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<blockquote data-quote="EzekielRaiden" data-source="post: 9680971" data-attributes="member: 6790260"><p>I joined late--the group needed a replacement for a player who had left, and we played for a couple levels before the GM decided "it really isn't that much different, let's try an epic game". That didn't last as long as I'd have liked because the GM realized "epic-level characters mean huge effort for less reward", but it was still a fun game while it lasted.</p><p></p><p></p><p>Well, the idea was that neither we nor she had any limit on what we could pull--and she was at least the equal of the rest of the group at charop. Hence it was more "bring it on!" rather than "oh...uh...okay..." So some of the BBEG types we fought were similarly-powerful characters in their own right. For example, we fought some kind of illusionist or shadowcaster whose spells actually became MORE real, not less, when you "succeeded" on your saving throw against them. That was a tough fight, even with some of the things we did.</p><p></p><p></p><p>Ah, yeah, understandable. I've had the good fortune of getting to play a Paladin in a couple different campaigns that all ended up being <em>very</em> satisfying to play through. And yet I still can't get enough. (Truly I am a creature of habit in many ways.)</p><p></p><p></p><p>For me, they're fun because (a) yes, they are including a bit of "other" in a European context, unless you reflavor their mechanics as pure pugilism, (b) I like the whole "seems like a harmless target, actually hard to hit and hits hard" element, and (c) 13th Age's Monk specifically has a really neat mechanical concept for how the class's abilities work.</p><p></p><p>13A Monks have a certain number of "forms" they know--like an IRL martial art form. You get both more forms to choose, and higher-tier forms, as you advance. Each form contains an opener, a flow, and a finisher. In general, you can only use a flow attack if you used an opener on the previous round, and you can only use a finisher if you used a flow attack in the previous round. BUT: You can use <em>any option</em> for the sequence. So (to use some real examples), three forms available to first-level characters are <em>Way of the Metallic Dragon</em> (high-risk, high-reward), <em>Dutiful Guardian</em> (defensive and protecting allies), and <em>Three Cunning Tricksters</em> (slippery and retaliatory). You can have three total forms at level 3, so you could have all of those. That means, for example, let's say you and a buddy start a fight isolated and needing to regroup, while your allies have two enemies near them. You could do the opener of Dutiful Guardian ("One Must Be Free", a hit deals damage and lets an ally disengage) on the first turn, the flow of Three Cunning tricksters ("Monkey Taps the Shoulder", just using the attack at all lets <em>you</em> disengage, hit or miss) on the second, and finally the finisher of Way of the Metallic Dragon ("General Slays the Hordes", an attack that targets two separate enemies). Or any other combination that tickles your fancy.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9680971, member: 6790260"] I joined late--the group needed a replacement for a player who had left, and we played for a couple levels before the GM decided "it really isn't that much different, let's try an epic game". That didn't last as long as I'd have liked because the GM realized "epic-level characters mean huge effort for less reward", but it was still a fun game while it lasted. Well, the idea was that neither we nor she had any limit on what we could pull--and she was at least the equal of the rest of the group at charop. Hence it was more "bring it on!" rather than "oh...uh...okay..." So some of the BBEG types we fought were similarly-powerful characters in their own right. For example, we fought some kind of illusionist or shadowcaster whose spells actually became MORE real, not less, when you "succeeded" on your saving throw against them. That was a tough fight, even with some of the things we did. Ah, yeah, understandable. I've had the good fortune of getting to play a Paladin in a couple different campaigns that all ended up being [I]very[/I] satisfying to play through. And yet I still can't get enough. (Truly I am a creature of habit in many ways.) For me, they're fun because (a) yes, they are including a bit of "other" in a European context, unless you reflavor their mechanics as pure pugilism, (b) I like the whole "seems like a harmless target, actually hard to hit and hits hard" element, and (c) 13th Age's Monk specifically has a really neat mechanical concept for how the class's abilities work. 13A Monks have a certain number of "forms" they know--like an IRL martial art form. You get both more forms to choose, and higher-tier forms, as you advance. Each form contains an opener, a flow, and a finisher. In general, you can only use a flow attack if you used an opener on the previous round, and you can only use a finisher if you used a flow attack in the previous round. BUT: You can use [I]any option[/I] for the sequence. So (to use some real examples), three forms available to first-level characters are [I]Way of the Metallic Dragon[/I] (high-risk, high-reward), [I]Dutiful Guardian[/I] (defensive and protecting allies), and [I]Three Cunning Tricksters[/I] (slippery and retaliatory). You can have three total forms at level 3, so you could have all of those. That means, for example, let's say you and a buddy start a fight isolated and needing to regroup, while your allies have two enemies near them. You could do the opener of Dutiful Guardian ("One Must Be Free", a hit deals damage and lets an ally disengage) on the first turn, the flow of Three Cunning tricksters ("Monkey Taps the Shoulder", just using the attack at all lets [I]you[/I] disengage, hit or miss) on the second, and finally the finisher of Way of the Metallic Dragon ("General Slays the Hordes", an attack that targets two separate enemies). Or any other combination that tickles your fancy. [/QUOTE]
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