I'm about to start a new campaign and I have a somewhat interesting idea for a character concept.
My idea is that the character is a scientist that is researching topics relating to adventuring. For instance, things like:
- What types of acids/poisons/spells/etc. work best on what types of monsters?
- Why are traps designed the way they are? How do traps that are e.g. in long-lost tombs still manage to work for so long without maintenance?
- Can we understand monster physiologies such that we can e.g. figure out how to make poisons that are targeted at certain categories of monsters?
- Can we develop new types of weapons, spells, or alchemical items?
Examples of how this might play out in games include:
- Suppose that another character puts a candle in a flask of oil, lights it, and throws it at an enemy, and this explodes in a blast that rivals actual alchemist's fire [this actually happened in a game I was in earlier]. My character would try to replicate this improvised weapon and test it, and might try to commercialize this invention if it seemed to actually be as powerful as alchemist's fire at lower production cost.
- Suppose that in a certain situation my character makes a ranged attack and receives disadvantage, and in a similar situation in a later fight makes the attack and does not receive disadvantage. She might try to understand what made the disadvantage occur in one situation but not the other, and try to set up similar situations in future fights to test hypotheses, in hopes of more fully understanding what causes disadvantage so she can fight better the next tie.
- After fighting a particularly unusual creature or a creature with a particular special power, she might dissect the creature to understand what about its physiology gave it that power.
- During battles she might try to use a variety of different attack types against different monsters so as to get more data on how different attack types perform against different monsters.
This character will be played primarily in a series of three-session "mini-campaigns". These campaigns are not "sandboxes" so it will not be possible to go on a completely different path.
The questions I'm looking for answers on are:
- What character class should I choose? I am thinking a wizard because that has the most options for trying out different kinds of spells and is the most "academic-study-based" character class in the PHB. y original concept for this character was an alchemist - experimenting with new concoctions, trying to harvest materials from different monster types and terrain to make new items - but all the alchemist classes I can find in UA and homebrew material online are mainly focused on bomb-throwing and reskinned spellcasting. I'm hopefully trying to find a character class that is more focused on the research and experimentation aspect rather than just direct combat.
- Does anyone have any experience with playing this kind of character in actual games. What are ways that you could pursue these kinds of goals while still staying within the confines of a non-sandbox format (or preferably even an Adventurers League format, if I wanted to make a similar character for Adventurers League play?)
My idea is that the character is a scientist that is researching topics relating to adventuring. For instance, things like:
- What types of acids/poisons/spells/etc. work best on what types of monsters?
- Why are traps designed the way they are? How do traps that are e.g. in long-lost tombs still manage to work for so long without maintenance?
- Can we understand monster physiologies such that we can e.g. figure out how to make poisons that are targeted at certain categories of monsters?
- Can we develop new types of weapons, spells, or alchemical items?
Examples of how this might play out in games include:
- Suppose that another character puts a candle in a flask of oil, lights it, and throws it at an enemy, and this explodes in a blast that rivals actual alchemist's fire [this actually happened in a game I was in earlier]. My character would try to replicate this improvised weapon and test it, and might try to commercialize this invention if it seemed to actually be as powerful as alchemist's fire at lower production cost.
- Suppose that in a certain situation my character makes a ranged attack and receives disadvantage, and in a similar situation in a later fight makes the attack and does not receive disadvantage. She might try to understand what made the disadvantage occur in one situation but not the other, and try to set up similar situations in future fights to test hypotheses, in hopes of more fully understanding what causes disadvantage so she can fight better the next tie.
- After fighting a particularly unusual creature or a creature with a particular special power, she might dissect the creature to understand what about its physiology gave it that power.
- During battles she might try to use a variety of different attack types against different monsters so as to get more data on how different attack types perform against different monsters.
This character will be played primarily in a series of three-session "mini-campaigns". These campaigns are not "sandboxes" so it will not be possible to go on a completely different path.
The questions I'm looking for answers on are:
- What character class should I choose? I am thinking a wizard because that has the most options for trying out different kinds of spells and is the most "academic-study-based" character class in the PHB. y original concept for this character was an alchemist - experimenting with new concoctions, trying to harvest materials from different monster types and terrain to make new items - but all the alchemist classes I can find in UA and homebrew material online are mainly focused on bomb-throwing and reskinned spellcasting. I'm hopefully trying to find a character class that is more focused on the research and experimentation aspect rather than just direct combat.
- Does anyone have any experience with playing this kind of character in actual games. What are ways that you could pursue these kinds of goals while still staying within the confines of a non-sandbox format (or preferably even an Adventurers League format, if I wanted to make a similar character for Adventurers League play?)