
Ed Reppert |
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In the hardcover version of this thing, starting on page 227, there are three archetypes:
My question is how do they gain access? In my admittedly limited experience, it seems like "gain access" means (to players anyway) "it exists, I know it exists, so I can take it at second level if I want to". But two of the three, it seems to me, don't really become accessible until much later in the AP. It feels like players shouldn't "gain access" to these last two archetypes until they encounter certain NPCs (and perhaps items) in the course of adventuring. I haven't checked what level the PCs should be when they do encounter and thus "gain access", but they clearly will be higher than second level. The one "early access" archetype they could be taught by one of the NPCs in town, and could get that one at second level.
Anyway, my thoughts:
Looks like I may have answered my own question. :-)
The other question is who should "gain access"? Clearly if everyone in the party grabs the first archetype at 2nd level, they won't have time to grab both of the others (since the AP only goes to tenth level).
Oh, and I found a mistake in the hardcover. One of the archetypes (page 227) references a particular weapon, referring the reader to "page 73". That's the link from the original third volume of the AP (IOW the weapon description is on page 73 of "Eyes of Empty Death") but it's on pages 225 and 226 of the hardcover edition. I suppose that should go to errata somewhere.

keftiu |
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Both the Free Archetype optional rule and the existence of retraining help with these issues some, re: players getting these late. There's also the fact that play doesn't need to end when Abominations Vaults does - some players might like the idea of remembering their earlier adventures whenever they use their Shootist or Ghost Hunter abilities in, say, Fists of the Ruby Phoenix or Night of the Grey Death.