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<blockquote data-quote="Ruin Explorer" data-source="post: 9719835" data-attributes="member: 18"><p>I mean, I really hope the Bloodhunter is drastically different because the original is a deeply confused vision which tried to be like, all (weird) things to all (weird) men, at once a Witcher and a far-out shapeshifter and a curse-monger and so on, with subclasses that were far too extreme for the limited chassis. I don't think a "Blood" domain even makes sense for what we saw in 5E with the Bloodhunter.</p><p></p><p>Also I think you could do a proper Witcher pretty easily in Daggerheart by just having a Warrior multiclass into Wizard and ignoring Splendor, only picking some Codex cards (primarily the "three ability" ones) from the multiclass. I don't think there's a single thing a Witcher does which would warrant a new Domain (nor a Bloodhunter, really, except maybe the shapeshifting one, but the Druid does that without a Domain). Or you could have an actual Witcher class Witcher whose Domains were Blade (or maybe Bone) and Codex, at the risk of annoying people who wanted a "Spellblade" (but I feel like that's more Blade & Arcana).</p><p></p><p>Honestly hearing that they were working on a Bloodhunter and Blood Domain was the only thing in those interviews which made me furrow my brow slightly. I'm not sure I entirely trust Mercer to come up with a cogent "Blood" Domain by himself (he's not really like, "a rules guy" imho), hopefully he got some help on that. The current quality of the classes on The Void is varied - like, the Brawler has really come together, and seems excellent. The Witch is solid but I'm not exactly sure who its for (people who like the theme I guess?). The Warlock is good and a bit more self-evident, but the Assassin is just like "What if a Rogue was somehow both more combat-focused and less combat-capable?", like I'm sorry but Blade is not going to save your ass when your class/subclass abilities are this subpar.</p><p></p><p>(This begs another question - why in The Many Faced God's name do TTRPG designers struggle so very much with Assassin classes and subclasses. Like, in the 1980s, I kind of get it, but in the 2020s? When we have dozens of pop-culture and videogame assassin characters, yet we're still bobbing around making them so they're basically only effective on the first strike and we always, always, always, always make sure they CANNOT I repeat CANNOT one-shot even one serious bad guy, even though that is literally their entire and complete<em> raison d'etre</em> - D&D and Daggerheart are merely the latest failures here. I mean okay Daggerheart isn't done but it ain't looking good for the Assassin class! Jesus a normal character in Worlds Without Number is a better actual assassin than these guys, just because the rules actually let you assassinate people!)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9719835, member: 18"] I mean, I really hope the Bloodhunter is drastically different because the original is a deeply confused vision which tried to be like, all (weird) things to all (weird) men, at once a Witcher and a far-out shapeshifter and a curse-monger and so on, with subclasses that were far too extreme for the limited chassis. I don't think a "Blood" domain even makes sense for what we saw in 5E with the Bloodhunter. Also I think you could do a proper Witcher pretty easily in Daggerheart by just having a Warrior multiclass into Wizard and ignoring Splendor, only picking some Codex cards (primarily the "three ability" ones) from the multiclass. I don't think there's a single thing a Witcher does which would warrant a new Domain (nor a Bloodhunter, really, except maybe the shapeshifting one, but the Druid does that without a Domain). Or you could have an actual Witcher class Witcher whose Domains were Blade (or maybe Bone) and Codex, at the risk of annoying people who wanted a "Spellblade" (but I feel like that's more Blade & Arcana). Honestly hearing that they were working on a Bloodhunter and Blood Domain was the only thing in those interviews which made me furrow my brow slightly. I'm not sure I entirely trust Mercer to come up with a cogent "Blood" Domain by himself (he's not really like, "a rules guy" imho), hopefully he got some help on that. The current quality of the classes on The Void is varied - like, the Brawler has really come together, and seems excellent. The Witch is solid but I'm not exactly sure who its for (people who like the theme I guess?). The Warlock is good and a bit more self-evident, but the Assassin is just like "What if a Rogue was somehow both more combat-focused and less combat-capable?", like I'm sorry but Blade is not going to save your ass when your class/subclass abilities are this subpar. (This begs another question - why in The Many Faced God's name do TTRPG designers struggle so very much with Assassin classes and subclasses. Like, in the 1980s, I kind of get it, but in the 2020s? When we have dozens of pop-culture and videogame assassin characters, yet we're still bobbing around making them so they're basically only effective on the first strike and we always, always, always, always make sure they CANNOT I repeat CANNOT one-shot even one serious bad guy, even though that is literally their entire and complete[I] raison d'etre[/I] - D&D and Daggerheart are merely the latest failures here. I mean okay Daggerheart isn't done but it ain't looking good for the Assassin class! Jesus a normal character in Worlds Without Number is a better actual assassin than these guys, just because the rules actually let you assassinate people!) [/QUOTE]
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