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Community
General Tabletop Discussion
*Dungeons & Dragons
Are your PCs "Adventurers" or just get caught up in the Adventure?
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<blockquote data-quote="humble minion" data-source="post: 8577586" data-attributes="member: 5948"><p>It ... depends.  Though I think it's not easy to make PCs who are notably poor adventurers at level 1 unless you're going completely against type stat-wise - a low Int wizard, or a high-Str rogue who uses non-finesse melee weapons.</p><p></p><p>My current paladin kinda has a built-in reason to be adventuring, because being out and about doing righteous things and fighting monsters is what paladins are FOR.  I did make some less-than-adventure-optimal background choices though - hermit background from an upbringing in a remote monastery orphanage gives him a fairly useless Medicine proficiency, and his mediocre Wisdom and no Insight or Perception proficiency have made his adventuring life hard from time to time.  But that ... kinda works, for the character?  He WAS brought up in a remote monastery and is a bit naive and easily gulled.  And it's become a fun party joke when (in a fairly diplomacy-heavy campaign) I roll yet another 4 for an insight check and am completely convinced by whatever line some shifty NPC is trying to feed us today.</p><p></p><p>The next PC will be more of a challenge.  The idea is a seer who tries to read the future in the stars and the sky.  It'll be a druid, but she'll be from a fairly sheltered background on Evermeet so i can't justify giving her Survival (which is a niche you'd usually expect a druid to cover), and I'm planning on deliberately avoiding the plant/animal stuff on the druid spell list and try to only cast air/sky/radiance/divination/healing etc spells to stay in theme.  We'll see how it pans out...</p></blockquote><p></p>
[QUOTE="humble minion, post: 8577586, member: 5948"] It ... depends. Though I think it's not easy to make PCs who are notably poor adventurers at level 1 unless you're going completely against type stat-wise - a low Int wizard, or a high-Str rogue who uses non-finesse melee weapons. My current paladin kinda has a built-in reason to be adventuring, because being out and about doing righteous things and fighting monsters is what paladins are FOR. I did make some less-than-adventure-optimal background choices though - hermit background from an upbringing in a remote monastery orphanage gives him a fairly useless Medicine proficiency, and his mediocre Wisdom and no Insight or Perception proficiency have made his adventuring life hard from time to time. But that ... kinda works, for the character? He WAS brought up in a remote monastery and is a bit naive and easily gulled. And it's become a fun party joke when (in a fairly diplomacy-heavy campaign) I roll yet another 4 for an insight check and am completely convinced by whatever line some shifty NPC is trying to feed us today. The next PC will be more of a challenge. The idea is a seer who tries to read the future in the stars and the sky. It'll be a druid, but she'll be from a fairly sheltered background on Evermeet so i can't justify giving her Survival (which is a niche you'd usually expect a druid to cover), and I'm planning on deliberately avoiding the plant/animal stuff on the druid spell list and try to only cast air/sky/radiance/divination/healing etc spells to stay in theme. We'll see how it pans out... [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Are your PCs "Adventurers" or just get caught up in the Adventure?
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