@gomad hey man, they're just looking to find out which classes are fun and can be played well together. If "nimble rogue" and "eldritch warock" are on that list, and the players both find those super fun, they'll probably pick them. Now, if the nimble rogue and eldritch warlock aren't on the list together, and aren't compatible, and can't really work well together, that's going to result in the players not having much fun as they mutually regularly enter situations the other is useless in.
Assuming their value of fun is "they get to cooperate and help each other and be useful to each other", which it is, in this case.
blasting was a suboptimal choice before because blasting has no effect until the target is dead, and in 3e and before Wizards had quicker and easier ways of taking enemies out, or had spells which could have an immediate debilitating impact on the targets.
a good answer will be able to succinctly demonstrate that this is or is not still the case, or that something else has changed which alters the situation
not opinion based, good question, clear and not too broad
@doppelgreener, you are amazing! Thank you for editing my question the way you did, it is exactly what I meant to say. You sir are awesome. — GizmoAGM2 mins ago
@doppelgreener @trogdor I don't have any specific idea right now, but the Metropolis Suite concept of a time-travelling soul/R&B android seems like the kind of thing which would fit right into the Atomic Robo universe--not least because it also makes no sense in the Atomic Robo universe.
Time travel is supposed to be impossible, and artificial intelligence basically only happens by accident, so Cindy Mayweather rapidly approaches Dr. Dinosaur levels of "Get out, there must be a more reasonable explanation for this--if we could only figure out what that might be."
The basic formula for Atomic Robo plotting seems to be: present something impossible which requires urgent action, and then watch your players flounder about competently, dramtically, and proactively.
To make a Mayweather plot, I'd have to put Cindy at the centre of something which urgently requires action--but that shouldn't be hard. She's a time-travelling android superstar. She practically drips plot hooks.
(caveats apply. moderator close/reopen is binding and unlimited. gold tag badge close/reopen is binding on duplicates, and can only be used once each direction)
rpg.stackexchange.com/questions/49928/… <-The question, incidentally. It's eminently answerable and deals in a very small list of classes - we're talking maybe 12 in 500 supplements, or less than 1% of published classes.
@BESW all we really need is: some goons are doing evil science. Our group dives into stop them.
Out of nowhere, Cindy Mayweather and her sidekicks go VWOOP through a portal and kick people in the face.
"We've been tracking these guys for years." "Really? Our sources say only formed together three months ago." "Yeah, that's true, but we're time travellers, so." "... You're what now?"
@Lord_Gareth did we read all the comments, because I just caught this one
> After further reflection, could you two please edit the question with the constraints articulated here in the comments? Let's make it a good question and then open it
it looks like it's held pending further instructions from OP
which is completely different from initial close reasons
The OP is looking for classes whose lore calls them out as being paired and/or whose abilities explicitly pair them. This is a fairly narrow requirement.
@Lord_Gareth yeah this is a thing the mods have to be careful about. it exists to prevent close/reopen wars: imagine if the same people could just keep casting close and reopen votes.
@BESW Characters like Pinkie Pie and Deadpool ignore or even manipulate the fourth wall, sometimes to the extent of affecting a scene or even the plot. How would you model this for a FATE game where such silliness is appropriate?
@Lord_Gareth Meta Awareness: Because I am Deadpool, I can spend a Fate point to know something that my player knows, whether it makes sense for me to know it in game or not.
Like, if Pinkie can fail to have a stash of balloons nearby, that means it's probably a skill roll.
Maybe a stunt that lets her roll Resources without narrative justification for access.
If she does it once a session, that's just a "once per session I can bend the rules" stunt.
If she can do it regularly and reliably, then it's a stunt that lets her spend a Fate point to declare an unreasonable story detail.
There are also more complicated extras and mechanics to model more specific things, but part of the point of an ability like this is that it should be unpredictable and unlimited in its potential--although probably limited in its frequency.
@BESW <- This can be seen as a stunt that basically says: "I can always break the rules about what story details fate points can declare, as long as it's within this constraint."
e.g. "Because I am Pinky Pie, I can spend a Fate point to declare a story aspect on the scene related to party equipment, whether it makes sense for that equipment to be there or not."
Where "this constraint" is "related to parties," or "drawing on my knowledge of the medium in which I exist," or "makes someone at the table laugh," and so forth.
Alternately you could give Pinky Pie Craft, and a stunt like... Because I'm always ready to party, I can use Craft to produce equipment related to parties, even if it's not clear where it came from.
@Lord_Gareth In terms of "actual version number" rather than marketing name, 98 is 4.1 or 4.2 or something. Then 2000 and XP are both 5.x (and based on Windows NT, not "standard" Windows). Vista is 6, 7 is 7, 8 is 8, and 10 is... umm... next
@doppelgreener Wow, I haven't used Winamp for years! When it came out, it was one of the few mp3 player programs (and most others cost big money). Once Windows Media Player could play them, it was an adequate solution, so there was no real motivation to download something else that did the same thing. Unlike IE...
I'm asking because, well, Arcanist is insane (and so is the author, probably), and Gunslingers have a decent chance of having been deliberately sabotaged by its authors.
@doppelgreener Hunter suffers from some identity issues. In terms of play, Hunter is not a bad class and is a rock solid T3 that requires moderate resource management and relies on its animal companion to deal damage.
In terms of design, Hunter never should have happened. It has no niche
That is, every bit of ground Hunter is trying to cover is already thoroughly covered.
@doppelgreener Pretty much yes. The limited spell list and lack of shapeshifting keep its power level in check while keeping it relevant at its own CRs.
The only real worry is A. selecting the correct companion(s) and then B. keeping them alive in the fight.
Since without yours you're missing half your damage (literally) and quite a bit of your utility (flanking, increased threat, combat maneuvers)
But an animal companion druid has that stuff anyway, doesn't it? So it is a druid without shapeshifting, and it goes from a Druid prepared casting model to a Sorcerer-ish casting model
Given my lack of experience actually playing Pathfinder or D&D 3.x I'm pretty sure I'll have a hard time making a druid super strong, so the fact Hunter has a lower upper limit is... a little scary to me
They can, yes. Druids bottom out at about T3, T4 if you're actively trying to suck.
But even just flailing at the class in drunken desperation normally lands you in T2; about sorcerer level.
Druids are a very safe class. They don't have to worry about permanent resource choices because they barely require any permanent resources.
Feat selection, skill point selection, those are nearly meaningless.
You know all of your spells so fixing a bad spell list is as simple as taking a nap.
Animal companions can be replaced in 24 hours with a minimum of ritual sacrifice (feel free to indulge for evil druids) so a bad choice there won't hurt you.
Wild shape refreshes per day so you can experiment with new forms.
@Lord_Gareth That's actually something that really attracts me to picking a Druid. The Sorcerer model of "you only know these spells ever" is something I don't like, because it makes me way too worried about screwing myself up. And it means I don't get access to as much Fun Stuff: I don't get to have a level-1 lightning spell tomorrow, I have to earn that thing, and usually it won't be worth earning to have forever and ever.
And as a new player, I want to try all sorts of different new things, so having my class spell list available in choices each morning is advantageous.
@doppelgreener Hunter's native list helps with that, as it remains a very safe spell list and is full of options that synergize with its companion-focused style. Druid has those options too, of course.
For a classic Hunter idea, try looking at a mix of battlefield control and buffs. The share spells feature on animal companions (ranger and druid have this too) lets you double up on buffs.
Which is really action-efficient.
Especially if you can quicken low-level utility buffs, or use rods of quicken for others.
Oh hey now
> In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
@Lord_Gareth My GM's favoured classes are Druid and Rogue (from D&D 3.5e, i.e. prior to Rogue's nerfs), so I'm kinda trusting my GM to give me pokes in the power level department
@Lord_Gareth Oh hey, speaking of 3.PF and Rangerish classes... the DM in my "core only" 3.5 game approved my ACFs. So, now I'm a spell-less ranger with a modified familiar... which ironically has better chance of being effective in combat than a regular Animal Companion of the same species (hawk)
@doppelgreener Then I'll defer to your judgment on that matter and only re-iterate my statement that Hunter rests in a safer power level re: optimization potential.
@doppelgreener Incidentally the easiest way to keep power down as a druid is to be a T-rex or shoot lasers, but not be a laser-shooting t-rex
5
@Adeptus Stealth-nerfed; PF got rid of a ton of options that helped rogues out, half-installed some of them back, and then have failed to support rogue since.
And the new stuff they gave Rogue is actually so shamefully bad that by RAW it nerfs base mechanics of the game.
3
Such as a rogue talent that, 1/day, lets you make a Bluff check to spread a rumor.
Thus containing the implication that all characters without this talent cannot spread rumors ever.
There's lots of support for the niche rogue is supposed to occupy, all of it in the form of classes that entirely replace rogue in all of its particulars.
Want a combat rogue? Slayer, vivisectionist, ranger, and bard are available.
Want a skill rogue? Investigator, bard, ranger (see a theme?) and ninja are ready
And these are just the easy ones, there's some niche stuff you can do to create some really out-there 'rogues'.
But the sad fact of the matter is that 0% of the list of viable rogues in PF include members of the rogue class.
Pax Americana (Latin for "American Peace") is a term applied to the historical concept of relative peace in the Western Hemisphere and later the Western world resulting from the preponderance of power enjoyed by the United States beginning around the middle of the 20th century. Although the term finds its primary utility in the later half of the 20th century, it has been used in various places and eras, such as the post-Civil War era in North America, and regionally in the Americas at the start of the 20th century.
Pax Americana is primarily used in its modern connotations to refer to the peace...
> GUMSHOE exists to solve a problem that many people found with running Call of Cthulhu – one bad die roll can derail an adventure. You didn’t find the diary, so you didn’t get the spell, so either Arkham is destroyed or the Keeper has to scuttle ‘round and plant the diary somewhere else. In Trail of Cthulhu, the GUMSHOE rules guarantee that you will find that diary. (We don’t promise not to destroy Arkham.)
Skills are separated into Procedural and... Action? Running around punching people works about the same as in most other games, while Procedural part is always successful. It's up to players to declare how they're finding clues, and GM will inform them when they've gathered all there was to find in a scene.
@dopplegreener - awoke to find that myxz had written my answer without any of my "quit worrying and go play" 'tude. :), including pointing out the Fritz Lieber fighter / rogue duo I wanted to bring up.
GUMSHOE abilities are Investigative and General. Informing players when they've discovered everything doesn't seem to be a core part of the game, especially since the goodies for an Investigative spend can be ad-libbed and negotiated. The point is that the players will never miss the information that can bring them to the next scene.
Is it stated anywhere that narrative rights for the environment are DM-only? Like, except characters' actions nothing happens unless and until DM says that it does?
In context, it then goes on to talk about fudging rules and roll, and keeping the PCs from knowing you are.
And not to let players know what DC they're rolling against so the GM is the only one who can tell them if they succeed or fail.
...gosh this is all really manipulative and easily nudged into active abusive GMing straight out of the box.
The GM is told to fudge the dice and the rules whenever he wants, but when something happens which upsets a player the GM is told to shrug responsibility off onto the game.
"For truly, are we all - the Irish and the Chamorro, the black and the white - not all the same, brothers in insignificance before the horror of Nyarlathotep?"
I like the update to the setting for the post-Cold War era, but I'm not sure what I think about the glimpse at the rules. I don't like mechanics that rely on dedicated dice and 100 pre-printed power cards.
The designer is James Wallis, with pretty nice story-game credits to his name (Munchausen, Once Upon a Time), and has Greg Costikyan on board too, which is nice.
I hope it doesn't turn into a Gamma World 7e situation.
GW7 had rules based on D&D 4e, but instead of characters rolling mutant powers from a list, the game came with a set of power cards that were shuffled and randomly chosen.
And WotC sold booster packs of randomly determined powers as supplementary products.
So the card element didn't serve a mechanical purpose, but as a tie-in CCG hook.
GW as one of my favorite games when I was younger. Had a two-year campaign in high-school. 4th edition was based off of AD&D2e, but with then-revolutionary ideas, like AC going UP, not down!
On the other hand, Paranoia is a game suited for one-timers, and especially convention games and occasional one timers. I like it, but can't see myself playing it regularly. For this dynamic, it makes sense to make a game with minimal ramp-up time where brand new players can start playing immediately using the self-contained rules on the cards.
Hmpf. Gamma World 4e rulebooks are selling for $90-100 on eBay and AbeBooks. Guess my nostalgia is going to have to take a raincheck.
Futuristic SF in general always has to keep abreast of current technology so as to create a believable future, but the post-apocalyptic genre is particularly interesting, as it has to constantly readjust the nature of its apocalypse.
[Rubs temples] The irony in this comment thread right now is staggering beyond belief. Though I suppose it's possible that the gentleman in question hasn't been privy to our recent issues with addressing criticism.
Any of the classes can work well together.
Classes in D&D 5e aren't all that black and white. A Fighter with a Criminal background can participate just fine along with a rogue - in fact, that's the general setup for Fafhrd and the Grey Mouser, one of the best known fantasy duos ever.
In general...
I saw it yesterday, actually. I'd considered engaging but chose not to because after examining everything I wanted to say it'd just be picking a fight over petty bitterness that is not, in any way, that poster's fault.
Suffice it to say that I very much agree with your statement that a game is an investment of time, effort, and often even money.
I mean, there's an ostensible good reason behind it: it's actually one in a list of possible actions to restore a portion of the ship's pool of resources which the PCs can draw on to gain bonuses to rolls.