Tacticslion |
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I glanced through the headings in the thread and saw nothing so clearly labelled as this.
I'm hoping for a generated list of APs and Adventures where the Vigilante's mechanics could really shine - something like Council of Thieves, where the PCs are expected both to be anonymous and famous, for example, simultaneously. Kingmaker is open-ended enough that it absolutely could be a place for them.
Unfortunately, I've already 'used' Council of Thieves and am playing Kingmaker, but I'm curious where Vigilantes, as currently conceived (the playtest as of this writing) would fit in well.
I've been curious about Curse of the Crimson Throne and Legacy of Fire as alternates. What about adventures or modules?
If you don't mind, I'd appreciate feedback from those who've looked at them. I mean, yes, of course, a Vigilante should be able to fit in well wherever (at least hypothetically), but for my purposes, I'd appreciate it if you listed a choice you felt was both solid and 'genuine' and why, but also put that information in spoilers so that those reading it aren't spoiled.
Additionally, please rate how strongly you feel the class works for that AP on a rating of 1-to-5 (least to greatest).
Though some might love the vigilante and some might hate it, give it your best assessment regardless of you're feelings of the class. Simply saying 'the class sucks, don't' or 'the class rocks, do' is unhelpful. (Though saying, 'the class sucks, here's why for <X>' or 'the class rocks, here's why for <X>' is helpful - especially the latter).
I'll go ahead and put two to demonstrate (though spoilers are actually quite minimal):
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Conclusion: an all-vigilante party would be perfect in this AP.
Conclusion: vigilante could be stand-out, or wasted, depending entirely on the group's style and composition, and this is even more variable than normal, due to the AP's sand-boxy nature.
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Note: The spoilers above are minimal enough that I wouldn't consider them spoilers at all: the first is revealed within (more or less) the opening 'scene' of the AP (and/or the Player's Guide), while the second is merely my impression gleaned from the player's side with no specific events mentioned at all. I feel comfortable recommending people read them.
Anyway, I'm hoping for something like that, and hope this could help others, as well. Maybe even generate interesting and focused feed-back. Thanks!
Eltacolibre |
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-Way of the Wicked, third party but well, the entire premise is infiltrating a good nation as evil people with a theme of revenge. Being able to not get tracked by divination, is a good thing.
-Rise of the Runelords: Would be hard to pull off, the entire premise is you are famous heroes after the first big battle of Sandpoint.
-Jade regent: Terrible for vigilante as you spend most of the time in a caravan, the relationship and constant travel, swapping identities around won't give you big benefits and you can't pretend to be somebody else when you are all in a caravan.
-Second Darkness: Mostly being an urban campaign, vigilante works well there.
Mort the Cleverly Named |
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The essential problem is that having a social identity with few specific abilities beyond a very mild social boost is mostly useful if your nocturnal activities would make it impossible for you to go buy a sandwich without being jumped by the cops (or the Bloods), or at least keep you out of polite society. So in Council of Thieves it could conceivably matter, but wouldn't make much sense in Kingmaker. You are the government there, you would only need to hide your activities if you were kidnapping people for blood sacrifices or something.
Likewise Legacy of Fire has a couple of adventures around a community, but not in a way that having a secret identity would matter all. Everyone likes you there, you aren't doing anything illegal, so there isn't much point. Even Curse of the Crimson Throne won't really matter, by the time a secret identity would be a boon you are headed out. I can think of maybe one point in Mummy's Mask you would want this, Jade Regent could get a bit of use towards the end as well, but it is pretty minimal spotlight time for the abilities for a full campaign.
Basically, the issue is that "urban," "sedentary," and "intrigue" aren't enough to make the base Vigilante abilities meaningful. That takes a very specific form and order of conflict, and other than Council of Thieves and maybe the upcoming Hell's Rebels I just don't see that featuring heavily in APs.
In theory one could make a specific character where they needed the special abilities to protect friends and family (in Curse of the Crimson Throne this would be very important), or get real creative with your Baker Street Irregulars (subject to however your GM makes that work), but even expanding to that... I honestly don't see a lot of utility for these adventures beyond what one could bring with another class, and thus would have difficulty making it "really shine." I think beyond the mentioned games that is going to take specifically designed campaigns and/or all-vigilante groups (or post-playtest additions, of course).