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<blockquote data-quote="tetrasodium" data-source="post: 9236863" data-attributes="member: 93670"><p>We don't have a list of kits, just a description ad the play test stuff currently is not detailed at a depth that would really make reversing them out from the included characters really doable. The patreon includes a lot of things that are in flux and may or may not remain too so it's probably not worth trying even if it did.</p><p></p><p>With that said yes and no. I'll try to toss out maybe relevant tidbits I seem to remember from some of the videos without going back to rewatch them below.</p><p></p><ul> <li data-xf-list-type="ul">Some of them were described as giving a larger hp bonus than others, a heavy plate armor wearing one having more hp than a lighter armored one slipping my mind was talked about.<ul> <li data-xf-list-type="ul">I'm not sure if it was stated implied or <a href="https://www.ncbi.nlm.nih.gov/books/NBK536961/#:~:text=Definition%2FIntroduction,without%20the%20intention%20of%20deceit." target="_blank">confabulated</a> that damage range & additional effects might be available through them so a whip feels different than a pistol or whatever too</li> </ul></li> <li data-xf-list-type="ul">At least one video mentioned a magic sword(?) where if your kit allowed you to use a great big sword you could use it</li> <li data-xf-list-type="ul">Another video talked about magic items advancing in power with you & being few in number (2-3 across ten levels?) but consumables like potions & such would be more common and were just whatever they were when you got them. </li> <li data-xf-list-type="ul">I think when kits were first mentioned there was a conversation described where they were called "[MCDM's] multiclassing" Based on the various stray tidbits I feel like you might be a better tank if you take a high +HP kit than a more merlin/robinhood/indiana jones/etc styled kit by virtue of having more HP, but I think your class would contribute much more to if you are a front/mid/back-liner type role</li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 9236863, member: 93670"] We don't have a list of kits, just a description ad the play test stuff currently is not detailed at a depth that would really make reversing them out from the included characters really doable. The patreon includes a lot of things that are in flux and may or may not remain too so it's probably not worth trying even if it did. With that said yes and no. I'll try to toss out maybe relevant tidbits I seem to remember from some of the videos without going back to rewatch them below. [LIST] [*]Some of them were described as giving a larger hp bonus than others, a heavy plate armor wearing one having more hp than a lighter armored one slipping my mind was talked about. [LIST] [*]I'm not sure if it was stated implied or [URL='https://www.ncbi.nlm.nih.gov/books/NBK536961/#:~:text=Definition%2FIntroduction,without%20the%20intention%20of%20deceit.']confabulated[/URL] that damage range & additional effects might be available through them so a whip feels different than a pistol or whatever too [/LIST] [*]At least one video mentioned a magic sword(?) where if your kit allowed you to use a great big sword you could use it [*]Another video talked about magic items advancing in power with you & being few in number (2-3 across ten levels?) but consumables like potions & such would be more common and were just whatever they were when you got them. [*]I think when kits were first mentioned there was a conversation described where they were called "[MCDM's] multiclassing" Based on the various stray tidbits I feel like you might be a better tank if you take a high +HP kit than a more merlin/robinhood/indiana jones/etc styled kit by virtue of having more HP, but I think your class would contribute much more to if you are a front/mid/back-liner type role [/LIST] [/QUOTE]
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