Thieves
2010-06-19, 06:12 PM
I came up with the idea to try and play a game, me as the DM, with the types of characters being pretty much what you could see in the game Trine (it's awesome multi-player, highly recommended!).
For those of you unfamiliar with it:it's a side-scrolling 2,5D game akin to Lost Vikings (http://www.youtube.com/watch?v=-k7Zkp_4ro4), where you yourself or you + two buddies control the Rogue, the Knight and the Wizard in their misadventures. Fighting and solving puzzles is complimentary, with the focus on dexterity; basically jumping from one place to another, but the game does that DAMN gracefully.
So, the agile, bow-shooting, ninja-roping Rogue, the big, perceptually-challenged, head-on-crashing Knight, and the clumsy, fragile, completely anti-Batman Wizard.
Which classes, do you think, would reflect these best?
Now, I know this sounds like an inane question; but there are some conditions I thought it would be balance- and fun-wise to meet.
1) Similar tier. A Fighter, a rogue and a wizard would give you the whole span, and that's not what would be cool - even though my group's skills at...
2) Optimization, are nonexistent. I'm looking for characters that would be cool working out-of-the-box, and yet not utterly breakable. Were thinking along the lines of raising the Knight from Fighter to Warblade / Crusader and diminishing Wizard to Warlock / Sorcerer. No idea for Rogue, though.
3) D&D play, so actually more puzzling and fighting than jumping around (that's not really fun in D&D, is it?), and a dose of talking and interaction. This would also imply having 3 characters able to deal with all areas of play (as a team, of course).
4) Because it will be legendary heroes doing deeds that will become stuff of legend, I'm going to give them 18-16-14-12-10-8 in stats. Partly as a result of my players simply liking high stats. Yet, I was thinking of
5) Possibly E6. I do not want them to go interstellar, and keeping them at E6 or 7, or maybe 8, I feel, could perhaps keep some of the flavor of the adventure (and so on and so on about the usual E6 pros). What would speak against E6?
Bestow upon me thine wisdom, O Playground!
tl;dr Making up the Trine party. Optimization skills none with my players, so I'll be building the characters. RuleOfCool shenanigans and generally sticking to the flavour and handwaving some mechanics for The Greater Awesome accepted.
For those of you unfamiliar with it:it's a side-scrolling 2,5D game akin to Lost Vikings (http://www.youtube.com/watch?v=-k7Zkp_4ro4), where you yourself or you + two buddies control the Rogue, the Knight and the Wizard in their misadventures. Fighting and solving puzzles is complimentary, with the focus on dexterity; basically jumping from one place to another, but the game does that DAMN gracefully.
So, the agile, bow-shooting, ninja-roping Rogue, the big, perceptually-challenged, head-on-crashing Knight, and the clumsy, fragile, completely anti-Batman Wizard.
Which classes, do you think, would reflect these best?
Now, I know this sounds like an inane question; but there are some conditions I thought it would be balance- and fun-wise to meet.
1) Similar tier. A Fighter, a rogue and a wizard would give you the whole span, and that's not what would be cool - even though my group's skills at...
2) Optimization, are nonexistent. I'm looking for characters that would be cool working out-of-the-box, and yet not utterly breakable. Were thinking along the lines of raising the Knight from Fighter to Warblade / Crusader and diminishing Wizard to Warlock / Sorcerer. No idea for Rogue, though.
3) D&D play, so actually more puzzling and fighting than jumping around (that's not really fun in D&D, is it?), and a dose of talking and interaction. This would also imply having 3 characters able to deal with all areas of play (as a team, of course).
4) Because it will be legendary heroes doing deeds that will become stuff of legend, I'm going to give them 18-16-14-12-10-8 in stats. Partly as a result of my players simply liking high stats. Yet, I was thinking of
5) Possibly E6. I do not want them to go interstellar, and keeping them at E6 or 7, or maybe 8, I feel, could perhaps keep some of the flavor of the adventure (and so on and so on about the usual E6 pros). What would speak against E6?
Bestow upon me thine wisdom, O Playground!
tl;dr Making up the Trine party. Optimization skills none with my players, so I'll be building the characters. RuleOfCool shenanigans and generally sticking to the flavour and handwaving some mechanics for The Greater Awesome accepted.