Retro

Advice:
If you're a power player, one noticeable twink you can use is put all of your starting points into Vitality. This is the only core stat that will affect future growth, and it will enhance your HP quite a bit if you put points in it early. To demonstrate: If you have 20 points in Vitality at level 1, then level to 10 without putting another point in your HP will be 212.
If you have 11 points in Vitality at level 1, then level to 10 adding one point per level your HP will be 183. The difference will be even more pronounced over a wider variance of Vitality or a longer stretch of levels.

CP come in a lot quicker at high levels. Saving a few points early on is probably a pretty dumb idea, you'd better better of spending them on something. Don't ignore the passive skills in particular; they may seem insignificant, but with enough points they can make a huge difference. They also work in conjunction with techniques well -- it's probably easier to put points into passives than to upgrade a technique over and over.

At low levels, connecting hits will be tough. This can offset by putting some starting points into your Hit%, but also remember that magic always hits. Furthermore, low level magic's damage can be really lame, but the perfect accuracy is a serious point in its favor.

If you want to win GM favoritism, be wary of the following:
I like original characters and characters that have potential for development.
Unlike the original plan for what the game Retro was going to be, I don't want characters that are someone else's intellectual property. Feel free to talk to me if you need a character idea or something, but now I really do not want a bunch of anime bozos in the Secrets of Genjora world. The beginning of that game was great because the characters were pretty unique (except for a few borrowed names, heh).

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