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I know this doesn't directly address OP, but I encourage players to be okay with being "boring and fast" on their turn. If you cast a spell and stride or block, great! Just do it quickly. That way your next turn will come up sooner, and you'll have more fun. I'd much rather each player take 1 minute on their turn and us get through a battle quickly, than each player have multiple tricky "fun" things on every turn, and get through battle twice as slow.

So for me, I'm more concerned with others not trying to maximize the 3 actions than I am with Wizards not "getting the most" out of them.


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Those both still sound like "because this is how it works" not "this is _why_ it is designed like this".


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Megistone wrote:
So, if you have a concrete reason to explain why after level 11 or 13 the balance has to change, please disclose it. So far, the answers to my question have been variations of: 'that's the way it is', or 'roll another class instead'.

It seems like this has yet to be answered sufficiently.


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I agree on the stickying. This is excellent!


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Thanks!

I’ll grab Combat Medic from background, and wait for Hunter until 10th for retraining. I’ll take Animal Companion at first for more DPS and especially mobility, and fun utility. By 6th level I could be riding a bear or a giant (medium) eagle! Combat Medic will help me heal it, too. I might take MC Cleric, depending on how the campaign goes.

Thanks again!