1) What Assassin's class feature/s should have "hybrid" tag if I were to hybrid it with another class?
Assassin’s shroud
Guild Training,
Shade Form
Shadow Step.
2) Assume the following has:
Battle Caster's Defense, Artful Dodger, and Riposte
Assassins shroud is a free action, so in theory ...
The first question is already answered plainly in books. I provided an answer, but I think I should delete it and leave it as a comment, and edit the first question out of his question.
@BESW Regarding this, there's an interaction principle here: people tend toward the easiest options, regardless of which options are doing something well or not well. So if you want to make sure people do things well, make that the easy way, and make the bad ways difficult.
Specifically this came up in the design of the Windows Azure cloud hosting platform. There are a lot of traditional methods for making websites and webservices which are really really bad on cloud hosting, and there are ways you should be doing it instead. The designers of Windows Azure were clever enough to make those really bad methods overly difficult, and the path of least resistance leads you straight to the good ways of doing things instead.
@JonathanHobbs It's not a matter of the best way to accomplish this task in the general sense, but of overgeneralizing the situation leading to good advice being applied in contexts where it becomes unwelcome.
Then I will better stay away from it for the time being.
Should finish the books first. Kinda got tired of 4e, or just tabletops in general a while ago. Uni deadlines didn't help. Now that I will have some more time on my hands, was thinking of trying something new...
DFRPG is pretty good. It's a good introduction to broad-mechanic, low-subsystem narrative-based systems for players who are used to systems like D&D with a lot more crunch.
I just love the narrative of the books. Also, the concept of magic is pretty interesting there, but I dont have much knowledge of the lore there about becoming a mage, so I wanted to look that up there too. Just no spoilers for now. I have a feeling that in those kind of books the spoilers would completely ruin the story.
I dont know much about FATE system, but I knew it worked on that. For now I have some experiance DMing 4ed and playing 4ed and Dark Heresy
I like 4e lore, but then again I like pretty much all lore. And the monster manuals are pretty good. I like the design and, well... lore. I am like an old recording. :D
I've got most of my experience GMing 3.5 and 4e. We moved to DFRPG/FATE recently because we finally figured out that the game experience we want isn't the kind of thing any D&D or d20 System game can support without intensive effort to make it bend in ways it doesn't want to go.
Also, a few books later it becomes increasingly clear that Butcher's masterplan (and he's said this explicitly) is to do whatever makes Harry suffer the most. Repeat.
@BESW That certainly sounds like it's Butcher's masterplan. Though he may have worked himself into a corner; Dresden is starting to run out of bad things that can happen to him.
@ObliviousSage He's still got friends, family, and limbs.
And don't forget when <spoiler> called up to tell him their <spoiler> had been <spoilered>. Butcher isn't above pulling rabbits out of hats we didn't even know existed.
I can't remember exactly which books, but there was a powerful being who was passingly referenced early on as part of Harry's backstory, a bad guy tried to summon him a few books later, and then recently the backstory was fully revealed and the bad guy was a lot worse than we'd thought, in ways that hadn't even really been hinted at much before then.
A lot of that felt very much "I only just figured this out recently and tied it into vague stuff I said earlier to make it look like a plan," rather than "I've been planning it all along!"
That's my issue: not that Harry's running out of Bad Stuff to happen to him so Butcher won't be able to continue doing it... but that Butcher will continue doing it in spite of that.
Also, it smacks too much of Whedon Syndrome to me.
@KRyan Whedon Syndrome is what all of his works suffer from if allowed to go on long enough. Up to a certain point, his shows have a wide variety of sources of tension and drama. Past that point, they increasingly rely on "Give favorite character what she wants. Take it away as brutally as possible. Repeat."
Hmmm, I still don't see that aspect super strong in Firefly and Serenity. It seems more like "give one character what they want, screw over a different character".
It's not that they were sadistic, even, that bothered me.
It was that they seemed to forget all the other ways they'd each spent three+ seasons creating tension and drama.
I didn't even get past the first episode of Dollhouse because it seemed designed to do that from the start.
I like many of Whedon's ideas, and he can do great dialogue within certain limits. But everything by him that I watch, I'm just waiting for the doomhammer to drop on the whole thing and turn it into a heavy-handed Shakespearean tragedy.
I've liked his work on movies; Avengers was good, and his touch improved Alien: Resurrection. Maybe it's because those aren't long enough for him to tragedy up the place?
Murf. I simultaneously loathe and appreciate post-highschool-Buffy.
It got so much better in terms of production as time went on: script, acting, directing, camerawork, SFX, the works. Because of this, many of the hands-down best single episodes are in the later seasons.
But it stopped being Buffy in many of the ways I watched the show for: it lost a lot of the original "horror film cliche stood on its head" and went for deeper territory... with mixed success and many failures.
Its symbolism wrapped in on itself like an ouroboros until it became meaningless, and the character development often felt forced or didn't last longer than a few episodes.
@BESW Eh, all concepts have finite depth. Only so many times you can go "look, she's a girl but she's kicking vampires' butt, neat, huh" before you need to add something.
If you've got something else to say, it's important to consider whether the venue you constructed to make your previous point is suitable for the new idea.
No, because "Charisma" by itself could mean any way in which you are able to control your social effect on the people around you.
In D&D terms, anyone who can leverage their presence to deliberate effect is displaying Charisma.
The ugliest orc alive has high charisma if he uses it to his deliberate advantage; the comeliest elf in all history has low charisma if he can't use it to his advantage.
The ugly barbarian that says "I don't want to be your friend" but has killed a god and a dragon is doomed to have charisma even if he does not want to (and I'm not talking about the stat)
ok but you're still saying "my character is charismatic, so this happens"
I'm looking for "my character does this, and I write that underlining this, so everybody knows that my character is charismatic" (then we roll and what happens is given by the roll)
While it's nice to leverage one's skills, do research and gain ability, there comes a point where you have to say "I'm playing a character who can swing a sword better than I can, speaks three times as many languages as I do, and is better at social nuance than I am. Why do I need to actually gain one of those skills when I can use the rules to simulate the other two?"
(The answer being that D&D provides sufficient mechanics for the first two, but is ill-equipped to handle the third with equal grace, and there's a common --and stupid-- tradition of expecting players to pick up the slack instead of acknowledging the hole in the system.)
I'm not saying don't try, but I am saying that you shouldn't feel obligated and you shouldn't let anyone tell you you're bad at D&D if you don't or can't.
@Pureferret It's not. It's a per-group house convention that advantages the socially dominant players.
As a socially dominant player myself, I have RPed my way out of impossible situations in ways that by the stats on my sheet should not have been possible, because I am persuasive and eloquent IRL.
By contrast I have seen high-charisma PCs regularly fail basic social interactions because the GM insisted that the less-socially-ept player RP his speech to the king instead of just rolling the die.
If a GM ever said, "Act out how you swing your sword, and if I don't think you did it accurately I'm going to give you a penalty to the attack," there'd be mutiny. But it happens all the time with social checks.
@Pureferret You complimented me on how eloquently I talked about using my eloquence to my advantage. I was amused.
(I'm guilty of the "act out your social interaction and I'll adjust the DC accordingly" trap myself, to my shame.)
If everyone in the group is roughly on par socially, it might be acceptable. And of course any practice that the group is genuinely happy with is fine by me.
But social groups don't usually work like that: there's a pecking order, there are the loud and the quiet, the eloquent and the stumble-tongued.
So you wind up with the social-mechanics equivalent of giving the athlete a bonus to his wizard's endurance check and penalizing the asthmatic's barbarian.
One of the dynamics I've noticed arise from that is that nobody plays high-charisma characters; the smooth talkers realize they don't need to, and the wallflowers realize it won't do them any good.
I actually went the other way: when I realized that it was almost impossible for me to not make my characters persuasive, I deliberately sought out builds that justified it.
Fair enough. Even in my high-op groups we weren't... superop? I was usually the most overpowered PC around, and my favorite PC was a 67-year-old human caster with 1 hp/level.
...and move 2.5'. 3.5 catered to some of my weirder conceits.
Anyway, I think it's nice to learn how to portray charisma in a chat game, but I think it's inappropriate to be expected to.
Many of us play RPGs in order to do things we can't do IRL.
For some of us, that includes being socially suave.
@BESW It's not expected. We still roll dice. But it's nice to see a fighter describing his stances, a wizard telling us how he overcomes a riddle by being more intelligent than Albert Einstein and charismatic people... well, being charismatic.
I knew a player who portrayed an elf by saying "hey, Elves have these keen senses, right? I fake it. I say the character stops and listens to something you can't ear. I've not actually done anything but you get the impression that I'm not human, because I do things human don't do". I think it's the same way with charisma. Identifying what people recognizes as charisma and just telling them your character does that.
(by the way, nobody says I can't play an high charisma character. They say that, being it a game about portraying people, if I can't portray them well it would be better if I settled on a lower charisma. Problem is, low charisma means I feel compelled to shun other characters or to act so to be shunned, which is the thing I want to avoid.)
The issue is most 'charisma moves' are conveyed with non-verbal communication, subconsciously. Emulating it near enough having it, the same not able to be said about sword fighting etc.
@Zachiel There are a TON of self-help books (most of them cynical and manipulative money grabs) aimed at giving socially self-conscious people specific tangible strategies and tools for being more socially dominant.
From being more influential in the workplace to the secrets of picking up up women, they're largely useless in practice but might be useful to your specific goal of describing individual social tools.
@BrianBallsun-Stanton I guess what I want to make sure is that I don't fall into obvious char creation traps, not knowing what skills/attributes would fit the character
this also helps you understand your character. "These bits are for fundamental purpose X, channeled through the rules Y, and the narrative Z, thus I expressthem like so"
so, in 4e, I want to be able to do stupidlots of damage, therefore, I use the rules for the essentials sorcerer + feat implements + feats, and fashion a narrative (quite simple) of channeling elemental energy out of the ground. Mini volcanos if you will. Thus, I'll describe lava hurtling through space, exploding from the ground, syurupy quagmires of death, all the time killing my opponents in roughly 1.5 rounds.
1.5 rounds is the calculation performed by the mechanical-theoretical on the mechanical-practical such that the requirements of "stupidlots of damage" can be tested