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Story Hour
The Doomed Bastards: Reckoning (story complete)
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<blockquote data-quote="monboesen" data-source="post: 3209708" data-attributes="member: 4647"><p>Just found this yesterday and is now up to date. </p><p></p><p>You asked earlier about readers who have read all three stories, I'm one.</p><p></p><p>How do they compare: I actually find this one to be the best so far. Due to the fact that you have taken what I would normally consider to be a rather boring dungeon hack and turned it into a full-fledged story.</p><p></p><p></p><p>That said I still habor my prior reservations about character builds (which are often very weak and far from what actual players will make IME), the actual fights (the writing is solid, but so many of those fights seems like fights that would have wiped out the characters had it been played out for real) and your reluctance about including effective arcane casters on the heroes side (I actually don't think a group of D&D characters stands any real chance against standard encounters at medium to high levels without both a strong divine and arcane caster).</p><p></p><p>As the two first reservations can easily be countered by the fact that this is a story, not a game transcript, I'm more interested in the third one.</p><p></p><p></p><p>This is the third story without strong arcane casters (I don't consider the bard/illusionist multiclassed gnome strong), that is stretching coincidense. Do you dislike D&D arcane magic, it's mechanics, the feel (I actually dislike both), or is it some other problem that leads you to exclude them?</p></blockquote><p></p>
[QUOTE="monboesen, post: 3209708, member: 4647"] Just found this yesterday and is now up to date. You asked earlier about readers who have read all three stories, I'm one. How do they compare: I actually find this one to be the best so far. Due to the fact that you have taken what I would normally consider to be a rather boring dungeon hack and turned it into a full-fledged story. That said I still habor my prior reservations about character builds (which are often very weak and far from what actual players will make IME), the actual fights (the writing is solid, but so many of those fights seems like fights that would have wiped out the characters had it been played out for real) and your reluctance about including effective arcane casters on the heroes side (I actually don't think a group of D&D characters stands any real chance against standard encounters at medium to high levels without both a strong divine and arcane caster). As the two first reservations can easily be countered by the fact that this is a story, not a game transcript, I'm more interested in the third one. This is the third story without strong arcane casters (I don't consider the bard/illusionist multiclassed gnome strong), that is stretching coincidense. Do you dislike D&D arcane magic, it's mechanics, the feel (I actually dislike both), or is it some other problem that leads you to exclude them? [/QUOTE]
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The Doomed Bastards: Reckoning (story complete)
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