Re: RJ's DG4-Temple of the Elders (Ponderings and plans)
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Link above will direct you to a read-only version of what I've done so far. It also goes to show that when I said that the events would be the meat of the game, I wasn't kidding. It's even taking longer than I expected, mostly because I've at least got to try and make everything interesting. I'm not sure if I'm doing more than I need to, or if I'm using all of my brain power and making nothing interesting. I'm mostly just making stuff that I want to at this point.
Also, pondering about how the Classes should perform in TotE
- Who is Your Class, and What Does he Do?
Classes of DG really complicate things. I mean, they REALLY complicate things. I mean, THEY COMPLICATE EVERYTHING. With the exception of Warrior, I suppose. Though that's obvious.
But let me go over my thoughts of each class.
Warrior
The cool thing about warriors is that they're pretty simple. Easy to play, easy to use in almost any setting or game type. The general rule is to wear lots of armor, and hit things with very sharp, very heavy things until they die. In TotE, the same rule applies. But where TotE allows them to really shine is during Enemy encounters. When a standard bunch of dudes show up to fight, most Warriors will be able to flip them over without too much trouble, as their impressive amount of skills should aid with almost any situation. They crush mooks without much worry, but where they might start having some problems is with single, really tough enemies and bosses. Basically, the real threat to a Warrior's life is another, bigger Warrior. Or a giant nuke to the face from a spirit caster, provided they didn't invest in dodge.
So, the concept behind Warriors is that they thrive during Enemy encounters.
Spirit Wielders
These guys are in a strange spot, but nowhere near as strange as Mages. We'll get to that in a moment. For now, let's discuss the issues the Spirit Wielder has. For one, they tend to be very squishy. Enemy encounters tend to rock one way or the other in terms of which party gets the first attack. For Spirit Wielders, it really sucks not to go first, but so long as they do go first, everything tends to die without much fuss. They also don't lose much EP for their troubles often enough. Though the issue is if they get the chance to land their super powers. It's hard to determine a method of how to treat these guys.
Generally, Spirit Wielders are Boss Bombers, from what I can tell. But while they share weaknesses with their strengths, are they too strong outside of an RP setting? I'm having difficulty answering this question as I go on. There doesn't seem to be a consistent formula for Spirit Wielder weaknesses either. I'm not sure how to handle this so that they're a valid choice, not a MUST or a trash choice. My goal is to make Spirit Wielders a playstyle choice alone. Your chances of winning should hardly be affected.
Mages
Mages, I thought were going to be my greatest concern. They seemed to have all the weaknesses but none of the strengths, until
TassI realized their true potential. They're problem solvers! Indeed, much like Warriors who have many solutions for Enemy encounters, Mages are granted the ability to handle Events with far less risk. Their spells allow for low cost solutions and ensured better results. Mages manipulate the dice of events to make them fall where they like. Mages can usually acquire Followers this way, which greatly aid with Enemy encounters. It's best they don't get ganked from behind by Weight Lifters with Oiled Abs though.
Succubi
A class that's decent all-around, and always benefits from meeting enemies that want to stick their penises into them. For now, I'll say that playing a succubus in TotE is easy mode. Their only drawback is being charged more exp for non-succubus talents, a drawback that's lessened by their natural reduction to such costs. I won't bother trying to work around these guys, I've got enough on my plate with Spirits and Mages. This class is entirely for fun until future notice.