Darkest Dungeon Game Idea


Recruitment


After having a huge amount of writer's block deciding what sort of character to write up for a recent ETU game, I decided to replay what is in my opinion one of the best new games released in the past few years: Darkest Dungeon.

I spent about 8 hours straight playing through parts of the game again before I finally came up with a cool character concept. In the spirit of Lovecraft's works, however, it drew my concept further into the rabbit hole. What about running a Darkest Dungeon game? I saw one thread of the sort on another roleplay forum (Elliquiy) and was disappointed when the GM never came back with a recruitment/concept about a month back.

You may think that was the end of the rabbit hole, but no. Hannibull Rektor dug to the very bottom, tore through the wall of amoebic flesh, and sundered the paper-thin walls of sanity and reality to uncover a horrifying new idea. It was an idea that no sane GM would ever even consider, something so alien as to drive those reading the thread to utter and inescapable madness.

My friends and keklords, I offer the most forbidden of ideas: a Darkest Dungeon game. Not so bad, right? Consider this: what if the Darkest Dungeon game used multiple gameplay systems simultaneously? What if you had a Changeling White-Haired Witch (Pathfinder) fighting alongside a Toreador Vampire (VtM 20th), a Huckster (Deadlands), and some random Commoner drawn into all this with only his/her wits to get them through it (freeform roleplay)?

The idea is absolutely b%!*!*% and I recognize that fact. I also recognize that it would top the Rule of Cool chart if I could get it to work. I hold no illusions that it will be a particularly easy game to GM, but I am definitely wanting to see if anyone else is crazy enough to want to be a part of the game.

I have no real plan regarding the game apart from some super vague ideas at the moment. I know that it will take either some Really Upstanding Dudebros @TM or some people who failed a Sanity check multiple times to even get onboard and make me believe that this is anything more than a pipe dream. It will probably take weeks for me to figure out which systems to allow and which to ban, not to mention how all the various gameplay systems would interact.

Anyone want to let their cheese slide firmly off their cracker and embrace the madness that could result from this game?

EDIT-O NUMERO UNO

Player-usable stuff would need to be things relatively lore-friendly in the Darkest Dungeon setting. No Ifrit running around and lighting fires with their hair or things like that.

EDIT TAKE TWO

The bleeped out word rhymes with hat snit, not pull grit. :P

EDIT DREI
I would probably require all players to have a Discord so we could discuss rules and rule interactions at a faster than normal pace. I hate bogging down games for rule questions in normal play-by-posts. This sort of game would exacerbate the problem a lot.


My response would be to ask you about yourself and your history of PBP games. This is the kind of game that I need to have a lot of confidence in the GM. As you say, it's not an easy game to do. You appear to be new here. If you haven't done a PBP game before, then starting with a nigh-impossible game is a recipe for failure.


I gotta say--I'd be down for a Darkest Dungeon-esque game, but I'm not sure how I feel about mixing systems. In my experience, even mixing systems that are intended to be somewhat mixable can be rough. (I've played in a couple different World of Darkness games where players all used different subsystems--e.g., one team consisted of a vampire, a werewolf, and a sin-eater--and the power levels were noticeably unbalanced in several ways.) Mixing things to the extent you're talking here... I've a feeling it would fall apart pretty quickly.

That said, if we wanted to get a group together to work out and discuss a system (or perhaps a homebrew mixing of a couple of systems' elements) to run a game in this vein, I'd be totally on board for that. I agree that Darkest Dungeon is a fantastic game, one of the best new RPGs I've played for several years, and I'd be interested in seeing if we could translate it to a tabletop-style format.


My history in PbP? Where to begin?

I started out on Giant in the Playground, Giantitp for short. Don't get me wrong, there are lots of good folks there. Problem is that games tend to fall apart quickly due to one or two players poofing or because one person causes drama. Some of it was the usual "Imma be Lawful/Chaotic Stupid!", some of the drama was due to rules-lawyering BS, and some of it was people just plain being penises. Lots of fond memories there, but I don't regret looking elsewhere. I ran several games there, from a Mage the Awakening game to my first attempt at a gestalt D&D 3.5 game. If you would like, I can try to look up my old profile. I think I had reached near Ettin in the Playground number of posts.

Next came Roll20. Despite being the 'largest roleplaying site' on the internet, there were very few people looking to play in PbPs. Most just wanted live voice games or else want D&D 5E PbP, a system I can't get behind even if you polymorphed it into Sophia Vergara. That experience ended quickly. I lost the $20 premium membership, but it wasn't for me.

After that, Discord. You guys can pretty much guess how that went. Lots of people who misunderstood the rules, people playing edgelords who spend the entire game being emo goth parodies, and people voicing hard politics in the OOC. My one game that didn't have player drama was a Pathfinder conversion of Rokugan that was pretty epic. I used a combination of Kingmaker and Jade Regent to form the backdrop that I used in creating the storyline. It was complex but it involved Rokugan 100 years after the most recent lore. It was a time sort of like what the Nioh game shows, with massive civil wars, occult subterfuge by secret societies, and yokai around every corner in the game.

Then came Mythweavers and the whole character sheet crash debacle.

And lastly, I went to Elliquiy. Now, don't get me wrong, Elliquiy has good roleplay. The bad thing is, it's basically Moonguard without the toxicity. Most people want every game to be Peanut Butter Jelly Time, only with with sexual organs instead of food spreads. I thought that 'mature roleplaying' meant Game of Thrones or The Witcher 3, where there are lots of mature circumstances beyond just the usual sex. I was let down by the fact that 'mature roleplaying' just translated into 'FILL THE PENIS-SHAPED HOLE IN MY LIFE', sex joke fully intended. I am planning on running a BESM-style game there just because anime is full of sexual content and crude humor, something that site does not have as a ToS violation.

That's my PbP history.

I just want to run a Darkest Dungeon game honestly. Even if players just agree on one system, I want to run one. I have ideas for bosses and levels in the same vein as the original game that I definitely want explored. You don't want to see my 'Seamstress' boss concept... it's gloriously grotesque.

Either of you dudes know anyone who would be down to play a Darkest Dungeon game, irrespective of the specifics?


Well, you obviously have my own interest. I can think of some folks who may be interested, but no guarantees. A couple of my buddies who I play on here with quite a lot--JDPhipps and kamenhero25--may be interested, so I'll let them know. I think they'd agree that trying to boil it down to one system, perhaps drawing some from others, would be best; they shared the WoD mixing experiences I mentioned above, and while we all had fun there was a big difference in power levels.


Loup Blanc wrote:
I've played in a couple different World of Darkness games where players all used different subsystems--e.g., one team consisted of a vampire, a werewolf, and a sin-eater--and the power levels were noticeably unbalanced in several ways.

Ah, my Gangrel murder machine.

However, to summarize... yes, it was really hard to balance our power levels. Part of it was different levels of system mastery, but Loup and I knew the system about as well as one another and I was just naturally at a higher power level because my version of the system was built for higher powered games. I frequently ripped through encounters because I was built to be a melee murder machine. Our werewolf, despite going for a similar idea, just wasn't as good at it. Loup had some very good situational abilities that got us out of a tough spot a few times, but invariably encounters had to be built closer to my level or I would annihilate them nearly instantaneously. Kamen was the GM for that game and I don't envy his attempts at that balancing act. This was with game systems all built on the same chassis. I'm... loath to think about how hard it would be to balance various monster statistics in different systems in order to make this concept work. I will flat-out admit that I do not know that it can reasonably be done.

That said, combining elements of other systems into a different one? I'm a big fan of homebrew content for my game and I have no objection to working with a group to figure out a base system and apply things from other games. I would definitely be down to try and do this together as a group. I admittedly have never played Darkest Dungeon, however, but I don't believe it's very expensive. I may buy it for... research purposes.


Yeah, that attempt was my... creation? Not exactly my brightest idea. In part the balance issues came from the players having different levels of skill with the game (JD is a pro with WoD, Loup's good but doesn't optimize much, the werewolf was brand new and had no clue what he was doing), but the bigger issue was that even if the systems are built on the same chassis, they have different power levels. I ended up planning each little 'story arc' to challenge one particular party member so they got their own chance to play with their mechanics, but that ended up meaning that half the table had very little to do during the session. I'd be interested in looking at what ideas you have for a system and seeing about homebrewing ways to bring stuff from other games into whatever system gets picked at the very least.


Sounds like quite an audacious undertaking.

Just make sure to remind yourself that overconfidence is a slow and insidious killer. :)


I'm down for a world of darkness character prefer owod.


Speaking of WoD, are there many WoD storytellers here?

So, what do you guys think about the concept I came up with? Is it doable? Or should I just try to pare down a system?


Hannibull Rektor wrote:

Speaking of WoD, are there many WoD storytellers here?

So, what do you guys think about the concept I came up with? Is it doable? Or should I just try to pare down a system?

There's me (I run 3 - 2 Vampire and one Werewolf), Browman (runs Dark Ages Vampire), and Raconteur Orgon (who is Recruiting for his first Werewolf 20 game now).

There may be others but they do not Recruit, at least not that I have seen. I think there may one other active nWoD game here as well but I do not remember the ST offhand.

It's doable, I've done something similar table top. I think the one thing that needs to be stable across the board is HP/Health levels.


In my mind, a good bet is to find a singular starting system and then look at other systems you like and build homebrew content based on things you like from other systems. This could still be a little messy, but trying to do it this way at least gives you a more secure foundation. I don't know what in particular you feel would be the best system to start with as a base, but no matter what it will be easier I think to do it this way than to try and have multiple systems working together at the same time. I might recommend having a simple rules system work as a base--something like Savage Worlds, for instance--and then create new rules for options not in that system that you would like to bring over from other systems. SW isn't necessarily the perfect starting point and you may wish to use something else, but that's just a suggestion.


Anyone actually recruiting at the moment. Storyteller Shadow? I was somewhat dismayed when I found out an ETU game required players to use pre-built characters.

Ways I was considering handling different rulesets in the game: use Pathfinder as the base for my GM side of the statistics, convert damages according to percentages relevant in the system a particular player is using, rationalize condition differences as being due to each individual being unique, etc.

Thoughts?


Hannibull Rektor wrote:
Anyone actually recruiting at the moment. Storyteller Shadow? I was somewhat dismayed when I found out an ETU game required players to use pre-built characters.

Rage Across Ireland open Recruitment.

If I have an opening in any of my Games I'll keep you in mind.


Pathfinder as a base could work, but I think if you allowed different systems on the other side of things, it would get really messy very quickly. Every system has its own quirks and changes to things, from how damage works to basic concepts like how you roll the dice, up through skills and subsystems and things like that.

How would you replicate Shaken/Wounds from Savage Worlds in Pathfinder terminology? You can't just make a Wound deal 1/4 a character's HP, because Pathfinder doesn't have a built-in option to try and soak those wounds up. For that matter, how would you make Bennies work in Pathfinder? JDPhipps runs an IRL game with a chip system based on SW Bennies, but that's very much homebrewed in and drastically changes the game.

How would Willpower or similar power attributes from World of Darkness apply to Pathfinder? How would monsters port over? The WoD vampire line, for example, has very powerful vampires with lots of abilities at their disposal, and it's intended for a somewhat more narrative experience than Pathfinder's hard crunch.

That said, you could do some swapping over and adding in. I think Pathfinder (with certain subsystems) or the medieval takes on World of Darkness could serve as a fine chassis for this--in fact, I'm using World of Darkness as a basis for a Dark Souls-themed campaign I plan to run at some point--but it seems to me that you'd want to try and stick mostly to one system, and just bring in individual aspects of others, rather than trying to balance them all against one another.


As a note, if you're interesting in using Pathfinder to start I could send you the rules I use for bennies. However, they're based off of a randomized system with different 'levels' of bennies as opposed to how SW works. It does very drastically change the game, but that also seems to sort of be the idea you're going for. I'm pretty happy with it and how it changes the game; I think it definitely does so for the better and makes for a far more dynamic game. However, I make a ton of other changes to my games so it may not work as well in a vacuum.


Well, I was going to angrily rant about no-one having suggested the highly modular, tons of splats with different vibes, simple as it can get, wonderful Savage Worlds... specially considering who's around this thread.

Then I did a quick Ctrl+F 'Savage Worlds' check and realised I need to sleep more or pray that my new kitten stops waking me up at 5 a.m.

Ehem, in any case, I've had only a brief contact with Darkest Dungeon yet I enjoyed the style and tone *HOPELESS!!*. Count me in laddie, whatever the system is -but if it ends being oWoD, WoD or any variation I will need to learn the system real hard real fast-

I'll echo other's opinion that Pathfinder could work too. If you look at it closely, with its different styles between classes and splat-books, you can conaider it a multigenre game that simply shares a d20 basis.


Oh, so the Werewolf game did open? Awesome. I remember the interest check, but didn't make the connection when I saw 'Rage Across Ireland' on the forums.

Feel free to send me the Bennies Pathfinder rule that you came up with, JDPhipps! I wonder if your solution is like my own.

I am currently still in the process of figuring out specifics. I know all editions of Mage are cut for sure because of their general sense of god mode.

EDIT: Now that the laptop is relatively charged, I am splicing all of my posts I posted into this one neat one.

Anyway, my take on Stress will be an inverse Sanity system where, just like the game, 100 points can give you insanity or flaw. I have a few books of flaws, some of which may be more relevant than others. My ruling is that it can, if you roll lucky, you get a free feat instead. And, if you hit 200, you have a save every so often to avoid having a heart attack and dropping to either 0 or -1 HP, the exact number as yet undecided.

Stress relief is, like the game, comprised of different activities. Each activity will cure varying amounts of stress, depending on your character's personality. I am definitely allowing for NWoD's Virtue and Vice system to be used for these to determine which things give you stress relief bonuses. And just like the game, not every activity will be open upon your return.

Additionally, I am thinking about putting in a Kingdom Building-lite system to account for growing the town. It should emulate the way the town events work wondrously and be great fun. I don't know of anyone who doesn't enjoy Kingdom Building.

I will implement a few rules from Iron Heroes in 3.5 D&D if no one wants to be a healbot, which is completely understandable. I personally love healing in MMOs, partly because of convenience and partly because of prestige, but I am something of an anomaly with my attitudes.

The Death's Door mechanic will return from the game as well. This means that you guys can possibly avoid fatal hits. The base chance of dying upon reaching the negative HP necessary to kill you is 10%. Every time you succeed on that consecutively in the same area, it increases by 15%. So the second possibly lethal hit has a 25% chance of killing you, the third has a 40% chance, and so on.

I will break the spirit of the game a bit by allowing resurrection of PCs in-game instead of permanent character death, assuming no TPKs. A return from beyond the grave will be very costly, force an immediate Stress check, AND will make you roll on one of the lovely 'flawed resurrection' tables. The latter can, if you roll bad, see you possessed, cause your soul to have a weaker connection to your body, have you return as a hungry undead, or other bad things. It can also have you come back with a steely resolve, the ability to interact with spectral creatures as per ghost touch and speak with dead, and more.

So what do you guys think so far with those scant few ideas about game mechanics? I know it's nowhere near complete, but it's a start towards something wonderful, horrible, and possibly writhing with a thousand eye-studded tendrils that silently shriek blasphemies towards the sane world. You know, one of those things.


Hannibull Rektor wrote:


Anyway, my take on Stress will be an inverse Sanity system where, just like the game, 100 points can give you insanity or flaw. I have a few books of flaws, some of which may be more relevant than others. My ruling is that it can, if you roll lucky, you get a free feat instead. And, if you hit 200, you have a save every so often to avoid having a heart attack and dropping to either 0 or -1 HP, the exact number as yet undecided.

While I do think that's a system that might work, I want to point you to old 3.5's Sanity variant rules

A tl;dr version would be: you have Wisdom Score(not bonus) times 5 Sanity points, spooky stuff forces you to roll a d100, if you roll under your Sanity Score you lose a fixed amount of Sanity, if you roll over your Sanuty Score you lose a variable amount, said akounts use an x/dice notation where x is the amount you lose if you succeed (roll under) and the dice if the amount you roll and lose if you fail (roll over), the harshness of the effects depends on the amount of Sanity lost compared versus your wisdom score.

Thing is, if you take only the Score and rolling against the score parts of said system, you could make us roll for flaws when we reach certain thresholds (like one half, three quarters and none or something like that) of Sanity instead of getting some form of Insanity. My advice would be to limit maximum Sanity to 100 (20 Wis) to represent how we all are little b++!&es that will be cut to shreds, physically and mentally.

Oh, and don't forget Intimidate, Demoralize and fear effects... same as certain creatures that are plain spooky (gibbering mouther anyone?) should force us roll or start losing our s$#$.

Ah, and a partner's death really should be a strong kick in our Sanity's nuts.

... wrote:


Stress relief is, like the game, comprised of different activities. Each activity will cure varying amounts of stress, depending on your character's personality. I am definitely allowing for NWoD's Virtue and Vice system to be used for these to determine which things give you stress relief bonuses. And just like the game, not every activity will be open upon your return.

Completely fine with this, perhaps taking into account certain spells like Remove Fear or Curse that might help recovering Sanity. Heal checks are suggested to stabilize frothing bags of meat that have completely lost it, might work upon that for quick Sanity healing mid-combat.

... wrote:


Additionally, I am thinking about putting in a Kingdom Building-lite system to account for growing the town. It should emulate the way the town events work wondrously and be great fun. I don't know of anyone who doesn't enjoy Kingdom Building.

Nothing to add here, I'm a sucker for base/town/castle managing.

... wrote:


I will implement a few rules from Iron Heroes in 3.5 D&D if no one wants to be a healbot, which is completely understandable. I personally love healing in MMOs, partly because of convenience and partly because of prestige, but I am something of an anomaly with my attitudes.

Gotta review those rules, additional input from me would be to conaider the following.

Darkest Dungeons has a party size cap because managing 29 guys would be plain horrible... but if, let's say for example, we are a mercenary company whose been tasked to clear the newfound town's surrounding, we might as well bring henchmen with us. Blacksmiths, horse trainers and handlers, field doctors, perhaps field chaplains or clerics. They might be useless in combat, but in between "rooms" or dungeons they could provide us with healing and stuff. Plus you can always butcher them for some extra Sanity lose! Yay!
... wrote:


The Death's Door mechanic will return from the game as well. This means that you guys can possibly avoid fatal hits. The base chance of dying upon...

I'm okay both with the chance to avoid dying as well as being allowed to resurrect (unless we Leeroy our way to a TPK). Extra chances to get good or bad stuff on a rezz is simply chocolate topping! That said, I'd be okay with not being able to resurrect and making a new flesh bag to throw at the grinder, but that might be just me

And that's it, not much to add as I already wrote a freaking long post.

Wait, I forgot. This might be an unpopular opinion but I'd suggest going with rolls instead of point buy on the interest of mimicking the random PC generation from the computer game. 4d6 drop one is a classic but if you want to give us some candy 2d6+6 or even 3d6+6 drop one would make stronger corpses-to-be


If we're being accurate to the game we'd have to roll for class and level, not stats. DD's stats are exactly the same for the same character at the same level, barring quirks and the like.

This is a fun idea tho.

Dark Archive

I would love to do this. I have a fantastic knife master rogue concept. Let me whip up a character real quick.


Just as an update, no matter the specifics on the rules, I will be adding some of the baseline heroes and mod heroes as NPCs. The comics for some of the basic heroes were both intriguing and vague, so I can work that to my advantage in giving them good backstories.

Don't believe me? Just look at the Crusader and Highwayman's comics. The comics can be found by Google and are completely free. The aforementioned comics weave a tale of tragedy and the search for redemption.

To the heroes and antiheroes who make the journey to the Manor and the surrounding areas, it represents things the lost souls journeying there seek: one last chance to strike it rich, one last quest to complete before the reaper claims them, and one last hope for redemption.

In the world of Darkest Dungeon, there can be no miracles without misery, no salvation without suffering. What compels you to journey to the blighted lands around the Manor? Do you too seek redemption for you sins? Do you seek to disperse the dark cloud of rumors regarding your Ancestor? Are you a foolhardy soul willing to risk your body, your mind, and your very soul in search of glittering piles of treasure? Or have you given up on life and all you seek is one final, heroic quest to make the time you have left mean something to the world?

No matter your reasons, I am quite interested in seeing character concepts while I work on the mechanical side of this game.

Dark Archive

I had an idea for a measuring stick between different systems. Normal non classed humans. That is a feature of most systems. So you can use the hitpoints for a 1st level commoner to represent a human and get the equivalents of other systems.


Count me in if running Pathfinder.
With my laptop dead and buried, I would rather not learn a new system.

I would most likely enter Bedlam the Second dwarf Alchemist.


Halek wrote:
I had an idea for a measuring stick between different systems. Normal non classed humans. That is a feature of most systems. So you can use the hitpoints for a 1st level commoner to represent a human and get the equivalents of other systems.

The problem is a lot of other systems don't have an HP pool. It's almost impossible to try and balance a system like Pathfinder where HP is measured with a pool as opposed to game like Savage Worlds with Wounds and Shaken, or a system like Shadowrun or anything White Wolf that has HP boxes. Trying to use them on similar measures is perhaps the biggest thing standing in the way of this specific idea.


Just popping in to suggest running this under the Apocalypse World Engine. That gives you a simple, consistent rules system, and the various hacks (Dungeon World, Gamma World, Funnel World, etc) can accommodate pretty much any character type.


After experimenting on some game mechanics, I have decided on just going with Pathfinder with some extra rules. Are folks still interested?


Yup, I'm up, down, and sideways for it. I've been thinking about concepts for characters and all that good stuff, and I'm excited to give this a go.


Still curious, and I did some research on Darkest Dungeon to help get a feel for the lore. I have a general idea for a Skinwalker inspired by the Abomination.


This is Dorian.

With a few adjustments, this would be my submission.

And thank you for running.


Also interested, but again I'd need to look into some Darkest Dungeon lore to really craft a character to fit the setting.

Dark Archive

I got a sanctified rogue knife master that worship pharasma whose entire purpose is clearing out dungeons to shuffle the contents to the boneyard.


Count me in, Pathfinder or whatever, I want in!

In fact, I'll go ahead and play some DD to get in an appropiate mood... I have plenty ideas for tragic/wronged/ambigous characters, but you can't never go wrong exploring the original material.

P.S.- I must confess I am a sucker for the Leper origin atory, as well as the Crusader. Theirs aren't terribly trgic but do explain why they enter the dungeons.


A recruitment should be up tonight. My desktop is well and truly dead, so I have had to redownload some books on my laptop. I also had to finish moving my relevant RPG books to my new house.


Call me interested in this as well. :)

I'd love to finally give the Gunslinger class a chance--preferably one modelled on the Highwayman. :)


While waiting for recruitment and thinking about character concepts, I drafted up a short list with notes on the game's characters--their weapons, fighting styles, and what class probably fits them best.

Darkest Dungeon a la PF:

Abomination--Claws/Biting. A mix of more reserved healing, and shapeshifting into a monster. Not many classes/archetypes are dedicated to this kind of concept in Pathfinder, but a few could work. Any sort of Druid once they hit wildshape; an alchemist, particularly a beastmorph, maybe vivisectionist as well since bombs aren't in the equation; even an agatheil or brute vigilante.

Antiquarian--Primarily non-combatant. Has some helpful support abilities. With the emphasis on item knowledge, the occultist class probably fits this best in terms of flavor, although the witch's focus on support and debuffs might do better mechanically.

Arbalest--Crossbow. Shoots the everloving sh*t out of things with a giant crossbow. In PF, that pretty much requires bolt ace gunslinger.

Bounty Hunter--Axe and Chain Hook. MO is single-target killing, focusing on weakened enemies. I'd say slayer here, picking up some TWF with Ranger Combat Style talents.

Crusader--Longsword. Holy knight with buff and tank abilities to complement melee. Paladin, maybe tanky cleric/warpriest.

Flagellant--Whips. DLC, so I don't know more about it.

Grave Robber--Throwing Knives and Pick. Focus on agility, mobility, and picking out targets (no pun intended). Unchained Rogue probably works best, but a properly built Flying Blade Swashbuckler could do well, too.

Hellion--Glaive. Frontline, all-out offense. Barbarian all the way, albeit with a reach build, which is interesting.

Highwayman--Knife and Pistol. Damage, with some agile survivability. Pistolero Gunslinger or Picaroon Swashbuckler seems the most likely bet, although a rogue with Firearm Training/Expertise could do well.

Hound Master--Animal Companion, Club. Harries foes as well as does damage. A Hunter has the best animal companion, although the Huntmaster Cavalier also does well with a faithful hound (and might fit the ex-lawman angle better).

Jester--Knife and Sickle. Buffs and debuffs galore, with lots of mobility and some surprising damage capability. The obvious choice is Bard, and I don't know that anything else comes close.

Leper--Greatsword. Slow and solid, hits hard and takes the hard hits. A reflavored Armored Hulk Barbarian (or Steelblood Bloodrager) could work well, as could just a solid fighter build.

Man-at-Arms--Morningstar and Shield. Leader from the front, protecting allies and attacking foes. Mechanics would work differently in Pathfinder (obviously), but a Combat Patrol Fighter strikes me as the easiest way to set this up.

Occultist--Eldritch Magic. Buffets and harries foes with powers from beyond, and supports allies with the same. This is tough to replicate in Pathfinder for several reasons. Mechanics are pretty much impossible to do, but a Warlock Vigilante (who just uses his powers in social form), Witch, or Chaokineticist probably fits the theme best.

Plague Doctor--Knife and Toxins. Lots of small damage, buffs, and debuffs, especially dealing with poisons. Alchemist strikes me as best, probably with Chirurgeon, maybe Vivisectionist, although you could turn bombs into poison bombs.

Vestal--Mace. Focuses on buffing/healing allies, but can deal some damage to support. Pretty straightforward cleric build.

Dunno if this is helpful for anyone. I saw it as both a way to think about how to make a similar character type, as well as a check to try and make something different from what already exists.


Well, Loup's ideas and suggestions are on point I think.
After replaying the game I've fell in love with both the Highwayman and the Gravedigger's styles.

A barebones concept I have in mind would look like this:
The privateer soldier ran away from the battle. The carnage was too much to bear and the latest friend to die took a serious hit to his sanity. He knew only how to fight, and even cowards needs to pay rent and dinner... beware the eastern roads and if you hear a gunshot, turn tail and run!
Mechanically I'd look either at a multiclass unchained rogue and gunslinger, if I go with the dagger, or a plain gunslinger with a pistol and scimitar in hand. Idea would be to wield both but not TWF, aimply alternate between one or the other as the situation demands.

If only Dervish Dance or Slashing Grace would allow you to wield a weapon in the other hand without attacking... I'll need to think about it!


Just posting an update: I've been busy the last few days and have not had as much time to work on the recruitment as I would like. It is almost finished though. Moving into a new house is a lot of work.

Here are some sample parts of the recruitment to give you an idea of what to expect: level 4, all classes and archetypes from Paizo as long as they are not above blackpowder tech levels, variant multiclassing is an option, max HP, 25 point buy or the usual roll 4d6 6 times drop lowest in each instance (I will check your post history after your rolls to ensure that you do not cheat the system), standard GP for 4th level, and no Leadership or crafting feats. Unchained variants of classes are an option but a requirement. Races are Human, Changeling, Dhampir, Skinwalker, Gillman (Must be amphibious and must not have any outward signs of inhumanity) and Aasimar(Must take Scion of Humanity themed in-game as someone blessed by some mysterious force). You must have a convincing concept for the non-Human backgrounds. Tolkien-esque races are not allowed.

The canon characters from each class will make cameos in the game, including some of the fan-made ones. Bearing that in mind, it would be best to not make something carbon-copy from a background perspective. Yes, even The Offering is going to make a cameo. No eldritch boob-tank waifu for you!

EDIT: I may play Kingdom Hearts Birth By Sleep later today before I do the recruitment, so it may be a while later before I post. A friend's tinfoil hat theory about the Master of Masters and his influence in current events was intriguing enough that I may replay Terra's story.


C'mon Cthulhu, give me some Eldritch Grade rolls!

Stats: 4d6 - 2 ⇒ (5, 3, 4, 2) - 2 = 12
Stats: 4d6 - 2 ⇒ (4, 2, 2, 6) - 2 = 12
Stats: 4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
Stats: 4d6 - 2 ⇒ (5, 2, 5, 5) - 2 = 15
Stats: 4d6 - 2 ⇒ (5, 6, 2, 3) - 2 = 14
Stats: 4d6 - 1 ⇒ (5, 1, 2, 1) - 1 = 8

Well, that sounds f*+!ing great to be honest!
I will return later during the weekend with a concept and at least some "guidelines" on my crunch.


...I shouldn't, but I love rolling so much...
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 4 ⇒ (5, 4, 4, 6) - 4 = 15
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 1 ⇒ (4, 1, 2, 3) - 1 = 9
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 2 ⇒ (4, 3, 2, 3) - 2 = 10
18, 15, 14, 13, 10, 9. That actually worked out rather nicely.


Couple of questions:

First, can we default to point buy if we roll really badly? Or do we get a re-roll if our stats are particularly poor?

Second, how canon is Darkest Dungeon to this game? I have an idea related to the Weald and the Hag from the game, but they need to actually exist for it to happen obviously.

Third, relating to the second, would Shadow of the Woodlands and the Plague Domain be alright to take without the setting details (worshiping Zon-Kuthan or Norgorber primarily)?


4d6 - 2 ⇒ (2, 6, 4, 3) - 2 = 13
4d6 - 3 ⇒ (6, 5, 6, 3) - 3 = 17
4d6 - 1 ⇒ (4, 5, 5, 1) - 1 = 14
4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
4d6 - 1 ⇒ (3, 2, 1, 4) - 1 = 9
4d6 - 1 ⇒ (6, 5, 1, 2) - 1 = 13

Damn, not a bad spread at all. That comes out to a... 40 point-buy. Damn. I currently have no idea what I want to play, though. I'll think on it.


4d6 - 1 ⇒ (6, 4, 5, 1) - 1 = 15
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17
4d6 - 3 ⇒ (3, 5, 6, 4) - 3 = 15
4d6 - 1 ⇒ (2, 4, 5, 1) - 1 = 11
4d6 - 2 ⇒ (6, 5, 3, 2) - 2 = 14
4d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 12

My first question might be irrelevant. That's actually quite a good stat line.


Baddah-bing-badda-boom, recruitment is up!

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