum- in an actual game, between house rules, tactics, allowed options, what sorts of encounters the DM has, what the rest of your party looks like, and so on, a build might not be the best way to go. Heck, even magic items can heavily impact what a chaacter might do: my first 5e character started as a Fighter but took a swerve into Rogue once he got his grubby little paws on a <em>Robe of Eyes </em>(Expertise in Perception? Yes please!). Not to mention the paradigm shift of having a Broom of <em>Flying</em>!</p><p></p><p>And of course, all of that pales next to events that occur in game. Like when my Cleric got branded a heretic after he received a vision from his deity and a jealous bishop excommunicated him, and events made him turn to Wizardry!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9326592, member: 6877472"] Also, I would say the concept of character builds dates back to at least 1e thanks to dual-classing and the Bard, since there's not much chance of stumbling into that particular path. I guess you could add multiclassing to that as well, since you have to decide on which classes to combine and pick a race that supports that concept, but with that option, you're "locked in" for the rest of your career. Then 2e comes along with Kits, new options for weapon proficiencies, along with new non-weapon proficiencies, and crazier stuff (like the Feats in the Celts book) that you most likely have to work towards. Now if you mean the culture of having a guide or seeking advice to figure out if your idea is going to work, at what level it becomes functional, and what the best path forward is, sure, I'll grant that really only started once we had electronic message boards where increasingly larger amounts of people could share information and work out what works and what doesn't. But even then, that only really works in a vacuum- in an actual game, between house rules, tactics, allowed options, what sorts of encounters the DM has, what the rest of your party looks like, and so on, a build might not be the best way to go. Heck, even magic items can heavily impact what a chaacter might do: my first 5e character started as a Fighter but took a swerve into Rogue once he got his grubby little paws on a [I]Robe of Eyes [/I](Expertise in Perception? Yes please!). Not to mention the paradigm shift of having a Broom of [I]Flying[/I]! And of course, all of that pales next to events that occur in game. Like when my Cleric got branded a heretic after he received a vision from his deity and a jealous bishop excommunicated him, and events made him turn to Wizardry! [/QUOTE]
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