Deliverance PnP - Talk Thread
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- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
Me hopes we won't start with two players.
Re: Deliverance PnP - Talk Thread
I'll give Octy another day to get in check, I'd rather not start this immediately anyway.
Re: Deliverance PnP - Talk Thread
I am not sure yet which character role to take for this PnP. My character idea shifted back and forth between attack mage, status mage, fighter, rogue, long range fighter, tank and everything else imaginable... :S
I currently feel like playing some physical fighter with some buff/debuff abilities, but I still can't decide.
I currently feel like playing some physical fighter with some buff/debuff abilities, but I still can't decide.
Re: Deliverance PnP - Talk Thread
- Attack mage might be viable, but I don't think it would be a good idea to have more than half the party be made of glass.
- A pure status/buff/debuff mage isn't worth it with only three players, if you ask me. We need damage output, considering mine is rather low and Ditto isn't focussed on dealing damage either.
- Fighter would be good. We need damage output.
- Rogue would be okay, as long as it's capable of dealing acceptable damage.
- Long-range fighter would be okay as well, but I dunno if we should have Ditto tanking at the front all by himself, as even with +5 fortitude, he probably won't have enough HP to take all the hits alone.
- We don't need another tank.
Just go for something a little mixed; having a team of specialists isn't gonna cut it with just three players. If you take a physical fighter with maybe some limited healing of buffing spells, that would be optimal in my opinion. But in the end, you should just take something you'll like to play as - we'll manage somehow. ; )
- A pure status/buff/debuff mage isn't worth it with only three players, if you ask me. We need damage output, considering mine is rather low and Ditto isn't focussed on dealing damage either.
- Fighter would be good. We need damage output.
- Rogue would be okay, as long as it's capable of dealing acceptable damage.
- Long-range fighter would be okay as well, but I dunno if we should have Ditto tanking at the front all by himself, as even with +5 fortitude, he probably won't have enough HP to take all the hits alone.
- We don't need another tank.
Just go for something a little mixed; having a team of specialists isn't gonna cut it with just three players. If you take a physical fighter with maybe some limited healing of buffing spells, that would be optimal in my opinion. But in the end, you should just take something you'll like to play as - we'll manage somehow. ; )
- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
A buff/debuff frontliner would be great, preferably with healing. Clonks's right, I don't really have the ability to tank everything alone, and with stampede, I could use someone else to stand between clonks and the bad guys in the front row for it to be viable. Especially considering how ridiculously stupid and reckless the vast majority of my melee characters are.
Plus, I don't think a mage with a single healing spell and no ability healing bonuses can handle all the work alone. And -5 to intelligence means I'm never gonna cast a single spell the entire game.
Still, go with whatever you want. You shouldn't try to fit your character around ours, after all, it should be what you want.
Wonder if we'll get a fourth guy in the PnP... four players is a nice way to round off the group.
EDIT: @Clonks: As long as he's got some damage output, it shouldn't be a problem. You've got that agility thing to keep my AC a little bit up if necessary, and with cleave for mobs, stampede for pesky back row guys, and bloodthirst later, I should be able to function well as a damage warrior, especially considering I've got +5 in strength AND finesse.
Plus, I don't think a mage with a single healing spell and no ability healing bonuses can handle all the work alone. And -5 to intelligence means I'm never gonna cast a single spell the entire game.
Still, go with whatever you want. You shouldn't try to fit your character around ours, after all, it should be what you want.
Wonder if we'll get a fourth guy in the PnP... four players is a nice way to round off the group.
EDIT: @Clonks: As long as he's got some damage output, it shouldn't be a problem. You've got that agility thing to keep my AC a little bit up if necessary, and with cleave for mobs, stampede for pesky back row guys, and bloodthirst later, I should be able to function well as a damage warrior, especially considering I've got +5 in strength AND finesse.
Last edited by Ditto on Tue Jun 14, 2011 10:43 pm, edited 1 time in total.
- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
Just noticed our ability uses refresh every encounter. Let me change second wind (again):
- Second Wind [1/1]-
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action.
(I absolutely will not stop changing this ability until I get it the way I want. )
This makes my character much more fun for battles, though.
- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
I will irritate you with this no longer.
<- is satisfied.
Can't wait to see Octy's char, though. It doesn't seem like he's had much of a chance to roleplay a character since ToaP and the awesomeness of Aranym, and I'd like to see it again.
<- is satisfied.
Can't wait to see Octy's char, though. It doesn't seem like he's had much of a chance to roleplay a character since ToaP and the awesomeness of Aranym, and I'd like to see it again.
Re: Deliverance PnP - Talk Thread
Good point. In fact, I'm just now starting to wonder why you don't have +5 in agility, considering that's the second-most important stat for a tank in this ruleset, next to fortitude.Ditto wrote:EDIT: @Clonks: As long as he's got some damage output, it shouldn't be a problem. You've got that agility thing to keep my AC a little bit up if necessary, and with cleave for mobs, stampede for pesky back row guys, and bloodthirst later, I should be able to function well as a damage warrior, especially considering I've got +5 in strength AND finesse.
I also just now noticed that our AC is ridiculously bad. Out of a possible 15, we only have 6 and 5, respectively.
We'll probably get hit... ...a lot.
Actually, how are hits in this PnP calculated? I mean, D&D starts out characters with a base 10 AC for a reason.
- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
Well, I don't want to completely optimize against roleplaying, and creating a character with no mental will kind of contrasts that.
Plus, I have bad memories of magic from going Reys vs. Two Casters with nearly no MR, and mental resistance appeals to me in that case.
Plus, I have bad memories of magic from going Reys vs. Two Casters with nearly no MR, and mental resistance appeals to me in that case.
Last edited by Ditto on Wed Jun 15, 2011 12:54 am, edited 1 time in total.
Re: Deliverance PnP - Talk Thread
That could lead to hilarious results.Ditto wrote:*moves points from willpower to agility*
*Karina gets tortured for 1 point of damage of her ridiculously high HP, making it barely even a scratch, and can't even feel most pain, but bursts into tears the second she starts to get tortured*
- Ditto
- Jungle Warrior (Committed contributor)
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Re: Deliverance PnP - Talk Thread
Yeah, undid it around a second afterward. That d10 hit die doesn't need a huge AC pool on top of it.
Plus I get bad mental images of me being mind controlled into massacring the party.
Plus I get bad mental images of me being mind controlled into massacring the party.
In reality, it probably wouldn't overly hurt to move points from finesse, but maneuver bonuses are too much to pass up.Battle wrote: Karina roflstomps enemy for strength plus finesse giant amount of damage!
Enemy uses mind control!
Party says "Oh s**t!"
Karina runs back and attacks the party like Belkar Bitterleaf!
Party dies!
Karina is sad. ):
Re: Deliverance PnP - Talk Thread
Attack rolls are 1d10 in this ruleset, as opposed to 1d20, so you're not losing much here.
Plus AC from equipment will actually stack in this system, so you can put together a full outfit of armor, boots, gloves, helmet, all providing AC bonuses.
Plus AC from equipment will actually stack in this system, so you can put together a full outfit of armor, boots, gloves, helmet, all providing AC bonuses.
Re: Deliverance PnP - Talk Thread
I see. Okay.
Re: Deliverance PnP - Talk Thread
Come on Octy, let's see that sh*t sheet.
:D
:D