Cosmere RPG Beta Launch

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  1. Tempered7's Avatar
    Another Example:

    Step 2 - My words:
    Design, pasture, stitch
    Step 3 - d8 Roll: 4. Unknown Help
    Step 4 - Linking: My PC finds a mysterious note under the door of his Tavern room, after waking up the next day. "They're 'redesigning' the pastures behind the town. Get a shovel to untie their stitches, marked by primitive patterns. ~a friend." Ties to the context: The smugglers are burying their goods under the pastures at night with crude patterns around them.

    New Quest: This seems like a good day to take a hike.
    Updated December 8th, 2024 at 01:09 by Tempered7
  2. Tempered7's Avatar
    Attachment 62860
    There is a pinned version of these Meaning Tables image in the module. It's super easy to navigate.
  3. Tempered7's Avatar
    You can even use it to emulate "Live Players".... Or if you're a GM, you may use this to master your GMing skills by understanding different player roles. Such as in Bartle's Taxonomy of Player Types.
    Here's quick info about the Taxonomy of Player Types: https://sites.google.com/view/togeth...arn/gbt/bartle
  4. Tempered7's Avatar
    Freeform Association (Source of Creativity) can help you to interpret words from Meaning Tables if you're having difficulty coming up with ideas for story events. It is more like a scientific method for linking base-forms (pictures, descriptions, concepts, etc) together: aka Connect the Dots game.
    Updated December 5th, 2024 at 04:43 by Tempered7
  5. Tempered7's Avatar
    Oops, I forgot to add Fate Roll pic:


    Hmm... Support + Cautiously + Reassurance + Clean?

    Maybe my PC should discretely support an NPC to reassure he / she "cleans" a stain from existence!
    Updated December 5th, 2024 at 04:55 by Tempered7
  6. Tempered7's Avatar
    The pics of tables only include Meaning Tables. There are a ton more for each Chaos Rank + Odds combo. And more...
    Updated December 5th, 2024 at 04:43 by Tempered7
  7. Tempered7's Avatar
    The related blog post I was referring to is: How to Play Published Adventures Solo (Fog of War in maps) & Note on read-fu / spoilers.
  8. Tempered7's Avatar
    Basic Strategy (cont. #3)

    ## Zone of Control: Will be exclusive to the module when I finish it. It's too long.
    Updated December 3rd, 2024 at 01:38 by Tempered7
  9. Tempered7's Avatar
    COMBAT STRATEGY (cont. #3)

    # Resource Management


    D&D is a resource management game. Every single mechanic on your character sheet is a tangible resource and all you do with your actions is to do math with them.

    * HP / Hit Dice, Stats & Skills, Armor Class, Initiative, Limited use spells and abilities, potions and items, d20 (probability) rolls, even rest.
    * But most importantly, your real world game time! Not to forget, Story vs. Combat in a session's pie chart.

    ## It's Time to Play

    To balance in-game resources with good use of game time, first start by managing your in-game resources in an efficient way.

    Solo Sessions that last more than 20-25 min at a time tend to drag heavily. Take 5-10 min breaks in between sessions even if you have 2-3 hours to spare. Scenes (with a scene goal) is also a resource and you can use them in your combat encounters to manage slogging battles. Determine the beginning and end of your sessions based on scenes. This is to combat mental fatigue.

    Go easy on yourself with your choice of encounters, you are already at a disadvantage. Random generators may give you a group of monsters, but it's your game, not the generator's. Definitive referee in the game is you. And your most valuable resource is your Time. If your session causes stress instead of fun, it is not a good use of it. Combat the stress by not accepting it in your system in the first place. "Choose your battles wisely" is not an advice only for your PCs.

    Fortunately, this is Solo Mode. You can fast forward short / long rests to replenish as often as you wish. Although, repeating it too frequently may break immersion. That is, unless you are already an experienced player / gm and want a challenge.

    ## Time to be Cautious

    That being said, playing 1 PC requires cautionary play style -not defensive, mind you. Since there will be no one to help you, falling in battle may mean the end of your PC despite the fact that there are other ways to continue. But I will assume you want to see your PC ascend the ranks till the end.

    Instead of unleashing all your nukes at first chance, save your limited potent resources to get out of dire situations. And rely on your spammable, lower potency resources even if it's just basic attacks. Use them in tandem with your other type of combat resources. For example, You may want to save them for Preventive Strategies, such as quickly removing a Very High Threat enemy so that you can deal with the rest easily.

    ## Time to Go Berserk

    Threat level is leverage. It is what makes your PC sleep with one eyed open at camp. Even the potential of it orders authority. This is the kind of a resource that you should take from your enemies single-handedly, by will. It is quite the task!

    Normally, when your deficits are covered by a party, I'd say everyone should go full berserk. After all, best defense is offense. Of course, there will be times you'll need to focus fire, or quickly dispatch multiple small targets with an AoE attack. But getting used to a reckless play style in Solo Mode can end your PC's career. So, look for opportunities to go berserk but ONLY rush in at opportune times, when you have most amount of survivability and least amount of potential threat directed towards you. You'll know when those times come if you assess tactical situations with 5W1H questions.

    ## Time to Calculate

    Rule books are also resource. If you started anew, in order to manage them efficiently, always read them with a purpose in mind (such as to make a list, find an answer to a question, or for inspiration), rather than reading it from start to end. This is to combat wasting time by getting lost in them, leaving frustrated.

    As for combat rules in them; your resources are everything your current build provides you at your level any given time, in addition to your 4 action slots, armor, weapons and items. Basically, entries in your Character Sheet.

    Many players tend to set & forget about them until they need them but best way to manage combat is to take time to memorize your biggest strengths and worst weaknesses. If you have a dump stat you might want to take it into account when devising your plans. (i.e: 8 STR means -1 penalty to saves & skill rolls that are STR based).

    Remember Combat Strategy > Know Thyself? It is closely connected to > Know Thy Plan. If you don't take your weaknesses into account, they may come back to bite you.

    ## Time to Fight Numbers with Numbers

    Being have to protect your Hit Points at all times can be an exciting way to play the game. This forces you to think on your feet, assess all combat factors carefully (Your Resources VS. Enemies') that you otherwise would overlook.

    If you see that increasing your AC temporarily with a spell in anticipation of a big hit just saved your life, it might make your time spend more pleasant. Because doing algebra with stats via actions is actually managing them.

    Remember Econ 101 tactics? Managing them in base game terms gets easier if you consider Opportunity Cost of your actions. Opportunity cost is the forgone benefit that would have been derived from an option other than the one that was chosen. What would you lose if you do action A instead of action B? This thinking seems backwards but it enables you to manage comparisons of offensive or defensive capabilities in your arsenal in relation to current situation.

    As an example, If you chose to get 5 Temporary HP with a spell as oppose to increasing your AC by +3 with a shield, it might cost you more HP loss in case of big attack from an ogre. Making the right chose for the right situation depends on such thinking habits.

    But if you don't think you'll enjoy your time by dealing with the nitty gritty sides of the game, just stack on limited amount of HP potions and use them whenever your HP falls below or around the number of HP you can recover with the potion. (i.e: 2d4+2 for Potion of Healing).

    Also, always take lowest result of rolls into account: i.e: lowest result in 1d4+2 = 3. That way, even if you hit the bottom with a roll, you'll at least know if you can dispatch a monster or not (when it's left with its last 3 HP, for example).

    ## Time to Shuffle Bags

    Inventory Management is the worst nightmare of Soloists.

    If you are not playing a STR based character... or worse, if STR is your dump stat, you're left with 2 choices.

    1) Only take items that are light in weight but heavy in value.
    2) Play with a mule. This doesn't have to be a full PC or a sidekick. It can simply be a horse with saddle bags. Oh!
    3) Of course, I assumed you are at low level and don't have access to Bag of Holding, yet. If Time Management is more important than game realism for you, feel free to drag and drop it into your inventory and give it a back story if you wish. But even if you use it liberally, you'll see that after a point you'll stop keeping track of what's inside. Hence the term, nightmare.

    ## Time for Ideals

    A soloist's ideal way of managing mechanics (feats, spells, rules) is to first list them, then sort/rate them depending on their viability, feasibility and efficiency to be used for a build, for example. But by all means, don't feel obliged to do this when there are too many public lists available in the internet, already.
    Updated December 5th, 2024 at 08:49 by Tempered7
  10. Tempered7's Avatar
    COMBAT STRATEGY (cont. #2)

    Know The Consequences (NEW)
    "No plan survives the first contact with the enemy."
    ~ Helmuth von Moltke.
    Don't just think about your combatants' plan but also consider its CONSEQUENCES. Especially in the context of its execution for present and future time.

    * "What might it cost me if I do it?"
    * "Can I afford it?"

    If you expect certain actions from certain enemies and base your plans according to it, RNG might blow your plans off course. For example, you might ask a question (related to combat) to your oracle and the words it give you might be interpreted in a disadvantageous way for you.

    "Killing Your Darlings," (cut the excess even if you're attached to it) is not just a term used in Storytelling or World Building. Sometimes it means abandoning a plan to pursue another way to the same goal. Adaptability while sticking to a goal is the key to success in Solo Combat, because RNG is a harsh mistress.

    Solution: Keep your goal in mind and if one way fails, try to find another way to achieve that goal, instead of blindly sticking to a predetermined plan. This might take trial & error if not thought out in Battle Prep, and cost you many dead PCs. Embrace it. One thing is certain that it'll teach you Warfare in a solid way. You may forget battles you won, but you never forget the reason of defeats if you lose something important because of it.
    Updated December 1st, 2024 at 10:22 by Tempered7
  11. Tempered7's Avatar
    COMBAT STRATEGY (cont. #1)

    Know Thy Plan (New)

    First and foremost, it is to crush your enemies, see them driven before you, and to hear the lamentations of their women, as Conan said. In order to do that, you need to survive first:



    * DETERMINE YOUR OBJECTIVE: Your battle plan should not just be limited to battle mastery. If, say, your objective as a Phlegmatic PC is to protect villagers while in combat, it would be unfair to think "ends justify means." You'd do anything to protect them first. But if you're playing Result-Oriented Pragmatist, you would use ANY way to win a battle; these may include methods that are deemed dishonorable by some.

    * BASE your battle plan on WHERE you are fighting in. Is it a place you know, or is it your enemy's turf? Is the terrain in your favor? If you can't use environment to your advantage, they will. Use Reconnaissance Tactics for the perimeter and mobs within, before entering battle. And make a habit of assessing places you entered tactically at least once. Covers, ambush & choke points, hazards, light sources, hiding spots, entries & exists, secret doors, etc.

    * PREPARE A Hit List:
    Target Priority from highest to lowest to deal with them individually. Unless you have access to Area of Effect Nukes. A Fighter can also throw fireball: Oil bottle + Alchemist's Fire. The list depends on the composition and individual Challenge Rating of the monsters in it. Also take lethal abilities into account.

    1 - Monsters with Disabling Effects mean you're dead. Deal with them in a way that avoids the CC. Know the nature and appliance method of CC for it.

    2 - Intelligent enemies
    are the deadliest. Casters, Clerics. Single them out by positioning yourself well & focusing fire with your action / bonus / reaction. Latter slot may mean they have to attack you first, raise your DEFENSES and bait them to attack you. They usually show themselves AFTER their infantry engaged in melee with you, so, before they secure their Zone of Control, use Cunning to bait the infantry into showing their hands with misdirection methods. (Send animal companion in, trigger noise far away, minor illusion, arson in their bed rooms, etc.)

    3 - Enemies with highest damage & everything else
    comes next.

    * Know What you CAN'T do in combat: Based on risk/reward factors, either don't bother with them at all if you don't want to prolong game time. OR put some effort to substitute or compensate them, if you really need them. Latter choice may mean backtracking, so do that in Prep.

    * Know What you CAN do in combat: Work your way as a loner in a well-organized and competent way to resolve conflict.

    * If you are better at Close Combat, start by chipping away highest priority enemy HP with ranged attacks and by other means before entering melee.
    * If you are better at Ranged Combat, start by setting traps and/or disabling enemy's economy after the reconnaissance. Stealth is a must for this style in Solo.
    * If you're better at Arcane Warfare, start by Pre-Buffs before the engagement. Then focus on controlling the battlefield (AoE CC infantry first). Use a damage soaker as a meat shield against whoever standing while unleashing your spells on the priority targets from high threat level to lower.
    Updated December 5th, 2024 at 05:33 by Tempered7
  12. Tempered7's Avatar
    COMBAT STRATEGY (cut content)

    Strategy is the art of planning, organizing and directing overall military operations and movements in combat. It differs from tactics by staying on the theory side of things. In terms of game play, it is your overall plan to achieve your main goal by going through level progression and directing your efforts into winning your battles until the last boss is dead. This is done by thinking in terms of logistics:

    * WHAT can be used for WHICH of my specific purposes? These can be abilities and spells that your build provides, weapons, items, methods, plans, etc... Search and Gather them.
    * HOW can they be organized into a coherent whole? Little jigsaw puzzle game.
    * WHERE should each part be directed towards? To focus your efforts into a practical goal.
    * And a general theory of HOW they can be applied into practical terms.

    Know Thyself

    * Strength: Typically, elements in the arsenal of your class that are most efficient for you. Sharpen & Play to them. But it doesn't always mean they are your strong side. When used against you by enemies, you become your worst enemy! "i.e: Getting charmed."

    * Weakness: Supposedly, these are what makes you vulnerable for attacks from enemies with specialty to exploit them. Cover them. They don't have to be your down sides, though. When used as bait while you cover them with your Strengths, they can be deadly weapons! "i.e: Damsel in distress with a poisoned kiss."
    Updated December 5th, 2024 at 05:30 by Tempered7
  13. Tempered7's Avatar
    Basic Strategy (cont. #2)

    Movement

    • - ADVANCEMENT: Only move forward if there is no unmanageable threat where you'll be.
    • - Start by Split Movement & Fire: Move a bit (i.e: 15 of 30 ft) - Shoot (ranged) - Go back to cover.
    • - ENGAGEMENT: Move to a defensible position gradually instead of charging into enemies and lure them in small, controllable groups while covering yourself from ranged attacks. Or ideally, lure them 1 by 1 into a choke point and let them shoot their own friends. (You can do that, you are the GM!)
    • - If you are at open field, surrounded, use your Disengage Action instead of attacking to tactically reposition yourself in an opportune / dangerous time to prevent damage. Get out of range / switch to a weaker enemy / hide / or flee to fight another day.
    • - TACTICAL WITHDRAWAL: If you have to flee, don't do it by Dashing all the way back at once. If you have access to any utility / crowd control ways (smoke bombs, alchemist fire, invisibility potion, bag of sand), first Disengage if you're in melee, then find cover or use your full movement to get out of range if there is none. Use the CC items next turn to distract the ones that can reach & lock you in melee. Only then move back from cover to cover at length of your full movement with Dash Action. Because some spells & ranged weapon ammo can run farther than you.

    Range & Cover

    • - Calculate Range of ALL enemy Weapons before moving or acting & stand where you'll get least amount of threat while picking the highest priority target for engagement.
    • - To target something, one must have a clear path to it, so it can't be behind total cover.
    • - RULE: A target with **total cover** can't be targeted directly by an ATTACK or a SPELL, although some spells can reach such a target by including it in an area of effect (i.e: fireball but not all AoE spells). A target has total cover if it is completely concealed by an obstacle.
    • - Next best thing is covering 3 quarters of your PC's body for +5 bonus to AC and Dexterity saving throws. The cover might be a portcullis, an arrow slit, or a thick tree trunk.
    • - Or covering half of your PC's body for +2 bonus to AC and Dexterity saving throws.
    • - All these mean enemies bigger than you in size that are in between you and your attacker can also be used as a cover. Think in angles like a billiard player, based on weapon range to find where to stand.
    • - Use larger creatures as cover against casters, ranged attackers in melee engagement (especially good for artillery if the "cover" is enemy combatant).
    • - Don't forget Grapple Maneuver. It can be used to hold a monster with your left arm as cover towards its friends while you use 1H weapon as offense if you don't have a shield.
    • - Dead enemies or some items can also be used as cover against arrows, direct link spells, etc, if you can lift & hold / move them for a while (i.e: a barrel, a bookcase) to cover at least half of your body.
    Updated December 4th, 2024 at 16:30 by Tempered7
  14. Tempered7's Avatar
    Basic Strategy (cont.)

    Ranged Deployment


    * Obviously, behind cover and as far as possible within normal range while covering their rear from attacks. But it depends on the range of weapons. Indicated in Properties row, the first number is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack rolls. You can’t attack a target beyond the weapon’s long range.

    Short Bow: 80 / 320 feet (or 25 / 97 meters).
    Long Bow (heavy): 150 / 600 ft (or 45 / 180 meters). Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. If encumbrance is not a problem, prefer heavy for its superior damage if your race is medium size.
    Crossbow, Light: Same as Short Bow.
    Crossbow, Heavy: 100 / 400 ft (or 30 / 120 meters).
    Sling: 30 / 120 ft (or 9 / 35 meters). If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

    Note: Numbers taken from 2014 core books.

    Arcane Caster Deployment

    * Behind any kind of damage soaker and/or cover, as far from enemies as possible within shortest spell range if threat level is manageable OR within longest effective (problem solving) spell range if threat level higher than you can handle.

    Full Spell List by Range: Skipped "self-only" range, https://www.dndbeyond.com/spells?page=8&sort=range
    Full Spell List by Range: Skipped self+range & ranged/touch. Starting from 5ft. https://www.dndbeyond.com/spells?page=19&sort=range
    Starting from more 60 ft: https://www.dndbeyond.com/spells?page=27&sort=range
    90 ft: https://www.dndbeyond.com/spells?page=35&sort=range
    100-120 ft: https://www.dndbeyond.com/spells?page=38&sort=range
    To Mars (150 ft): https://www.dndbeyond.com/spells?page=43&sort=range
    To infinity and beyond (300 ft, 1 mile): https://www.dndbeyond.com/spells?page=45&sort=range

    Infiltration Deployment

    * It depends; Behind enemy lines to deal with high priority targets in silence --with an escape route planned (Assassin). OR Within enemy ranks to overthrow the whole enemy group (Spy).

    Starting deployment place should always give you the element of surprise even if you start in front of enemies. Use Disengage action + Move + Cunning Action: Hide as bonus action. And following placements must be advantageous places to hide & strike from (i.e: high ground, enemy's rear).

    A sure way to keep your sneak attack always enabled is to use a creature that attacks your target in melee range as per sneak attack rules; unless you have disadvantage. Find a way to acquire such a creature in prep (henchman, summon, even other monsters via Deception). So alternatively, your next placement is next to the attacking creature in melee range. OR use ranged weapons until you can't (See Ranged Deployment).

    Note 1: Thrown Dagger Range is 20 / 60 ft. You can start your surprise turn by throwing a spare dagger / paralyzing dart (maybe to a secondary target) to benefit from sneak attack / CC before engaging in melee.

    Note 2: Ranged Weapons that can enable Sneak Atk are blowguns (25/100), daggers, darts (20/60), hand crossbows (30/120), heavy crossbows, light crossbows, longbows, nets (5/15), shortbows and slings.
    Updated December 1st, 2024 at 09:45 by Tempered7
  15. Tempered7's Avatar
    COMBAT STRATEGY

    Let them [your PCs] learn about the enemy's tactics by trial and error.
    That's because the monster themselves - let alone their tactics - will be mostly random because of RNG side of Solo Mode.
    Updated December 1st, 2024 at 07:22 by Tempered7
  16. Tempered7's Avatar
    Infantry deployment: As far as possible to avoid AOE & as close as possible so enemies can't run pass them: 15 feet is the magic number.
    As you can guess, the mechanics I couldn't fit to mention in the entry is "Attack of Opportunity." 2 melee infantry 15 feet from each other will not allow anyone to pass 5 feet (melee reach if not 2H reach weapon) from left, center & right.

    I should discuss about Control Zone of each class but I think there will be no space for it. I'll try though.
    Updated December 4th, 2024 at 13:36 by Tempered7
  17. Tempered7's Avatar
    Basic Strategy

    * Movement & Range

    • Don't deploy your villains too close to the heroes (unless they ambush)
    * The reason for this is that if your enemies start first, they will reach to your heroes and you'll be in disadvantage.
    * If you start first, maybe you'll be in advantage but you will be too deep in the control zone of enemies as 1 PC. Be patient and let them come to you as you deal with them 1 by 1.
    * If you deploy your enemies & heroes more than max movement speed / 30 feet from each other, depending on who starts first, they have to enter into the zone of control of the other and expose themselves without being able to attack. Especially if they are not ranged/caster.

    Note: Solutions for this for each class will be different and be discussed in their own entry.
    Updated December 1st, 2024 at 02:19 by Tempered7
  18. Tempered7's Avatar
    GROUP DYNAMICS #2 (cut content)

    Tank (DMG Soaker) - Damage Dealer - Skill Monkey - Healer - Magic User - Face/Social, etc.

    When playing 1 PC, many of these will be missing but that doesn't mean you will need all of them at all times. Remember, Solo Play is based on RNG. Whatever monsters are rolled for at the moment, either cover
    whatever weakness you have by substituting, or by playing to your strengths instead of dwelling on your weaknesses. Assume the role & concept of the class you're playing and think like them. This will make your game more than a cookie-cutter play. But I will also include OP strats in class entries.

    Problem solving mindset is necessary because of this. Remember 5W1H questions? Ask them to find out about the solutions to your problems. Search the answers in the form of usable abilities, spells, items, etc; you can even "use" monsters themselves against each other. There is no such thing as "my DM doesn't allow me" in Solo. Go crazy! I'll try to write them in respective class entries as much as possible, but I can't foresee every problem you might have which will depend on your play style & experience.
    Use your imagination.
    Updated December 5th, 2024 at 05:29 by Tempered7
  19. Tempered7's Avatar
    Theory of Strategy & Tactics will be in Part III.
    Updated November 30th, 2024 at 11:48 by Tempered7
  20. Tempered7's Avatar
    COMBAT ROLES (cut content):

    * Melee: Pure melee who carries one weapon type (i.e: only a 2H) is shooting yourself in the foot in Solo Play. Remember, you will be outnumbered. Cover your weaknesses with versatility. Even if you want Great Weapon Mastery (2H), carrying 2 throwable javelins + shield will enable you the tactics in Econ 101 - #2. Closing gaps with monsters far away will be a problem once you commit to an engagement because of Attack of Opportunities. Use your current victim as a cover from ranged attacks with footwork. And choose your positioning in battles wisely, champion.

    * Ranged: Pure ranged is also a mistake. You need at least 1 light/finesse melee weapon, tactical thinking of The Arrow (TV series), and tools such as traps (not just items like bear trap) & tricks such as lures. You can always bait and switch in combat. Don't worry if your CHA is not that high. It doesn't have to be. You have DEX, and if you multi-class into Druid / Ranger you can also enjoy some offense / healing spells.

    * Infiltration: There is no helping hand if you get caught. Plan ahead. Have an escape route beforehand. Count the heads before engaging, check their strengths & weaknesses. Know yours. Play to their weaknesses by using your strengths. Divide & Conquer. Be patient like an assassin and go 1 by 1. You are not a berserker, you don't have to ice them all. If it's not an opportune time for you, create leverage while giving the enemy disadvantage. If it is an unwinnable battle, don't even engage, find a way around it.

    * Caster: [Arcane] If you just started SP and don't have the patience of a saint, don't start at level 1. Just don't. Warlocks have some chance out there alone, they have "backup" and some AC. But Wiz & Sorcs don't start to get their meaty spells until level 3-4. So begin at a reasonably higher level than 1. Focus on combat and combat alone, don't bother with utility (except positionals such as Misty Step) or cool but useless spells, you can't afford them. You can compensate utility from other sources. You'll need a source of helping hand ASAP. Find Familiar, Mage hand, summon scrolls, henchman... It is crucial that your INT / CHA should at least be 16 (or 17) in char gen. I mean, every solo class needs to maximize their main stat from the start but you need it more than anyone else. It'll be a long ride for you to shine. If you go with 14 DEX to cover for depleted level 1 spells with a ranged weapon, use your summon as a tank even if it can't take much damage. If you're too attached to your Familiar, pick one that can get in & out of situations quickly (for harassment rather than tanking) i.e: flying ones. Your summon can also be used as crowd control agent by pushing enemies around. Trial and error & struggle is necessary until you are more powerful. After all, arcane casters are the original zero to hero class.

    * Caster: [Divine]: EDIT: Clerics, Paladins, Druids; I categorize Rangers as Ranged and/or Infiltration class. My experience with these classes are limited to none. But I can presume that they can be good tanky frontline combatants or powerful casters/self-healers. So, I think if you don't have a solo class in mind, yet, you can safely pick one of these and enjoy being a paramedic for yourself while dishing mid(?) damage from your weapon attacks. According to what I've read so far, Divine warfare revolves around the use of divine magic and abilities granted by deities or devotion to a divine cause. It emphasizes the fusion of martial combat and divi powers to fulfill a sacred mission or fight against supernatural forces. So, their "holy" nature can be a foundation to your PC's combat style: Their sacred texts / divine prophecies can provide crucial info about an enemy as to ways of defeating it, its weaknesses, etc. Unless, you just want to be a tanky fighter/caster as a self-ambulance to cover all your bases.

    * Hybrid: Either by nature of the class, by multi-class, or by subclass. It is better to maximize one type of Stat > damage (melee / spell / ranged / physical, divine, etc) than to spread it all over the place. Even if you are melee+caster hybrid, don't divide yourself in "best of both worlds", it's a trap. Sharpen your one "side" as a focus and use your other side as a support.
    Updated December 6th, 2024 at 21:13 by Tempered7
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TALES of the VALIANT

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