bsullivanp
2022-02-14, 08:48 AM
Hey everyone,
I am relatively new to D&D so am hoping to get some tips and pointers that my help me make a good choice for my upcoming campaign. For background, I am starting a revised CoS/Homebrew campaign that will go through level 20 (for context, I don't even think Strahd is the only BBEG vampire). I have never played CoS so aside from the horror theme, I have very little experience in the campaign, and none in the classes I am debating. I am joining the campaign at level 6 with a pre-existing team, so there's that too.
The party consists of a Rogue, Moon Druid/Barb, Cleric, and a Samurai. Seems to me that we have the frontline melee covered, as well as healing. So, I am looking to fill the remaining holes. With that in mind, I narrowed down to two options which I would be grateful to receive feedback around their playstyles, what they excel in, and what I can expect during a long campaign.
Chronurgy Wizard: The obvious choice might have been Necromancy, but feel this works just as well. To me, this class looks like it would be a strong addition to the party. The ritual casting feels like it could allow me to fill the utility role well (Identify, Comprehend Languages), the spell quantity is amazing, and the class progression feels pretty steady throughout. That said, does having absolutely no charisma in the party create a really difficult dynamic in social/RP settings?
Aberrant Mind Sorcerer: Aside from the obvious Lovecraftian connection of this class in this setting (tentacles), the mind control seems like a fun dynamic as a blaster/controller build. Additionally, feels like the Charisma casting would fill a gaping hole in the social skills of the party. This class seems to keep pace with the Wiz for quite a while. That said, after level 14, it looks like the class progression grinds to a halt, falling well behind the Wizard in advancement. Feels so pronounced that I wasn't sure if it is even worthwhile to take the Sorcerer past level 18. But at that stage, why even MC that late in the game. Since I am starting the campaign at level 6, have I cut off a large chunk of the enjoyable time of this class, while feeling a huge plateau later in the game?
In any case, would greatly appreciate any guidance that this group could provide. If I am committing this much time to a campaign (months and months), I would like the payoff late game to be worth it! Thanks so much in advance for the guidance.
I am relatively new to D&D so am hoping to get some tips and pointers that my help me make a good choice for my upcoming campaign. For background, I am starting a revised CoS/Homebrew campaign that will go through level 20 (for context, I don't even think Strahd is the only BBEG vampire). I have never played CoS so aside from the horror theme, I have very little experience in the campaign, and none in the classes I am debating. I am joining the campaign at level 6 with a pre-existing team, so there's that too.
The party consists of a Rogue, Moon Druid/Barb, Cleric, and a Samurai. Seems to me that we have the frontline melee covered, as well as healing. So, I am looking to fill the remaining holes. With that in mind, I narrowed down to two options which I would be grateful to receive feedback around their playstyles, what they excel in, and what I can expect during a long campaign.
Chronurgy Wizard: The obvious choice might have been Necromancy, but feel this works just as well. To me, this class looks like it would be a strong addition to the party. The ritual casting feels like it could allow me to fill the utility role well (Identify, Comprehend Languages), the spell quantity is amazing, and the class progression feels pretty steady throughout. That said, does having absolutely no charisma in the party create a really difficult dynamic in social/RP settings?
Aberrant Mind Sorcerer: Aside from the obvious Lovecraftian connection of this class in this setting (tentacles), the mind control seems like a fun dynamic as a blaster/controller build. Additionally, feels like the Charisma casting would fill a gaping hole in the social skills of the party. This class seems to keep pace with the Wiz for quite a while. That said, after level 14, it looks like the class progression grinds to a halt, falling well behind the Wizard in advancement. Feels so pronounced that I wasn't sure if it is even worthwhile to take the Sorcerer past level 18. But at that stage, why even MC that late in the game. Since I am starting the campaign at level 6, have I cut off a large chunk of the enjoyable time of this class, while feeling a huge plateau later in the game?
In any case, would greatly appreciate any guidance that this group could provide. If I am committing this much time to a campaign (months and months), I would like the payoff late game to be worth it! Thanks so much in advance for the guidance.