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bathroom sounds posted:I still don't understand why a demon would enter into a pact with a warlock. It's not like they're Lucifer trying to corrupt one of God's Children as part of some existential war between Good and Evil. That's a whole bunch of magical murder-slingin' soul bros to get serving you for all eternity, fighting Blood Wars, maybe just making gross faces at people you don't like, whatever. All for the low low investment of giving them a little background story. Though the seeker of knowledge gone off the deep end works just as well, I've been playing a 1-30 weekly game since launch as one of those.
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# ¿ Jan 30, 2014 23:32 |
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# ¿ May 2, 2024 15:35 |
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I like that mechanically every pact probably benefits from going Dual into Sorc-King, and that Sorc-King is the clearest outline of the warlock pact relationship: Somebody crazy-strong gives you some strength as long you don't mind being a little crazy. ALSO it has Ka-Li-Ma and Commander's Strike 2: don't disappoint me.
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# ¿ Jan 31, 2014 00:21 |
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jimcunningham posted:Advice needed: my group is about to get in the middle of a war. Theyll have a week or so before the enemies are at the city. I need some side quests they can do to make sure tje battle is won. -Surveying the surroundings. Fight some brigands and various road-banditry, convince them to fight on the PCs' side, talk them into just providing good intel to you / bad intel to the enemy / helping the PCs' side set up traps and ambushes in the countryside/along main roads into the city; going out into the woods and doing so yourself and driving local murder-fauna in the direction of the enemy so they have to fight off wolves and displacer beasts and poo poo before they get to the city. -Gaining local support. Punch out a crooked local tax collector; convince some pacifist cleric/monks to help defend the city; get an eccentric local sage to agree to give the local army some potions/scry on the enemy/ward up the city walls; talk some veterans of a past conflict/old adventurers into One Last Fight on your side. -Miscellaneous 'make us stronger fast' stuff: Descend into a crypt beneath the city to reclaim an ancient treasure to use in the conflict; look for a rumored lost enclave of elves in the woods/goblins in the desert/gnolls in the swamp who guard a magical spring that invests the drinker with great, if fleeting, power; sharpen your blades on the hide of an immortal beast rumored to be roaming nearby. Stuff like that! Small goal-oriented sidequests in the service of a greater cause (than "give us xp and gp") own.
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# ¿ Mar 19, 2014 18:58 |
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Glagha posted:I'm not super familiar with the essentials classes. What's wrong with hexblade and binder? -You're a controller forking off of a class with single-target, moderate-status-effect powers, so your power selection is whatever you've got in the Binder write-up or else crap. And half of the good stuff you have, a regular warlock could take. -The riders on your powers imply that you can't get rider effects from regular pact powers (since yours say Fey Pact (Binder) and theirs just say Fey Pact); in the other direction this means your powers are more-or-less arbitrarily poo poo-garbage, TO YOU, if you choose off-pact because they're balanced against losing most of their utility if a non-binder-of-your-pact (read: warlock) chooses them, so when a binder-of-not-your-pact chooses them they're bad. -Your pact boon feature is core to your utility/survivability, but is weaker or worse than the baseline warlock equivalents, AND harder to trigger (no cursing, just proximity...on a controller. Or dealing the killing blow...on a controller). You work twice as hard for half as much reward. -You don't have controller area damage or striker single-target damage. What do you even do?
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# ¿ Mar 19, 2014 22:23 |
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thespaceinvader posted:Hexblades would be fine if it weren't for the fact that the writers gave their powers both the weapon and implement keyword which makes them a mess in terms of how they interact with the rest of the game. On the other hand, hexblades ARE a ton of fun and still deal competitive damage, just not "late epic tier warlock with every possible curse-damage-buffing feat" damage. Myriad Truths posted:The way that the pact blade works isn't supported at all mechanically. It's not a big deal if you don't look too deep, but the rules get really awkward. The problem is how the pact weapon inherits the properties of the implement used to summon it. The rules aren't equipped to handle powers that are both weapon powers and implement powers. In addition, this allows you to apply enchantments to weapons that really should not have them at all because they were intended for non-weapon implements, which also causes some problems. OneThousandMonkeys posted:I really loving hate all warlocks anyway, their mechanics are always grossly over-complicated and by the end of making one I'm always like "Why didn't I just make a wizard or a sorcerer?"
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# ¿ Mar 19, 2014 22:39 |
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Another dumb fact about Hexblades: You can get Shadow Walk, but you have to multiclass into Assassin first.
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# ¿ Mar 19, 2014 22:45 |
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OmanyteJackson posted:So I kinda working on a Class and I'd like some feedback.
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# ¿ Apr 19, 2014 08:02 |
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And, added bonus, since you've got a player using the Battlemind as opposed to BEING that player, you won't have to worry about the psionic problem in general and the battlemind problem specifically that once they've picked their two good at-wills, they're effectively out of power selection beyond dailies.
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# ¿ May 9, 2014 16:26 |
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On the other hand, missing wastes your turn on most things short of Dailies (in which case, golly, you just downgraded a great power to an encounter power impact-wise). The extra +2 or whatever to your secondary stat (with maybe another +1/2 to a tertiary stat) is going to help with the riders on your powers (which hit less often with a lower attack stat) and the automatic damage/effect stuff from your, for example, defender features (which over a battle still won't add up to the damage you'd have gotten from hitting with one attack, unless you're the world's first dagger-and-buckler Fighter). It's not necessarily that having a lower primary stat is a huge boner-killer or anything; it's just that the trade-off isn't getting you anything that outweighs what you're losing. A miss is a miss is a miss is a miss, and working around it by having your team flank the enemy or defensively debuff them (because otherwise they weren't going to do that...?) is like saying it's okay for your leader to never use their heal features because potions exist. And if you were thinking tactically you wouldn't be taking damage anyway, would you.
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# ¿ May 20, 2014 23:13 |
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killstealing posted:My WF Avenger had a main stat of 16 at 1 because the DM rolled stats and I got hosed (at least I had alright con and str...?) so am I hosed or can I compensate with the whole double-roll thing?
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# ¿ May 21, 2014 00:26 |
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Herr Tog posted:Hey. I wanna make an invoker who swings a sword around and throws holy bolts of holy fury while preaching. "Preserver" is a bit of a misnomer, too---you smite poo poo just fine by being you.
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# ¿ Jul 11, 2014 07:49 |
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Scavanna posted:I only ever played AD&D2e, is there any way of needlessly complicating 4e for my own smug satisfaction as DM? Also if you want you could probably repurpose like bash door % / carry weight and stuff from the old ability score tables and charts. Which could get hilarious at epic tier when a fighter is riding on high-20s Strength. In fact: please do this.
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# ¿ Aug 9, 2014 21:55 |
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If he wants to take more Skill Powers as feats, just let him---most of them are just utility powers or the kind of stuff a better skill system would let you do anyway. Or let him trade out utility powers, there's no real harm in it, since for a ton of classes their specific benefits from utility powers have more combat impact than given skill powers, and outside of combat's already so ill-supported by the rules that it never hurts to have more options. The LAST thing I'd suggest is letting someone replace attack powers with skill powers, because burning out the (already limited) number of attack options a character has in favor of giving them more utility/edge case bonus options is just going to lead to a player getting bored when they run out of all their "good" attacks that much sooner.
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# ¿ Sep 16, 2014 06:32 |
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The assassin also suffers from lacking feat support, not just in terms of lots of feats, but in terms of good feats. Like, consider. At Paragon, any Warlock's going to take Twofold Pact, which lets you curse two enemies/turn. The closest comparison for the Assassin is Killer's Insight (a Heroic feat), which lets you put two shrouds on one guy...once per encounter. And then half their Paragon feats are dumb fiddly concealment poo poo or buffing racial powers for more "1/encounter, get something useful out of this feat" stuff. If they either added shrouds to targets per attack, or could spend additional actions for more shrouds (hell, make it a feature called Studying the Target, letting you spend a minor for a shroud in addition to the free action 1/turn or a move for 2, then bump those numbers up by one at either Paragon or Epic or with a feat or something), and suddenly they'd start looking a lot more competitive. And all that, without having to rely on the most disingenuously Charoppy interpretation of the relatively straightforward language of quote:If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
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# ¿ Sep 18, 2014 17:07 |
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Madmarker posted:Firewind blade is the most busted thing. I swear whoever designed that item either was 1) An idiot or 2)A powergamer from hell.
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# ¿ Sep 18, 2014 22:04 |
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I conclude Ferrinus is correct! Ten points to Hufflepuff. For real though, RIP Assassins, your shrouds are gimmicky poo poo for RP Reasons and should be reskinned Hunter's Quarry dice.
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# ¿ Sep 18, 2014 23:21 |
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Prison Warden posted:If you, mechanically, had to sum up what a class is good at in a few sentences (stuff like "sorcerers are good at area blast damage" and "fighters are good at keeping your opponents in one place" and "vampires are bad and such (hoho)), what would you write? Warlocks (hexblade) are good at: Dealing very consistent damage from short/melee range while gaining moderate status bonuses and occasionally imposing mild status effect penalties. Monks are good at: Dealing moderate damage to one target or a cluster of targets in melee range, and repositioning themselves and enemies throughout combat. As examples of the classes I've played the most, that spring to mind. However! Our very own Jimbozig is doing something kinda-like-this, in his game, Strike! http://forums.somethingawful.com/showthread.php?threadid=3656713 which owns.
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# ¿ Sep 18, 2014 23:55 |
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OneThousandMonkeys posted:"Hmm your primary stat and your rider are now the same score? Seems fair and balanced" Then again in the spirit of DTAS just saying "you can use your Dex for the attack roll on any light blade using weapon power; if that power would normally derive a secondary effect from your Dex mod, subtract 2 from the final bonus to that effect" would basically get you where you'd normally be mathematically anyway.
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# ¿ Oct 27, 2014 08:09 |
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Mordiceius posted:Are there any classes I can suggest that are used to using ranged weapons at melee range?
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# ¿ Feb 22, 2015 21:54 |
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Monks are definitely mislabeled controllers, but in the best way. Like being an epic tier Centered Breath monk with bard MC to take the feat where you can teleport anyone you would otherwise slide, and rearranging every fight to make a convenient 3x3 for everyone else's bursts and blasts. The best way.
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# ¿ Feb 27, 2015 20:38 |
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Paolomania posted:The most concise thought I ever heard from a friend was "when engaging in identity-play I don't like having my character reduced to combat mechanics." Although somewhat hypebolic, I think it captures the idea that, although 4E excelled at what it focused on, some people did not like that focus (arguments about 3.5 being a the best fit for some other purpose aside).
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# ¿ Mar 26, 2015 17:45 |
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JonBolds posted:Okay, so, goofy gimmick 4th Edition classes. I remember the Vampire - but which others were that strange or approached being that strange? Warden was always weird because of the thing where you'd like, turn half into a mountain goat. Fey Warlock, pre- the Slashing Wake nerf, was hilariously stupid in any fight with enough minions past level 11/12. Centered Breath Monk with a Bard multiclass and the feat to let you turn any slide into a teleport became "hit a guy and reshuffle everything nearby into a handy 3x3 killing box for your team". Teleports: Never not fun.
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# ¿ Nov 6, 2015 21:35 |
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alcharagia posted:Here's a question that actually applies to reality: what are the weaknesses of the Psion class? For Psion, at least one of those "take and keep forever"s is at level 1 (Dishearten, I think?) and will also make your DM want to smack you for debuffing his monster's accuracy straight to hell.
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# ¿ Nov 28, 2015 06:33 |
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thespaceinvader posted:Nah, if they thought that they would have done it two years ago.
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# ¿ Dec 13, 2015 18:58 |
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Free Triangle posted:We're starting up a new game of D&D but my DM won't do 4e unless I can find a free fill-able character sheet, apparently WOTC requires a sub, and I don't want to pay the $30 for hero lab.
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# ¿ Jan 13, 2016 03:33 |
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spectralent posted:I may actually be playing 4e again soon, and for campaign reasons the character would make most sense as a Drow. What classes match up well to them, particularly ones with a mystical/eldritch feel?
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# ¿ Feb 15, 2016 22:43 |
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And even then, a bunch of the FR drow pact is great for nocturnal ruins-folk. It's even called the Dark Pact! If you wanted ruins-as-in-lost-empires folk, you could also go with my personal favorite, the Sorcerer-King Pact from the Dark Sun setting book. One of the paragon tier powers lets you Ka-Li-Ma fuckers straight outta Indy.
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# ¿ Feb 16, 2016 02:55 |
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spectralent posted:The issue is Exalted 3e has provided us with a case study in what happens when you try and make everything as involved as combat.
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# ¿ Feb 26, 2016 14:24 |
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If it's a smaller fire elemental, it could be subdued by clapping a jar over it and only poking teeeeny tiny holes in the lid. But maybe that's torture.
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# ¿ Mar 15, 2016 22:39 |
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Yukari posted:Is that literally it? I was somewhat hoping for a more universal way, since I'm using a heavy blade as a weaponment, don't really have the option of holding a staff.
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# ¿ Apr 15, 2016 18:17 |
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pookel posted:Sorry to just jump into the thread, but ... You can try asking him WHY he feels you guys are too strong---are fights resolving too quickly for his monsters to wear people down? Are you just getting really lucky hits in? Is the adventuring day not long enough to encourage pacing out daily powers? Is he building the monsters based on bad math / using them from pre-MM3 (where the math is wonky and sometimes things are unfairly hard and sometimes you're fighting pinatas made of damp tissue paper). It might all be his perception, but if it is, just walking through that kinda "find and fix" conversation might be all it takes to get him thinking that no, it's all in his head. Or maybe he does suck. Only time will tell.
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# ¿ Apr 17, 2016 04:56 |
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Another thing to keep in mind with the monk's player's quarterbacking is that even if his character is in another room entirely, having the player who's best at tactics lending a hand at the meta level with other people does a decent job of simulating how seasoned adventurers would be behaving (since if they're alive for any length of time and working together, the whole group of characters-not-players probably have a decent grasp on how to comport themselves in fights). Like, maybe the rogue's yelling HELP HELP OWW OWW HURRY and the healer knows/decides that's code for "drop everything to go keep the rogue alive, sounds like he's in a bunch of trouble." Now, if the rest of the table just wants to do them and not hear tactics dictated to them, that's another conversation, but if it's more your concerns of realism, then...isn't it more realistic that competent adventurers know what to do to keep on adventuring, together?
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# ¿ Apr 18, 2016 17:06 |
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kaynorr posted:I'd like some help brainstorming about solos.
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# ¿ Apr 18, 2016 18:20 |
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fatherdog posted:I don't know if this is in the book or a specific innovation of the DM I had that used it, but one mechanic I saw a lot with solos in the last high-level campaign I was in was the ability to shrug off daze/dominates and if they WEREN'T shrugging off a daze/dominate, to use a particularly nasty special attack. So they still got full actions on turns they were dominated or dazed or stunned, but there was still incentive to try to apply those statuses because on turns they weren't dominated or dazed or stunned they got full actions AND a special attack. "So get this guys...it can ignore your status effects, but if you don't use your now-neutered powers on it, it gets a free extra strong attack!" *everyone wonders what they did to make Gary this upset*
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# ¿ Apr 18, 2016 23:16 |
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No Luck Needed posted:not everyone wants to optimize, definition: make the best or most effective use of (a situation, opportunity, or resource) A wizard moving between the enemy and a low-HP fighter because the player thinks the character should protect his friend may be Strategically suboptimal, but it's a roleplaying decision. A wizard picking an 11 Int and 18 Con, then wearing full plate and jumping in between the fighter and an enemy in every fight? At that point you're someone slapping a soccer ball at midfield and saying today you're RPing the goalie. quote:One of my players works at a factory and ever few weeks has a different set of days off. That doesn't always line up with the PC that has children. I probably have the easiest schedule only working 45-50 hours a week. We are not in high school anymore and can't meet up 3 times a week for 7 hour game sessions. We meet once a week for 3 hours. I do not think I have a problem with people skipping games, I think we all have the problem of not have as much free time as when we started these hobbies.
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# ¿ Jun 2, 2016 23:04 |
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No Luck Needed posted:oh D&D is fair now? All classes all balanced? People only have so much free time and playing games is part of that. Why is it so hard to have different levels in 4e? Why can't players be in different tiers? Do players each have to a roll like leader/striker/controller or could players just have fun playing and figure out what role works best for them? quote:Have you ever played a session without combat? I know I have as a player and as a DM. No swinging swords, no tossing arcane energy around, no rolling to get past traps. Just good old roleplaying. No? The only way to play 4e is a combat slog? Sorry I shat up your 4e thread then. quote:All I wanted to do today was 1) comment that someone had a good idea that I am going to steal If you're interested in emulating narrative fiction, consider game systems built around doing that; I'd say Dungeon World (but it still has some DNDisms baked in), maybe try FATE or Savage Worlds? If you're interested in wild power disparities and people having to fight the system itself to accomplish tasks, try Hackmaster---it does that on purpose! You can play many things in many ways. Playing 4th Edition Dungeons and Dragons and ignoring the system's mechanical assumptions is one of those ways, but not one you will probably be able to get a lot of advice about.
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# ¿ Jun 3, 2016 01:54 |
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Dude read my last post, where I offered you sincere advice. Actually, after reading to the end of your post: gently caress your earn-your-fun friend-punishing bullshit attitude. Disregard any good faith advice people have given you in this thread, because it is pearls before swine. Anyone who has fun at your table is doing so through no doing of your own, and deserves better than you could ever give them. Why even are you.
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# ¿ Jun 3, 2016 03:12 |
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UrbanLabyrinth posted:I think we established that it's latte art and laneway graffiti.
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# ¿ Jun 3, 2016 13:45 |
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ImpactVector posted:Alignment has been meaningless in every edition of D&D except where it's also been a dumb mechanic. There's very little a player can do with the knowledge of an NPC's alignment because the different alignments are so open to interpretation.
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# ¿ Jun 9, 2016 02:46 |
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# ¿ May 2, 2024 15:35 |
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Kurieg posted:That's kind of the pitfall of ocupation as class. The idea that NPCs need to interact with the world the same way players do.
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# ¿ Aug 28, 2016 04:22 |