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General Tabletop Discussion
*Dungeons & Dragons
Making an "Arcane Paladin" (Was: Martial Arcanists: I need a reminder)
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6171993" data-attributes="member: 19675"><p>I design my PCs primarily based on concept, not game mechanics (though mechanics <em>can</em> inspire a concept). The armored arcanist is a concept I have enjoyed in literature that I often use in FRPGs (of all kinds). I enjoy PCs that mix marial prowess and mystic might. My last few 3.5Ed PCs included a Ftr/Rgr/Diviner/Spellsword based on Indiana Jones, a Sorc/Clc/M-T/Geomancer based on Swamp Thing (with an arcane spell list largely composed of spells without somatic spell components), and a scale-mail wearing, maul using PHB-standard Sorcerer (and former bouncer) who channeled all of his spell energy in combat through the Draconic Breath feat.</p><p></p><p>I also don't choose spells based on how objectively effective they are <em>in the game</em>, but rather how the PC <em>in that campaign world </em>would. IOW, they learn spells based on their interests and obsessions- and depending on campaign, old-school spell availability- not on the easily obtained or figured out list of optimal spells. So, while being aware of the protective spells that mean a Mage might never need actual armor, I rarely find myself playing a concept where my PCs learn many of them.</p><p></p><p>As for being in melee range, well...</p><p></p><p>A combination of factors- luck, PC concepts, playstyle, etc.- have resulted in arcanists (mine and other players') in our campaigns winding up in melee surprisingly often. In our 4Ed campaign, my Dwarven Warlock was on the front lines more than any other PC except the Dwarven Fighter and human WarPriest (and, thankfully, he had the second highest HP total, to boot).</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6171993, member: 19675"] I design my PCs primarily based on concept, not game mechanics (though mechanics [I]can[/I] inspire a concept). The armored arcanist is a concept I have enjoyed in literature that I often use in FRPGs (of all kinds). I enjoy PCs that mix marial prowess and mystic might. My last few 3.5Ed PCs included a Ftr/Rgr/Diviner/Spellsword based on Indiana Jones, a Sorc/Clc/M-T/Geomancer based on Swamp Thing (with an arcane spell list largely composed of spells without somatic spell components), and a scale-mail wearing, maul using PHB-standard Sorcerer (and former bouncer) who channeled all of his spell energy in combat through the Draconic Breath feat. I also don't choose spells based on how objectively effective they are [I]in the game[/I], but rather how the PC [I]in that campaign world [/I]would. IOW, they learn spells based on their interests and obsessions- and depending on campaign, old-school spell availability- not on the easily obtained or figured out list of optimal spells. So, while being aware of the protective spells that mean a Mage might never need actual armor, I rarely find myself playing a concept where my PCs learn many of them. As for being in melee range, well... A combination of factors- luck, PC concepts, playstyle, etc.- have resulted in arcanists (mine and other players') in our campaigns winding up in melee surprisingly often. In our 4Ed campaign, my Dwarven Warlock was on the front lines more than any other PC except the Dwarven Fighter and human WarPriest (and, thankfully, he had the second highest HP total, to boot). [/QUOTE]
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Making an "Arcane Paladin" (Was: Martial Arcanists: I need a reminder)
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