Which skills do we want for not entering bargains that we shouldn't then, and maybe even getting deserving targets to enter bargains that they shouldn't?
She's the Not-Japanese kid we befriended immediately before fucking up a magical memory thing and scrambling our memories of the previous couple days.It's been long enough that I don't actually quite remember the Furuta thing, beyond that I think we fucked something up?
Because melee has its own range, and conditions where they are optimal. The spear is the longest weapon, and has the most range, but it's not great for tight corridors and you need both hands available to get the most out of it. If say, you need to hold a torch or have a hand available for magic, the spear can get awkward. The dagger is good when you want to kill quietly, have a hidden weapon, or just something in your off hand if you have a short sword or the like. The ax is mostly a tool I think, but when working in thick forests, swamps or jungles, you'll be glad to have it. Otherwise it's a middling option to the spear and dagger. Longer reach then the dagger, shorter then the spear. As a bonus, it gives Lirra options if she's fighting something that's got a good counter to her spear, like thick armor. Axes are good crushing weapons, though obviously not as good as a hammer or mace. Either way it's a sensible set up.Gnarker's analysis was good, but I can't for the life of me understand why we'd need proficiency with four different types of weapons instead of a mastery of two, one for melee, and one for ranged.
but I can't for the life of me understand why we'd need proficiency with four different types of weapons instead of a mastery of two, one for melee, and one for ranged. It is unlikely you get to use several of them in a single encounter, and while adding a dagger skill to your roster adds versatility, I don't think it adds enough compared to a separate magic school.
I very much want Lirra to take some classes in Tactics, too. If we are angling for a versatile build, be it with several schools of weapons or magic, she absolutely needs to know when it's best to use each to squeeze the most out of them. Even when it concerns group combat, at the very least that would allow her to pick a role she'd be most useful in.
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I know Command goes well with Tactics, but I can't imagine Lirra as a Commander at all, so this would be the first thing on the chopping block. Unfortunately, it's written in the class description.
Axes are good crushing weapons, though obviously not as good as a hammer or mace. Either way it's a sensible set up.
Switched Alchemy for Deception, since Alchemy is available for purchase with Echoes, but Deception isn't.
Oh, I thought Lore non-negotiable as it is present on all of the character plans. It's an innate skill for both Ranger and Spellblade, and even Imp Spellblade leaves it (though switching it to a secondary role).Agreed. Lore also deserves a mention, at least if I'm interpreting Chloe perk from back in the initiation forest right, in that it's a prerequisite of Tactics. You can't plan around your enemy if you don't know them.
I did think that's what you were getting at, admittedly. Spear, sword and shield were classics for a reason, be it hoplites or legionaries. Although it makes us more... shall we say, generic?The only compromise I can think of might be a short sword maybe?
Stealth and ambush are all well and good, but are much harder to achieve when you're on the offensive, and you never know when you'll be ambushed yourself. And again, Lirra will be putting her squishy body between monsters and her friends. She needs to be able to take some hits. In an ideal world she'd always strike first and kill in a single blow, but this places is clearly far less welcoming then that. And these monsters are nasty. It's better to have wiggle room for when things go wrong.Leather - or studded leather - armor is standard issue for rangers, though. What counts as a medium armor? Chainmail? Breastplate?
I put a lot more stock in stealth, ambush and hit-and-run than in being a frontline fighter, what with the summary of our strong and weak points we were given. A shield is already enough of a compromise with mobility.
Hm, now that I think about it, Skirmisher doesn't sound so bad either...
Or maybe she's just a jerk.
It will be by things in []. The secondary will be weighed, so by line.
It's mostly up to the players, but Innate covers your Fae things. Etiquette could help, I guess.Which skills do we want for not entering bargains that we shouldn't then, and maybe even getting deserving targets to enter bargains that they shouldn't?
Dropped Alchemy from the list - we'd have to rely on our friends to stock us up on potions, - but retained Medicine for emergencies in the field. Help is in short supply in the wilderness.
Added Deception - it should fit with the class, if only to cover our tracks or learn how to track that which others want hidden. It also goes well with Tactics, since it doesn't require outright lying to trick a foe into a desired line of thinking and get favorable terms of engagement.
My only complaint is that the ranger uses light armor, which just isn't enough of a safety net for a front line fighter. I'd be much happier with medium, and wouldn't be apposed to heavy if Lirra's problem with iron wasn't such a concern.
I think that Command will help Lirra be more assertive, which I think will be good for her character development. Imagine if Lirra was brave enough to just go up and ask Furuta who she is, and what kind of hilarious shenanigans would ensue.I know Command goes well with Tactics, but I can't imagine Lirra as a Commander at all, so this would be the first thing on the chopping block. Unfortunately, it's written in the class description.
Why is that, by the way? The Spellblade had "lore, alchemy, medicine" as its support skills, and Imp. Spellblade substitutes them with "tactics, command, medicine"... and then takes "lore, alchemy" as secondary. Wouldn't it make much more sense to keep the Primary attributes intact, and take "tactics, command" as Secondary?
We're assuming it'd be iron or steel mail, or something of that nature. Changelings have been a thing for a long time in this world, there has to be alternatives they can use. We just haven't looked into them yet.Honestly, I'd be more happy with medium armor too. But what would that be made of? Chainmail I'd assume, and that's not any better than steel plate. If just holding a steel dagger through thick leather gloves is enough to have Lirra constantly on edge, then I don't exactly want to find out what sort of near-panic attack being trapped in an almost skintight steel prison is going to cause her. Bronze would be an alternative, but is also pretty heavy.
Add the fact that she's still pretty slight and weak and doesn't yet really have the endurance to add that kind of weight.
So until the latter changes, and we can get some kind of drake-scale armor or something, I think we're stuck with light armor. We'll trade up eventually.