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#now to think about subclasses
midamspn · 7 months
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ok bc im a fucking nerd the idea of a dnd flavored midam au popped into my head and it's really only classes
michael is OBVIOUSLY an Aasimar Paladin (maybe with some levels in fighter but he's. literally a warior who can smite ok) as for adam... Warlock??? just a Guy??? idk. or maybe michael's his patron idk. but michael is OBVIOUSLY a paladin what the fuck else would he be
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mariana-oconnor · 8 months
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OK okokok... gonna put this 'I just woke up' thought out there because this is tumblr and what else is it for? Someone has probably already said this and I haven't seen it, but whatever. I will throw it out anyway.
SO... Gale. We've all seen the posts where people quote the Gale lines about being naturally gifted with magic as a baby, a prodigy etc. and then point out that this is sorcerer behaviour.
BUT, what if... you're all right and it is sorcerer behaviour. BUT the orb feeds on weave/magic right? And sorcerers are born with innate magic... so what if he was born a sorcerer, then trained as a wizard, but the orb consumed his sorcerous magic. And that's why he's not as powerful as he once was, because, unbeknownst to him, all this time, he's been using that natural sorcerous connection to make accessing the weave easier. And now that's gone. Eaten up. Destroyed forever by the Netherese void.
And that's part of what's causing him pain. Because an instrinsic part of himself has been taken away. And he feels it like a phantom limb. Maybe he thinks it was actually connected to his relationship with Mystra, rather than a part of him, and that adds to his sense of loss from that relationship.
What if the first magic item Gale fed to the orb was himself and he doesn't even realise it?
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dice-n-antlers · 9 months
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I’m obsessed with the idea of a Dark Urge with the divine soul sorcerer subclass.
I know it’s like the cleric-flavored version of a sorcerer, but I would love it for story reasons. You could really lean into the whole child of divinity thing.
With a sorcerer in general, your magic is just an instinctive, intrinsic part of you. With the divine soul subclass, you would have that added level of having evil divine magic right from Bhaal himself (inflict wounds) and be shown to be his favored child with the “Favored by the Gods” feature. It would add another level of deliciousness to your Dark Urge’s relationship with Orin by showing that YOU were clearly dad’s golden child.
From a role play standpoint, it would be fun for evil Dark Urges to lean into and fascinating for good ones to contend with.
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farginen · 2 months
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𝕯&𝕯 𝐜𝐥𝐚𝐬𝐬𝐞𝐬
more 'highlights' in a section indicate who your character will vibe with more / would be best class suited for them if they weren't what they are now.
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𝐛𝐚𝐫𝐛𝐚𝐫𝐢𝐚𝐧: toothy grins, stories around the campfire, clothes covered in pet hair, hot temper, old jeans, heartbeat in head, potatoes and steak, beaded jewelry, bruises like galaxies, mementos, backpack stuffed full, craigslist furniture, spontaneous road trips, air ripped from lungs.
𝐛𝐚𝐫𝐝: homemade bread, white lies, easily excited, trying on hats, band geek, pep talks, no impulse control, sunsets, vintage fashion, long showers, selfies, following dreams, rosy cheeks, song mash-ups, pink lemonade with tequila, loves easily, animated storyteller, full of comebacks.
𝐜𝐥𝐞𝐫𝐢𝐜: list of wishes, biting their tongue, band-aids and neosporin, shoulder to cry on, morning sun, necklaces, trial and error, homemade quilts, formal clothing, astrology fan, messages in bottles, pleated braids, speaking up for friends, feathers, motivational quotes, vivid dreams.
𝐝𝐫𝐮𝐢𝐝: bird watching, shy kid, wind chimes, trying to whistle, summer camp, apple orchards, lost in their head, glow-in-the-dark stars on the ceiling, hoodies, thrift shopping, saving worms off the sidewalk, pig latin, bare feet, thunderstorms, numb fingers, braided hair, naming potted plants.
𝐟𝐢𝐠𝐡𝐭𝐞𝐫: goose bumps, leather jackets, adventure, chewing nails, cares deeply but can’t show it, bronze locks, no sleep, taste of iron, netflix binges, never forgets, combat boots, stories behind scars, table for one, official soundtracks, sore calves, trusts themselves the most.
𝐦𝐨𝐧𝐤: always trying to be better, wanderlust, meditation, sweat pants, old photographs, yoga, sleeping in hammocks, nostalgia, minimalist design, breath of fresh air, baby animals, volunteering, perfectionist, doesn’t care about fashion, healthy snacks, noticing the little things.
𝐩𝐚𝐥𝐚𝐝𝐢𝐧: school uniforms, thick jackets, sleeping with the windows open, logical advice, scrapbooking, compasses, i fight for my friends, sculpture gardens, cold morning air, big soul, likes routine, secret romantic, last to get jokes, sunflowers, practical presents, misty weather.
𝐫𝐚𝐧𝐠𝐞𝐫: herbal tea, smell of rain, blinking away tears, camping trips, collecting bones, swiss army knives, first impressions, anxious thoughts, bobby pins, burnt marshmallows, too competitive, clothes lines, messenger bags, holding grudges, gets along better with animals than people.
𝐫𝐨𝐠𝐮𝐞: flirtatious sarcasm, candid photos, lost phone chargers, adrenaline rush, picking dirt out from beneath their nails, social chameleon, clashing clothes, self-deprecating jokes, claw machines, sits in chairs wrong, smudged eyeliner, has too many sunglasses, eats nothing or everything.
𝐬𝐨𝐫𝐜𝐞𝐫𝐞𝐫: infectious laugh, family trees, shivers down their spine, lipstick and roses, mood swings, clumsy, believing in destiny, high expectations, sleeping in darkness, collection of nail polish, passionate, good grades but never studies, poetry books, blowing kisses, not knowing their own strength.
𝐰𝐚𝐫𝐥𝐨𝐜𝐤: knowing everyone’s secrets, backpack covered in pins, envy, being in walmart late at night, earl grey, selective memory, conspiracy theories and cryptids, keysmashing, need to know basis, can’t cook, bags under eyes, experimental art, flickering bulbs, black clothing all year long
𝐰𝐢𝐳𝐚𝐫𝐝: piles of textbooks, cat in lap, keeping a diary, indecision, scented candles, studying alone in a café, lingering touches, museum dates, unanswered questions, taking on too much responsibility, collections, chalk dust, comfy robes, unnecessary apologies, coming home after a long day.
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recallthename · 8 months
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kon-konk · 1 year
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I wonder if any of the Servamps have tried/seriously contemplated turning their Eve (especially if they were in love with them)
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annalyticall · 8 months
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The way my Dark Urge is gaining more and more of a Mary Sue design as the game progresses like I swear I didn't intend for her to have heterochromia and golden face scales these things just happened
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thefirstknife · 1 year
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I feel like the descriptions of the other supers is willfully oversimplified given we're talking about the fantasy end of things. Hunters have a bow that lays traps, that's pretty Hunter to me. The other part of the Hunter identity has always been Cowboy, so a six shooter, especially one with a fan fire animation, absolutely fulfills that. Warlocks, i'll give on because their identity is more elaborate in ways that can't totally be shown in game, however I'd still argue they get at least close enough for the Wizard part, summoning raw energy rather than filtering it through tools like the other two classes do. Titans already have something that, even if not Literally laying out plans ahead of time, makes you feel like that "front line tactician" in the form of Bannershield and Ward of Dawn. Sunbreaker is still a roaming super and yet feels more interesting than punch-supers if only for the simple fact that you have a weapon that elevates the brutalism from Hulk to Warrior, especially in its Burning Maul alternate. It's really less the effect in gameplay, and more the presentation, and even then I think a different presentation can in turn inspire more fun gameplay.
True, I definitely oversimplified, but I also feel like people are oversimplifying Titan supers a lot. Your breakdown is much better and shows that there's plenty of different fantasies baked into the class.
I'm pretty sure Fists is still here only because it's a remnant of the ancient days of Destiny and just kinda stayed here with barely any updates on how it works. And that is the only mindless punch super that has nothing else going for it. All other Titan supers are different. You'd think with how people are treating it, it's as if 90% Titan supers are just different colour punches.
I think the simplification is coming just from the visual idea of having an element on your fists and using a button to make punching motions, but that ignores everything else that Behemoth and Berserker are doing. Also I guess the major issue is because Behemoth and Berserker released so close together with no alternatives that we're used to with Light subclasses. I feel like viewing it in that superficial way and ignoring the effects in gameplay for purely presentation is counterproductive. If we do that, then my oversimplification of other classes would also stand. But when you think about it, it really doesn't.
Weapon-based super is also not a Titan fantasy primarily; it's a Hunter one. All Hunter supers are based on pulling weapons out of the element (gun, bow, staff, knives, kamas and now rope dart). Titan has a hammer and maybe shield sometimes in some circumstances. Titan is definitely half tool/half energy class with a high emphasis on melee combat and a lot of abilities that give benefits for melee. Naturally, supers will follow that and we see it with strand gameplay with how seemlessly it blends the melee charges into a super for maximum movement and battlefield control.
But as I said, I would definitely love to see more. There are a lot of activities where I am really not encouraged to go in with a close range build, which I think is more of an issue with the activity and enemy design than anything else. Because I genuinely enjoy the close range builds on Titan and the gameplay loop of it. Being able to feel like I'm leading the charge and to be indestructible in combat is the reason I hop on my Titan. Unfortunately, with a lot of bosses floating in the air out of reach, various buffs and debuffs in raids which make it impossible to move, stomp mechanics, map sizes and other stuff, it can be really tough to take that type of a build into anything but strikes.
I really hope that the mobility and damage resistance + crowd control on strand will mitigate some of these issues. I feel like a lot of the disappointment is built on the idea that close range builds are simply not "meta" and the idea that they will be useless. Titan mains don't want to be forced to switch off the newest toy because it's not good in a GM or raid while the other two are enjoying theirs. That's one thing I am in full agreement with everyone who is upset, because we know how the game plays and thinking that you won't be able to use strand outside of messing around in Dares of Eternity can be a bummer before the thing is even out. So hopefully the utility side of strand will be helpful.
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roboromantic · 2 years
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g-d I keep trying to write a post about how much I want Arc 3.0 to give Hunters the knife back for our standard melee animation but tumblr fucking hates me and ate the whole thing so anyway. give me the fucking knife back bungie I Am No Longer Asking
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orcelito · 2 years
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Me: makes a post about dnd and akeshu
The dnd nerd goroboys: gathers
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eepyjay · 1 year
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etherealbards · 2 years
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ALSO 😐 SORRY VERY PETTY THING BUT KIND OF MAD TAYLOR IS A HORIZON WALKER CONCLAVE RANGER BC I WAS SOOOOOOO ROOTING FOR GLOOMSTALKER BUT WHATEEEEVS 💔 i guess this makes sense more plot wise ig bc were doing all of this plane hopping stuff or whatever!
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ladytabletop · 7 months
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Lady Tabletop's Primer for Getting into Tabletop Roleplaying Game Design Philosophy
Sam Dunnewold over at the Dice Exploder podcast has posed a fun question to his discord server: where would you tell people to start if they wanted to know more about TTRPGs and design?
First and foremost, I'd tell people to start with @jdragsky's article about Systems of Relation.
With the benefit of hindsight, I can now understand that the games we played on the playground were identical in nature to the tabletop RPGs I would grow up to play and help design.
Next, check out Thomas Manuel's analysis of the Axes of Game Design over on the Indie RPG Newsletter.
So the basic exercise is trying to figure out the standard axes or spectrums on which every game can fit. The idea is for these axes to be as descriptive and objective as possible.
Thirdly (and lastly for the purposes of this blog - it's entry-level, not comprehensive), check out this reddit thread about lonely fun.
The Lonely Fun is all of the stuff you do as a part of your hobby away from the table, in any way you might engage. For D&D 5e players, this is usually building complicated and elaborate characters on the page, pouring over the books for new races and subclasses, figuring out fun new combinations, and carefully crafting characters.
Read those? Now check out BALIKBAYAN: Returning Home by @temporalhiccup
Will we be able to outrun our Masters and those who hunt us down? Can we use our magic to bring about the rebirth of the city and all Elementals? ill this be our RECKONING or our HOMECOMING? That’s what we play to find out.
Why I make these particular recommendations below the cut.
All of these recommendations are hopefully all entry-level. I tried to stay away from any essays, blogs, or articles that reference game movements you may not have heard of or that require tons of reading before you can even read my recommendations. Some do have links to other stuff, and if you're enjoying the writing, definitely go down those rabbit holes! These are a tiny, tiny portion of my "TTRPG Homework" folder where I save essays, podcasts, etc that have helped me in my own game design journey. I'm always happy to share more, just ask!
The essay on Systems of Relation put into words something I had been thinking about the more I got into indie games/design: I've been playing my whole life, and ttrpgs are just another piece of that. I think it's crucial to break out of the framework of people trying to define play and games into neat little categories. Will I ever write a game as good as the ones I played in the backyard with my siblings? Probably not, but I'd like to find out.
Now that I've told you to stop trying to categorize games, we have an article about trying to categorize games. But I do like Thomas's assessment and examples of using game design axes. I think as designers it's important to figure out the things the game is trying to do and communicate, so that we can make sure it does those things well.
Lastly, I know 5e gets a bad rap (and it's gotten it from me, too!). But the concept of lonely fun has stuck in my craw since I first saw this thread. It's why some people prefer to GM (and therefore why GM-less games might not work for some people). Not all games are going to have lonely fun, but the ones that do are still going to appeal to people! This thread was key for me in terms of considering that no game is for everyone, and it shouldn't try to be, and also helped contextualize the enjoyment I get from the occasional high-prep game.
Balikbayan as a recommendation was a no-brainer for me. I'm not going to say it's the most elegant or tight of Rae's work, but it's the one with the most heart for me. The story this game wants you to tell is so clear, and as an introduction to "Belonging Outside Belonging" as a system/concept/design philosophy. This game really sings in its character concepts and emotional play.
If you've read this far, congratulations! I've been enjoying the DE podcast (even when I don't agree with some of the takes) and the discord has been a cool (if at times intimidating) place to hang out. I've had a hell of a game design journey this year and I'm so excited to keep learning, and to see what media other folks participating in this blog carnival recommend!
To sign off: my best advice to designers, especially those starting out can be boiled down to three things:
When in doubt, simplify or make it silly
The two cakes theory is your best friend - game design is not a competition
Not everything has to be finished. Not every part of the creative process is fun. Find the balance between these two truths (you're going to have to do that every day).
Best,
LT
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utilitycaster · 3 months
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Daggerheart Character Build thoughts!
I am actually out at work and haven't checked the version that's since come out, but I did participate in the character build beta, and the NDA is officially lifted, so here's my thoughts from that! It's definitely limited since I just made a L1 character and didn't go through gameplay, though I surmise about some aspects of gameplay.
Overall, it clearly seems to be made by people who love a lot of things about D&D 5e but wanted both more flexibility and more simplicity, which is difficult. I think they succeed.
To that end, it takes away some of the crunchier aspects (precise positioning, exact amounts of gold) and I think for some people that will be a problem, and that's valid, but ultimately this game wants to both allow for interesting mechanics in and out of combat while also not being terribly math/map/resource management heavy. It is a hard line to walk; most systems either go hard crunch or go entirely gooey.
The dice mechanic (2d12, Hope and Fear system) is fantastic; look it up but I think it handles mixed successes more gracefully and interestingly than a lot of games.
The playtest was not super clear on armor and evasion choices (or indeed what evasion means; it seems to be sort of initiative but sort of dex save, or maybe more like the Pathfinder/old school D&D varying ACs by scenario?). It was much, MUCH clearer than D&D on weapon choices (part of why I play casters? Weapon rules in D&D are annoying and poorly explained and many people rightfully ignore them) so I'm hoping this becomes clear when there's a full guide rather than just the character creation info.
The character creation questions by class were fantastic and in general, and this is a theme, this feels like it guides people towards collaboration. FWIW I feel like D&D has that information, but the way it's presented is very much as flavor text rather than a thing you should be doing. Daggerheart makes this a much more core part of creation. The Experience mechanic is particularly clear: you better be working with your GM and really thinking about background, rather than slapping it on as a mechanic.
The other side of character creation questions is that it really encourages engagement with the class, which is something I've talked about. I think either subversion for the sake of subversion, or picking a class for the mechanics and aesthetic but not the fundamental concept, will be much harder to justify in Daggerheart, and I think that's a good thing because when people do that, their characters tend to be weaker.
The downtime is designed for you to write hurt/comfort fanfic about and this is a compliment. There are a number of mechanics that reward RP, particularly one of the healing mechanics under the Splendor track. I feel like a weakness of D&D is that when you try to reward RP it's really nebulous because there's not actually a ton of space to put that - you can give inspiration, but, for example, the empathy domain Matt homebrewed actually feels kind of off because it's based on such fuzzy concepts amid mechanics that are usually more rigid. Daggerheart comes off as much cleaner yet still RP-focused, and I'm excited to see it in action.
A judgement of Candela and I suppose Daggerheart might be that it's designed for actual play. I've mentioned before that I know people who are super into the crunch and combat and numbers of TTRPGs and are less story-oriented, and again, that's valid, but actual play is just storytelling using a ttrpg and so yes, a game that encourages RP while also having mechanics to support that and influence it is an extremely good goal. I am not an actual player, but I do like D&D games with a good plot and not just Go Kill Monsters, and I want to play this. (I also have some real salty thoughts about how if you modify an existing game for AP purposes that's staggering genius apparently, but if you make your own game how dare you but that's another post).
And now, the classes/subclasses. I am going to sort of use D&D language to describe them because that's a point of reference most people reading this will understand, but they are not one-to-one. A couple notes: everyone can use weapons and armor. HP is not totally clear to me but it seems to be threshold based - everyone has the same HP to start but people have different thresholds and armor, so the tank classes have the same amount of HP but are much harder to actually do damage to.
All classes are built on a combination of a subclass and two domains. There are 9 classes and 9 domains. This technically means that if you wanted to fuck around and homebrew you could make up to 36 classes (27 additional) by just grabbing two domains that weren't otherwise combined, which is fun to consider for the potential. Anyway I cover the classes and briefly describe domains within them. You can take any domain card within your domain, regardless of subclass.
There are six stats. Presence, Instinct, Knowledge, and Strength map roughly to Charisma, Wisdom, Intelligence, and Strength. Dex is split into Agility and Finesse; Agility covers gross motor skills (jumping, most ranged weapons, "maneuvering") and Finesse finer ones (lockpicking and tinkering, though also it does cover hiding). The really big wins are first, no CON score, so you don't need to sink stat points into something that grants no skills but keeps you alive. The second one is that the "hybrid" classes spellcast from their physical stat. This is fucking fantastic. The thing about ranger or paladin or the spellcasting subclasses of rogue and fighter in D&D is that if you don't roll pretty well you're locked into the core stats and CON and nothing else. (This also doesn't have rolling for stats: you assign +2 to one stat, presumably your main, and then distribute two +1s, two 0s, and one -1.)
Your HP, Evasion, and Thresholds are set by class, and there's a core ability; the rest is all from the cards you take for subclass and domain.
Leveling up is very much based on taking more domain cards (abilities) but has a certain degree of flexibility. It's by chunks: in leveling up anywhere levels 2-4, you can, for example, increase your proficiency by +1 once, so if you wanted to do that at level 2 but your fellow player wanted to wait until level 4 and take something else at level 2 instead, they could. It allows for more min-maxing, but also everyone has the same level up rules and differs only in the abilities on the cards, which is very cool.
Bard: Grace (enchantment spells) and Codex (learned spellcaster stuff; the spells available are definitely arcane in vibes) based, Presence is your main stat. The two subclasses map roughly to lore-style stuff and eloquence. Core class ability is sort of like inspiration but not entirely. It's a bard; I like bards a lot, and this is very similar vibes-wise to your D&D bards. If you like D&D bards you will like this.
Druid: Sage (nature spells) and Arcana (raw magical power spellcaster stuff), Instinct is your spellcasting/main stat. The two subclasses are elemental but frankly cooler than circle of the moon, and a more healing/tranquility of nature focused one. I really think Marisha probably gave feedback on this one, because the elemental version is really strong. You do get beastform; it is quite similar to a D&D druid under a different system, as the bard, but the beastform options are, frankly, better and easier to understand.
Guardian: Valor (melee tank/damager) and Blade (damage). Strength based for the most part (Valor mechanics assume strength) though you could go for like, +2 Agility +1 Strength to start. This is barbarian but like. 20 times better. It is, fundamentally, a tank class, and it is very good at it, with one even more tank-focused subclass and one that is more about retaliatory damage. You do have a damage-halving ability once per day, but really guardian's questions are incredible. I think Travis and Ashley likely gave feedback. Also rage doesn't render you incapable of concentration as that doesn't seem to be a thing, so multiclassing seems way more possible (you are, I think, only allowed to do one multiclass, and not until you reach level 5 minimum, which I am in favor of). Yes, you can be a Bardian.
Ranger: This is what I built! It is based on Sage and Bone (movement around the field/dodging stuff) and it is Agility-based, including for spellcasting, which is a MASSIVE help (as is, again, the fact that CON isn't a thing.) The subclasses are basically being really good at navigation, or animal companion. Most importantly to me you can be a ranger with a longsword and you are not penalized; Bone works with either ranged weapons or melee.
Rogue: Midnight (stealth/disguise/assassination spells and skills) and Grace-based. Yes, rogue is by default a spellcaster, which does help a LOT with the vibes for me. One subclass is basically about having lots of connections (as a spy or criminal might) and the other is about magical slinking about. Hiding/sneak attack are also streamlined. I will admit I'm still more interested in…almost everything else, but I think it evened out a lot of rogue weaknesses.
Seraph: Splendor (healing/divine magic) and Valor. This is your Paladin equivalent. It is strength-based for casting, again making hybrid classes way less stressful. Questions for this area also incredible; you do have something not unlike a lay on hands pool as well. Your subclasses are being able to fly and do extra damage; or being able to make your melee weapon do ranged attacks and also some extra healing stuff, the latter of which is my favorite. Yasha vibes from this, honestly. Single downside is this is the only class where they recommend you dump Knowledge. I will not, and I never will. Now that I don't have to make sure CON is high? I am for REAL never giving myself less than a +1 Knowledge in this game.
Sorcerer: Arcana (raw nature of magic/elemental vibes) and Midnight based. Yes, sorcerers and rogues now share a vibe, for your convenient….less enthused feelings. Instinct-based, which intrigues me, and the core features are in fact really good. The two subclasses are either one that focuses on metamagic abilities, or one that is elemental based. I would play this for a long-running game, though it's not my favorite, and I can't say that for D&D sorcerer (except divine soul).
Warrior: Blade and Bone, and the recommended build is Agility but you could do a strength build. Fighter! One subclass is about doing damage and one is about the hope/fear mechanics core to the game that I have NOT talked much about. I will admit, the hybrid martials and Guardian are more interesting to me but you do have good battle knowledge.
Wizard: Codex and Splendor. Wizards can heal in this system; farewell, I will be doing nothing else (jk). Knowledge-based, and you can either go hardcore expertise in knowledge, or be a battle wizard.
Other scattered thoughts: healing is not as big a deal here; there is no pure cleric class! There is also no monk, warlock, or artificer. There is not a way to do monk as a weaponless class really though you might be able to flavor the glowing rings as a monk weapon and play a warrior. Wizard, meanwhile, with the right experiences and high finesse, would allow for some artificer flavor. Cleric and Warlock are the two tough ones and I will admit those are tricky; I feel like you'd have to multiclass (which you cannot do until level 5) between perhaps seraph and a caster class and you're still going to come off very paladin.
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meanbossart · 8 days
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Ask compilation: I'm Starting To Think That This Drow Guy Is Kind Of An Asshole Edition.
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Probably a Ranger in the hunter subclass. I actually intended to multi-class him as fighter/ranger at some point and make that his official class, but I haven't had time/quite figured out the best build that would still suit him - Ranger makes a LOT of sense with his backstory, arguably more than fighter, but he's still supposed to be a magic-less brick-house with 19 strength who hasn't handled a bow and arrow in 10 years, so I'm not sure where that leaves us LOL
A lot of people have suggested that Berserk Barbarian would fit him well, but I think that implies a lot of other characteristics that do NOT suit him at all so 🤷
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HE DIDN'T EVEN GO TO THE CRECHE, and honestly it made the game feel much more immersive to pick one path and stick to it like Halsin suggested, even if I did have to endure the shadow cursed lands without the shiny mace 😂
Probably for the best, it'd be a real shame if the story ended there just because he didn't like Vlaakith's attitude.
But yeah Lae'zel (who, for the record, I adore) never stood a chance in his playthrough. Sorry baby girl.
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I'm either uninformed or we have different definitions of what constitutes a crush, but sure I'll play in this space LOL
He's both jealous but also kind of aloof when it comes to things like that. It's yet another symptom of his arrogance, where it seems unfathomable that anyone who has him would be genuinely tempted by someone else. He doesn't mind a normal amount of glance-stealing and flattery, even playful flirting to a degree, but if there's persistence or if his partner seems to seek another person out for things he thinks he should be providing, he feels threatened.
Also, he has a difficult time discerning that "deep emotional connection" does not equal "romantic interest". So, at least immediately after the events of the game, he's more likely to be made insecure by his partners forming deep bonds with others than any throwaway expression of physical desire or fleeting infatuation.
[MORE UNDER THE CUT]
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Let me preface this with the (hopefully unnecessary) disclaimer that this murderous dark-elf's opinions are not my own, and that I very much purposefully made a bit of an asshole character because I find that entertaining.
And now that you're hopefully primed for what's coming - DU drow is pretty damn judgemental of people's looks save for the rare times when they give him a good impression right off the bat. He notes people's appearances and makes preemptive assumptions about them without even realizing it. He definitely does not equal beauty to value or prowess (in fact he will very much still mock of you if you seem too concerned with your appearance) but he does prescribe things based on looks.
I don't think he'd take issue with what you're describing, It sounds like a pretty average body, but he would assume that person is weaker and less fit to "keep up with him", basically. Which kind of diminishes interest.
As far as to what he finds immediately attractive, he definitely prefers people who seem physically fit (not more than himself though - gods forbid). But, the caveat to this whole tangent is that once you get past initial impressions, he could definitely come to be sexually attracted to pretty much any type of body attached to the person he's in love with.
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Thank you! There was no main event, just the building up of resentment over time and the opportunity she saw opening up when the Chosen's plan came into motion. She definitely didn't always hate him though, they had a fairly close relationship until his obsessive behavior and arrogance became an issue.
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Thank you!!!
They call him the/that drow, dark elf, or "big drow" if there's more than one present. In private they might facetiously call him Bhaalspawn if they get tired of referring to him by race.
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I'll be honest, I forgot whether or not I found it in his playthrough LOL but if he did stumble across that would be VERY funny. He'd be like "look at these idiots and their fake murder god. What kind of dimwit would worship carnage as a religion. Hey Shadowheart get a load of this-"
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HAPPY YOU ENJOY HIM! I think his unique situation overall with having been such a overwhelmingly horrid person and forgetting all about it is my favorite bit. That's kind of vague, I know, but I often think of dreams I've had where I committed a crime or did something horrible, and that immediate feeling of relief and disconnect that follows immediately after waking up. That's kind of what I imagine it's like for him - he knows of the things he did, but he doesn't really. In theory it's all true but that's a truth far too fantastical for anyone to conceptualize even if it's put right in front of your face.
That, tackling the guilt (or lack thereof) of something you genuinely don't feel like you've done and the intricacies of it, that's a fascinating state of mind to explore. I love how many directions you can take that.
For me, having a character who is not good, but is not necessarily pure unadulterated evil, makes for a lot of complex thought experiments and contradictory values. DU drow has a lot of those - things he believes and abides by absolutely except for this specific instance, being contradictory is a pillar of his character and it can be a little challenging to keep up with it - but I'd be lying if I said I don't deeply enjoy that aspect as well all the same.
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THANK YOUUUU It took me so long to figure out how to draw Astarion in a way I liked, I'm so relieved that others enjoy it too 😂
Shockingly he did succeed it and was immediately put-off by it, lmao. They wouldn't really develop much of a relationship for a while after that, so at that point DU drow just figured he was trying to get something from him and wrote him off, much as he did with everyone else with the exception of Shadowheart.
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He didn't meet her at the Tiefling grove! I didn't even know you could meet her before-hand for the longest time. But he did super, duper kill her at camp of course.
He managed to hide the body and everyone else was none the wiser, huge blood bhaal-sigil on the ground aside lmao. He was a little shocked but didn't feel all that bad about it, kind of resigning to that primal feeling of satisfaction at a job-well-done that overwhelmed him instead. He decided she was too weak to survive out there and he had just spared her the trouble.
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I can not explain how obsessed I am with Chip's first subclass feature being Fancy Footwork and how it ties into his character. I've talked about it before, but just...
It fits him so well. He's a character who survives by compartmentalizing a lot. If something is hard to deal with, or inconvenient, or scary to him, he just puts it in a box and leaves it there. He evades. He avoids.
The reality of his appearance now as an undead? Don't want to think about that too seriously. Stick a magic bandana on that shit and cover it up!
The likelihood of Arlin being either dead or Worse? He literally can't process that thought. Stick it in a box and bury it with false optimism and hope that even he's not sure he really believes.
Accidental marriage he doesn't want to be a part of? He will be faking his death and fleeing and then denying it being real at every opportunity.
Best friend gives him the best kiss of his life? He will be shutting down any subsequent attempt to talk about it and pretending it never happened, thank you!
Like this is just a handful of examples, there are many more. He has to be really pushed, either by other characters or the circumstances, to confront things like this. So the concept of his go-to move being about getting out of Situations like that is just so... it fits him. Like yeah, that's Chip. I want to tear my own hair out at how well he's been crafted to blend his mechanics with his roleplay flavor.
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