Hoihe wrote:You MUST pre-plan a build before you even play the character, and carefully optimize it even if an "RP build" to ensure it hits certain numbers.
This is not entirely true for three base classes: Fighter, Wizard, and Warlock.
A fighter just needs to choose a weapon and pick the associated Weapon Focus and Weapon Specialization feats and all the remaining feats could be used for whatever else. 'Death' upon a failed will save could prompt them to take Iron Will as an example. Struggling to find enough equipment could lead him to pick the feats that improve the suit of heavy armor they already have. Interactions with other players could help him decide which combat styles he should pick. The character built in this way is not the most optimized, but it can make do well enough in a clear majority of the areas. In a way a human fighter could start out with 13 in STR, DEX, WIS, and CHA, while CON and INT could be 14. If you keep increasing strength on every level up, you are just -1 or -2 on the AB/Damage department compared to a fighter that started out with the more common 16 strength. It is hardly a difference that breaks the build in the long run.
A wizard could do something similar, they just need to pick at least one school of spells to focus on. For example, my character is a Transmuter, so he will focus on Transmutation first and foremost. But you will also have quite a number of feats to spend on other things, which you could spend on whatever as inspried by the many other casters you encounter on the road.
And finally, we have the warlocks. Even if a warlock character had no more than 8 in all their ability scores, this warlock character would be able to reach level 30. Warlocks have an infinite source of damage through Eldritch Blast dice progression. They can just keep on blasting, and blasting, and pick their feats and invocations according to their own fancies.
Hoihe wrote:Even if you roll a new character with absolutely no adventuring experience, or a character that loathes magic, you are forced into using consumables en-masse during early game to kickstart yourself.
This is not true in my experience. Usually my melee characters only need to buy a new suit of armor, alongside with a mundane heavy shield, and a weapon to get their AC to 20~ish. Then they can head to the CR0 areas and find some loot.
Alternatively, few spells for AC and a Heavy Crossbow also does wonders over distance.
Hoihe wrote:You are encouraged to research on forums for "How to play.", and complaints of difficulties are met with "Learn to play" (the game). You are encouraged to possess OOC knowledge and employ tactics born from said OOC knowledge to succeed.
With a fighter, all you need is a new suit of armor, a shield, and a weapon. Then you can just point and click to earn those experience points. It is not OOC information to buy equipment, if your character starts out without equipment.
As for other classes, there might be a learning curve, but I imagine that usually asking for help on the forums gets you that help.
Moreover, your character can butt his head at a problem until he discovers what works as a solution in character. It is how I have learned to navigate on this server... Through many, many trips into the Fugue. (I do loathe the experience penalty on death out of sheer principle of it, even though I should know better to avoid unneeded risks by now...)
Hoihe wrote:When playing a blaster, you are encouraged to metagame the NPC spawn rates, locations, the fact that you won't get overwhelmed by mobs even if you run into unknown sections of the dungeon (for your PC, not for your as a player). You are literally told, if complaining about the inefficiency of blasters on this server, to round up a ton of mobs at your feet and cast AoEs at them. If this is not a purely OOCly motivated tactic executed purely in an OOC manner, I don't know what is.
Actually it is more of a real-world approach than what you think. You try a solution and see how it works, and based on the results, you formulate a plan of action that works best.
Now, in this environment, there are many limitations imposed by the game engine itself. You will not always have that full balanced party to fill out the singular flaws of your own character. But what is even more important to consider is how the game takes place in real time without the ability to pause the game to consider your options. Thus while blasting singular spells at singular targets over great distance might initially sound like a smart idea, it is not really smart in any setting with a finite set of resources, such as spell slots.
Warlock does not operate on the premise of a finite set of resources, which is why Warlock is the best 'elemental' blaster you can have on the server.
Hoihe wrote:You are encouraged to take UMD on every character you play, even if it makes no sense at all. To not do so is to cripple yourself and prevent participation in high end content.
With my current 'primary' character, I went for many, many, RP based choices that actually gimp my character.
I can list some of the flaws right here; I have 3-4 entirely wasted feats, the end AC of my character is -8 points lower than what it could be and should be for the 'high end' content, I entirely lack UMD, my spell selection is actually restricted by RP-preferences, and I have not even maximised my spellcraft and my concentration skill is only now starting to catch up. Oh, and I would be mechanically better off if I switched one of the classes to another.
Yet, I would not say that my character is prevent from participating with high end content. In fact, a large enough group of level 30 commoners could probably just beat up the big bad Balor with nothing but sticks and stones. Perhaps it would be more accurate to state that there exists content a character is not able to solo - but then again, you do not really have to. The weekly quests are the easiest way to level up in the late epics, and you could just fish, or perhaps talk at that campfire. You do not need to mechanically optimized to solo the White Dragon and the Balor to reach level 30 - it will help - but it is not necessary.
Hoihe wrote:You are encouraged to OOCly discriminate your party members due to XP penalties from too wide level ranges.
I have never understood that to be honest. Sure, the experience per kill might take a hit, but most likely the party will get so many kills that you are still far out earning what you would get from soloing.
Oh, I only OOC:ly discriminate against Angel and Undead Summoners! Got to bear that BMX bandit pride!
Hoihe wrote:You are encouraged to reach the next level before checking out new areas to mitigate XP loss.
It is both true and not entirely true. There are spells like invisibility, and these days it comes in potion form too. You can use that to check new areas and you could always try teaming up with whoever you stumble upon.