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General Tabletop Discussion
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Would a "lucky guy" class fit your setting?
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<blockquote data-quote="empireofchaos" data-source="post: 6753684" data-attributes="member: 6800918"><p>Mechanically, it's an empirical question whether the "bad luck" (aka madness) would hamstring the fool character too much or not. I figure with all of the spell abilities and other whistles and bells, it's probably got a decent enough chance to survive. Losing your mind every so seems less hazardous than blowing yourself up with a fireball (and I hear that happens a lot). Ultimately, only playtesting would answer the question definitively.</p><p></p><p>Fluff-wise, I don't know about a "lucky guy" character per se, but what's a fool that doesn't get to be foolish from time to time, in ways that he can't control?</p><p></p><p>As for lucky =/= magic - well, OK, but if we think about what Charisma (the source of magic for a bunch of classes, including this one) literally means... Charis = grace = gratis = something granted you for free without any discernible reason for it. Just because. That's how god wanted it. And how you use that power is probably completely irrational as well, but that's how it is. Max Weber, who introduced the concept of charisma into common parlance saw it as a personal, magical power of this type. We <strong>now</strong> think of charisma as <strong>personal</strong> magnetism or <strong>personal</strong> attractiveness because we are used to appropriating characteristics that used to be <strong>gifted</strong> to us as our own birthright or our due, a product of our own exertions. Just like "genius" went from being something we <strong>had</strong> to something we <strong>were</strong>. It's this original sense of charisma that I'm trying to capture here.</p></blockquote><p></p>
[QUOTE="empireofchaos, post: 6753684, member: 6800918"] Mechanically, it's an empirical question whether the "bad luck" (aka madness) would hamstring the fool character too much or not. I figure with all of the spell abilities and other whistles and bells, it's probably got a decent enough chance to survive. Losing your mind every so seems less hazardous than blowing yourself up with a fireball (and I hear that happens a lot). Ultimately, only playtesting would answer the question definitively. Fluff-wise, I don't know about a "lucky guy" character per se, but what's a fool that doesn't get to be foolish from time to time, in ways that he can't control? As for lucky =/= magic - well, OK, but if we think about what Charisma (the source of magic for a bunch of classes, including this one) literally means... Charis = grace = gratis = something granted you for free without any discernible reason for it. Just because. That's how god wanted it. And how you use that power is probably completely irrational as well, but that's how it is. Max Weber, who introduced the concept of charisma into common parlance saw it as a personal, magical power of this type. We [B]now[/B] think of charisma as [B]personal[/B] magnetism or [B]personal[/B] attractiveness because we are used to appropriating characteristics that used to be [B]gifted[/B] to us as our own birthright or our due, a product of our own exertions. Just like "genius" went from being something we [B]had[/B] to something we [B]were[/B]. It's this original sense of charisma that I'm trying to capture here. [/QUOTE]
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