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Starting Daggerheart campaign. Any pitfalls?
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<blockquote data-quote="Willie the Duck" data-source="post: 9731722" data-attributes="member: 6799660"><p>In case anyone is interested:</p><p>We had our session 0 this weekend (one person could not attend and will make a character before the first session). </p><p></p><p>The group includes:</p><ul> <li data-xf-list-type="ul">Wanderborne Faerie Druid: Warden of Elements</li> <li data-xf-list-type="ul">Ridgeborne Faun(kick)/Giant(reach) Guardian: Stalwart</li> <li data-xf-list-type="ul">Wildborne Fungril Ranger {was waffling on subclass}</li> <li data-xf-list-type="ul">Underborne Ribit Rogue: Nightwalker</li> <li data-xf-list-type="ul">{waffling on community} Clank(efficient)/Elf(celestial trance) Wizard: School of Knowledge {my character}</li> <li data-xf-list-type="ul">One other PC who has not yet been made</li> </ul><p>The ranger is waffling on subclass because both themes speak to them (and pets are cool, but pets are added tracking). </p><p></p><p>I'm waffling on community because I am trying to decide if I want to play to type or against it. If I take Loreborne, I'll pick the experience of 'Survivor.' Otherwise I will pick Slyborne, and then an experience of 'Academy Wizard' or the like. The goal either way is to have one foot in being a mage's mage, and the other in being a cowardly little scoundrel. Either way the other experience will be something like 'I think I saw a lecture on this' which the GM and I agree isn't an applies-anywhere option, but instead kind of a 'if nothing else does' kind. The goal being to cut off the lowest lows of rolls instead of go for the highest highs (kind of like the Jack of all Trades ability in Traveller or D&D5). The character idea is something like Rincewind of Discworld, but more 'novice' than 'bad' at wizarding. Something of a perpetual undergrad who's learned to survive on scraps and student jobs and infinitely differed loans and shady living arrangements or whatnot to keep all the balls in the air (and thus has some survival or criminal elements knowledge or background). </p><p></p><p>Overall, the group looks (from my not-having-yet-played perspective) fine. Youtubers (whom I have no capacity to judge) seem to indicate that wizards underperform, druids are powerful (for reasons discussed in-thread), and Stalwart Guardians are so good at their job (of surviving and helping their party survive) that they can skew the balance perceptions of the GM. This might skew our (or the GM's) idea of normal, but otherwise nothing of concern. All in all, I'm looking forward to seeing how things go.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9731722, member: 6799660"] In case anyone is interested: We had our session 0 this weekend (one person could not attend and will make a character before the first session). The group includes: [LIST] [*]Wanderborne Faerie Druid: Warden of Elements [*]Ridgeborne Faun(kick)/Giant(reach) Guardian: Stalwart [*]Wildborne Fungril Ranger {was waffling on subclass} [*]Underborne Ribit Rogue: Nightwalker [*]{waffling on community} Clank(efficient)/Elf(celestial trance) Wizard: School of Knowledge {my character} [*]One other PC who has not yet been made [/LIST] The ranger is waffling on subclass because both themes speak to them (and pets are cool, but pets are added tracking). I'm waffling on community because I am trying to decide if I want to play to type or against it. If I take Loreborne, I'll pick the experience of 'Survivor.' Otherwise I will pick Slyborne, and then an experience of 'Academy Wizard' or the like. The goal either way is to have one foot in being a mage's mage, and the other in being a cowardly little scoundrel. Either way the other experience will be something like 'I think I saw a lecture on this' which the GM and I agree isn't an applies-anywhere option, but instead kind of a 'if nothing else does' kind. The goal being to cut off the lowest lows of rolls instead of go for the highest highs (kind of like the Jack of all Trades ability in Traveller or D&D5). The character idea is something like Rincewind of Discworld, but more 'novice' than 'bad' at wizarding. Something of a perpetual undergrad who's learned to survive on scraps and student jobs and infinitely differed loans and shady living arrangements or whatnot to keep all the balls in the air (and thus has some survival or criminal elements knowledge or background). Overall, the group looks (from my not-having-yet-played perspective) fine. Youtubers (whom I have no capacity to judge) seem to indicate that wizards underperform, druids are powerful (for reasons discussed in-thread), and Stalwart Guardians are so good at their job (of surviving and helping their party survive) that they can skew the balance perceptions of the GM. This might skew our (or the GM's) idea of normal, but otherwise nothing of concern. All in all, I'm looking forward to seeing how things go. [/QUOTE]
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