Devious Dilbert
Double the D, double the fun.
...I keep forgetting that we start out at level 1. ...Oooooyyyy... I'll change whatever you tell me to
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I see, this was all at like 3 a.m. I'll surely fix it up. But in the morning.@Devious Dilbert[/URL] , Adventurer isn't really a class I'm looking for. I'm looking for more of a trope style class, like fighter or rogue. Though yours seems like a fighter to me.
I'd like only up to three strengths/abilities. This isn't to say he isn't good at other things, but these are things he excels at over the average person. Accurate attacks for example. Maybe he just knows how to twist his wrist just right to land the perfect attack?
Things like his style of armor, or other things that have two sides, likes not being as built, but more agile, don't need to be a weakness. Unless they are physically weaker than most others, it doesn't need to be mentioned. And as a fighter/former soldier, I'd assume that he isn't really physically inferior xD Just a guess though
Generally if a warrior is physically stronger, they are given low agility to balance it out. Weaknesses are just a few things I want you to list that may not be super obvious. Like cute animals. I could use that in a situation where maybe a powerful mind reader finds your weakness and threatens a cute animal to get you to do what they want. That sorta thing is good. While wearing light armor I kind of already know a rapier will probably be able to pierce your armor.
Not very booksmart is a good one as well. PTSD is cool, I could see uses for that.
Pretty much, I want some clues as to how to create difficult situations and decisions for your characters at various points in the game. Same thing with strengths, I want to also give your character chances to shine. I can see that with accurate strikes, allowing him to hit an incredibly small weak point on a powerful foe.
Spells/skills, I'd like you to list at most 4. Something like swimming would be more of a strength. I'm looking for something along the lines of Herbalism, as you have listed. I would say dual wielding and/or one handed would go under a strength. Again, it doesn't have to be listed, since as a fighter it's assumed they are already good, but if you want to use a slot, which you have up to 3 for strengths/abilities, for weapons, as the ability to use a weapon I think would fit here, to show just how proficient they are with a weapon or fighting stance, then that'll just kinda put you over the top against a similar fighter who is just above average. If I'm not too confusing xD
Tactics I could see as a skill. It'll allow me to give you a little more information on battle flow and allow you to make actions before other players maybe. Fire starting is kind of a basic skill. Though I suppose if you want to like, start fires while swinging from ropes, sure, but otherwise, I don't think there's any need to expend a skill slot for that.
Throwing knives would also go under strength/ability, as it's an ability. I would say all weapons proficiencies are abilities. Though don't forget, if it isn't listed, that isn't to say they aren't good at it.
Hunting for food is good. I'll be able to give you random game when out at the wild and such. Map reading would also be good. I can see a fellow party member looking at a map and seeing just the paths, but you can see and make heads of other marks on the maps, revealing hidden things.
So, I would say keep herbalism, hunting, map reading and tactful thinking, though strategic thinking might sound fancier, or tactical thinking, though that's just personal preference, you do as you please
Hopefully my explanations helped, and weren't just a massive wall of text D:
I understood fully what you picked out, thank you for this, I'm working right now to change it up@Devious Dilbert[/URL] , Adventurer isn't really a class I'm looking for. I'm looking for more of a trope style class, like fighter or rogue. Though yours seems like a fighter to me.
I'd like only up to three strengths/abilities. This isn't to say he isn't good at other things, but these are things he excels at over the average person. Accurate attacks for example. Maybe he just knows how to twist his wrist just right to land the perfect attack?
Things like his style of armor, or other things that have two sides, likes not being as built, but more agile, don't need to be a weakness. Unless they are physically weaker than most others, it doesn't need to be mentioned. And as a fighter/former soldier, I'd assume that he isn't really physically inferior xD Just a guess though
Generally if a warrior is physically stronger, they are given low agility to balance it out. Weaknesses are just a few things I want you to list that may not be super obvious. Like cute animals. I could use that in a situation where maybe a powerful mind reader finds your weakness and threatens a cute animal to get you to do what they want. That sorta thing is good. While wearing light armor I kind of already know a rapier will probably be able to pierce your armor.
Not very booksmart is a good one as well. PTSD is cool, I could see uses for that.
Pretty much, I want some clues as to how to create difficult situations and decisions for your characters at various points in the game. Same thing with strengths, I want to also give your character chances to shine. I can see that with accurate strikes, allowing him to hit an incredibly small weak point on a powerful foe.
Spells/skills, I'd like you to list at most 4. Something like swimming would be more of a strength. I'm looking for something along the lines of Herbalism, as you have listed. I would say dual wielding and/or one handed would go under a strength. Again, it doesn't have to be listed, since as a fighter it's assumed they are already good, but if you want to use a slot, which you have up to 3 for strengths/abilities, for weapons, as the ability to use a weapon I think would fit here, to show just how proficient they are with a weapon or fighting stance, then that'll just kinda put you over the top against a similar fighter who is just above average. If I'm not too confusing xD
Tactics I could see as a skill. It'll allow me to give you a little more information on battle flow and allow you to make actions before other players maybe. Fire starting is kind of a basic skill. Though I suppose if you want to like, start fires while swinging from ropes, sure, but otherwise, I don't think there's any need to expend a skill slot for that.
Throwing knives would also go under strength/ability, as it's an ability. I would say all weapons proficiencies are abilities. Though don't forget, if it isn't listed, that isn't to say they aren't good at it.
Hunting for food is good. I'll be able to give you random game when out at the wild and such. Map reading would also be good. I can see a fellow party member looking at a map and seeing just the paths, but you can see and make heads of other marks on the maps, revealing hidden things.
So, I would say keep herbalism, hunting, map reading and tactful thinking, though strategic thinking might sound fancier, or tactical thinking, though that's just personal preference, you do as you please
Hopefully my explanations helped, and weren't just a massive wall of text D:
Yeah, I'll probably be done soonPom Pom Express]It seems as if you're just about done [URL="https://www.rpnation.com/profile/35928-devious-dilbert/ said:@Devious Dilbert[/URL] And you've got a few more areas to fill @Lojikal , how's that coming along?