Monday, February 21, 2011

So Many Classes...

            Hello everyone!  Well, our campaign has officially started and it is looking quite interesting thus far.  The basic plot goes something to the extent of: the world is split into three zones that are blocked off from each other by giant magic walls, which, if crossed, takes you into the netherworld forever.  However, there is a series of items on the other side of these walls that, if acquired by the wrong people, could bring about the end of the world.  The zone where we are starting is one where magic is not looked upon kindly, while the other two are very magically affluent.  Our party consists of a Jumper (me), Cleric, Ranger, and Sorcerer.  To give you a hint as to how imbalanced we are as a group, we were nearly killed by four Dire Weasels… It wasn’t pretty.
            Speaking of classes, I figured that this would be a good time to give a bit of a “layman’s” description of the basic classes.  Each class is good at specific things and there are particular ways to play each one that can optimize their usefulness.  I’ll give the first six classes now and the last five in my next post to conserve space for my DM and Player Tips.  None of the art is mine and is property of the DeviantArt Artists mentioned in their respective captions.
[This post is property of Do A Spot Check]
1) Barbarian:  This class is best summed up as "angry strongman."  The Barbarian has almost no skills and is even illiterate at 1st level.  However, this class has more HP any other class, as well as a tremendous bonus to striking with melee weapons. This is boosted by the Barbarian's Rage ability that raises its Strength and HP significantly.  One would play as a Barbarian to act as either a tank to absorb damage or as a power house to dole out the damage.

2) Bard: This is an interesting class because it has the abilities to do pretty much anything.  Problem is, it is also mediocre at everything.  Bards are primarily a support class that raises the stats of his allies by singing a variety of different songs.  If you are going to be a Bard, you are going have to pick a focus of where you want to go with the character because you can never be good at everything.
[This post is property of Do A Spot Check]
A Cleric Courtesy of Dkuang
3) Cleric: This class is basically the buffer of the group.  Clerics are heavily armored and able to wield a variety of weapons, but lack skills and agility.  While a potent class if used correctly, Clerics are difficult to play due to the complexity of their spells.  Clerics can be used as either a support class for healing, or a control class with a heavy melee presence bolstered with spells.

4) Druid:  Think nature freak.  Druids are into everything nature and this is reflected in their special abilities and mannerisms.  Druids cannot wear or wield metal, thus eliminating most armor and many weapons, but they make up for this in their multitude of spells and shapeshifting ability. They also have an animal companion to aid them in and out of combat. If you are going to play a Druid, your biggest consideration is whether you want to focus on the physical or magical aspects.
[This post is property of Do A Spot Check]
5) Fighter: This is possibly the most basic class in the book in that they can do more or less anything combat.  They deal moderate damage and can use most armor/weapons.  In addition, they receive bonus feats frequently making them very diverse combatants.  There is nothing really bad about the fighter except that they are basic.  They can do anything physical combat related, but it starts and ends there.  Fighters can be used as either a tank or damage dealer.

A Monk Courtesy of RegoCreations
6) Monk: The monk is essentially a flexible hand-to-hand fighter that specializes in the idea of never being caught off guard.  While Monks are unable to fight with ordinary weapons or wear armor, they are able to fight with their fists and deal many blows in one round. They are especially adept at grappling, and can even snatch arrows out of the air. A monk's biggest weakness is that they really have no ranged attacks.  Monks are primarily a damage dealer and front-liner class. [This post is property of Do A Spot Check]

To be continued…



Quote of the Week

“Is my drink getting warm?  If it is, I would like to cast ray of frost on it.”
            ~The Sorcerer

Player Tip of the Week

Don’t be afraid to take risks.  D&D is meant to be enjoyed, so have some fun and jump off that 40 foot ledge in the hopes of being able to tumble out of taking damage.  D&D is a game and the point of a game is to have fun so go ahead and do something that is out of the ordinary.
            For instance, in the campaign that I am playing in, we went on a quest to kill a man whom a traveling merchant didn’t like, and bring back the man’s ear in exchange for a nice reward (an Alchemic set... Weee!).  After searching the man’s house and finding a hidden cellar (that was 40 feet deep) under a rug we decided that I should wait at the top of the ladder for the man to go to sleep so that then I could kill him in his sleep. [This post is property of Do A Spot Check] 
That didn’t sound like a whole lot of fun to me so I decided to wait for his return to the house and then make sounds like a child crying in his cellar.  As soon as he opened the door I shrieked at him and then teleported behind him with a dagger at his throat and threatened to kill him if he wouldn’t part with his ear. 

DM Tip of the Week

Feel free to create your own rules.  As a DM you have the power to do pretty much whatever you want.  Even though there is a structure to D&D that should be adhered to for the most part, don’t hesitate to create your own game rules for specific circumstances.
            For instance, I was DMing a campaign where different dimensions were all colliding into the player’s dimension and one of these dimensions just happened to be the Call of Duty: Modern Warfare 2 dimension.  What I did was recreate the structure of MW2 to roughly match D&D rules (I used crossbows instead of guns among other things).  There was a map, kill streak rewards, weapon class selections, re-spawn points, and of course knifing.  [This post is property of Do A Spot Check]
            While this game type was an experiment on my part (it only moderately worked), as a DM you have this power and should use it to its full extent even if in the end all you accomplish is proving that MW2 is all about knife kills.

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