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Conceptualizing a Character
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= Schools of Thought in character conceptualizing = == The school of "I have no idea what I'm doing" == One school of thought is to have zero plan. It's is wholly valid and can make some interesting characters. In reality, at each level of character advancement there will be maybe a half dozen choices to pick from (plus anything that came before). There will be plenty of playing happening between level-ups, so you'll have an idea of the things you like this PC to do and then choose an option that best suits that. If there are things you'd like to change, there are in-universe and mechanical means to do so. If we all kind figure out the haphazard choices are not working together, the character can be scrapped and remade in their own image. == The school of "I know exactly what I'm doing" == Another school of thought is to meticulously plan out every single character choice from now til max level well in advance of actually getting there. You know precisely where this character is headed. This is tempting, this is fun, and this is a great way to optimize a character into some great gameplay cycles. If you find there are things in the campaign your build is not good at doing, then the character can be benched for the right time to shine. == The "meh, this is cool" approach == This is basically a blend of the two - you have a vague handle on some stuff, but don't give a shit to look too closely at an optimized plan and just kinda go with what sounds neat. You might plan a few levels ahead, or plan out some key choices but infill the rest with other stuff. Your perspective might be in the grand scheme of things it'll all work out. Plus, there's magic items and other silly player shenanigans that derail the best laid plans of mice and GMs anyways, so whatevs.
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