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Anonymous /tg/95868649#95868887
6/14/2025, 11:49:30 AM
>>95868834
nta but one of the great virtues of tabletop is flexibility and freedom.
There will never be a video game that's as free as TTRPGs.
Build shenanigans, by their very nature, stagnate the game and your options. By starting off the campaign with 'So my character is going to start with 4 levels of fighter, then I'm going to dip 6 levels into Meth Dealer so I can prestige into Twink Prostate Puncher for +3d6 disrespect damage per turn' you leave very little room for the game itself to take you where it will.

One of the most fun experiences I've had at a table was the time my wizard killed a minor fey lord and came under the effects of 'You killed it, you bought it, have fun being a fairy jackass', it was something I could've never planned for and the results were more entertaining than if I'd gone in there with the idea of it happening from the off.
Let me put it this way:
If, at some point in the game, your character were to get bitten by a werebeast and the DM were to say to you 'Alright, it's an all non-good party and you've got an amulet of Speak-with-animal after that sidequest at the furry convention that we'll never speak of again, so, you're going gain the abilities of a Werewolf, which comes with all the benefits of being a monster, including resistance to non-silver weapons, ect, ect, with the cost being you advance slower in your class due to increased XP costs'
Would your reaction be 'Sweet, this chance encounter has given me some really awesome abilities, I'm already a fighter so being immune to weapons is awesome.' or 'Bastard, now my carefully planned build is fucked because I'm not going to top out at the same level as everyone else.'

A good, solid system, IMO, should be flat enough that 'builds' don't become a thing, because it inevitably leads to 'Look up the answer to how to beat the game in a guide' becoming a thing.
And at that point you're not playing the game, you're just letting your older brother/the internet beat it for you.