Just be a dwarven vampire with Durability (and dwarven durability at level 11) to have 6 surges![]()
Make it a Mul Vampire, take Mul's Stamina, Durability and, eventually, Dwarven Durability and enjoy 8 surges.
Just be a dwarven vampire with Durability (and dwarven durability at level 11) to have 6 surges![]()
Yeah, because God knows you wouldn't want huge swaths of your player-base to actually be excited about using the material you are trying to sell them. That way lies disaster.Because maybe just maybe this will weed out the huge swath of player-base who would all want to play Vampires because they're "kewl roxor!"
Yeah, because God knows you wouldn't want huge swaths of your player-base to actually be excited about using the material you are trying to sell them. That way lies disaster.![]()
I'd want to at least know that the player who is playing it has actually put some thought into designing him, trying to find reasons and ways to make him fit. And by making the class require some thought in combat... it hopefully will eliminate most of those bad players right off the bat.
If all that mattered was class popularity to widest swath of audience with no care of story concerns... D&D's original classes would be 'Pirate', 'Assassin', 'Vampire', 'Werewolf' (95% likely to be in the upcoming Feywild book) & 'Revenant'.
I was just thinking to myself this morning that 4th edition didn't have enough suboptimal trap options in it.So what better way to stem the tide of crappy, cheap, Mary Sue character ripoffs that make absolutely no sense in the game world by unimaginative players than to make the Vampire class be one where you actually have to think to play?