Your melee will be -1 compared to your guns at 1-4, 10-14 and 20 (ignoring apex item). ![]() Really simple skeleton that gets you fighting at all ranges and a little magic asap. In this case, you'll need to wait for game where you both have free archetype and you can run an archetype concurrently with your free archetype (or a dual class game but those are nearly inexistant).Īt level 2 take mauler to bring 2 handed weapons on par with your guns. One of the big perks of the system people like to tout is that it's hard to be irredeemably bad at the character creation step. If you want something with a melee flex, I would recommend just sticking a bayonet on the end of your gun to keep everything under dex and prevent MADness.Īrchpaladin Zousha wrote: Darnit why are all the fun character concepts I have not doable in this edition?! >:( Of course, if you're capping str and dex, you can't invest in the int needed for wizard without sacrificing con or wis which is ill advised for obvious reasons. This is probably a step too far from your desired character though. You might be better served with a fighter (gun) base and the mauler archetype to bring it to -0 or -1. Gunslingers are restricted from having full proficiency in guns and swords and using different stats for ranged and melee combat mean the sword side is always going to be -2 or -3 behind the ranged side even if you max dex and str. Gunsword is going to be difficult to pull off. Besides, I was more interested in the gunsword. Not having it overstay its welcome, when there could be months before the game releases, is likely for the best for all involved.Gesalt wrote: I'd also ask your gm to let you reflavor a repeating hand crossbow as a 5 bullet revolver but that's just a personal thing.At the moment there really isn't a GM to ask that to. In the end, the demo didn't completely represent the final product and it did what it was meant to do promote the game, giving players a bit of a taste, and give the devs feedback on things. That gets tiresome after awhile, and so pulling the demo was probably the best. However, it only had 2 hours of natural gameplay, and maybe 8-12 hours of awkward 'sandbox mode gameplay that kept people stuck in effectually the beginnings of the tutorial/newbie stage. The demo in the short term showed that the gameplay loop worked and worked well, making many people wanting to play more of it. Don't get me wrong, this was done on purpose and there is nothing wrong with this. Except in this case the product was mostly done, rather than still in early development, but it was cut down to only the core parts of the game loop. ![]() For lack of a better term, the demo was pretty much a minimum viable product of sorts. While this term is sometimes used in a derogatory way, I'm not intending it as such. When I think of a demo, I expect it to have more than what was given. ![]() I felt as though it didn't give the player a real feel for what to expect. I did say, more than a few times (sorry devs if that was off putting), that the demo was too short and didn't really get to the good parts. I actually get why, and it is a smart move, even though it did felt a bit awkward on this end.
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