Today, rather than just going through another character conversion, I’m going to go over the aspects of Darkest Dungeon 1, some of the changes Darkest Dungeon 2 has already put out in its first version of open access, and what I’d like to see in future changes.
I like playing support characters. Healbots, however, can get boring. Nothing is worse than being reduced to a bandage-box with legs. So whenever I make a healy character, I lean hard into whatever other thing they do well.
Guns and Gears has given us a bunch of fun new stuff to play with. Last post, I went over the new class, the Inventor. This time, in going to look at the returning class, the Gunslinger, and discussing the changes the update gave us.
New with this book is the inventor, the ancient ancestor of Starfinder’s Mechanic class. This is a sort of schtick-martial-class similar to the investigator or swashbuckler. They do the standard martial class things in combat, usually focusing on damage and/or special effects, mostly revolving around their core class abilities.
Guns and Gears is out! With it we have the returning Gunslinger class and the new Inventor class. We have rules for firearms, we have funky new technology, and also sorts of fancy options for characters. Before I dive into all the class stuff, I want to talk about something else.
Does anyone really level with experience points anymore? In ttrpgs I mean. Every game I see just goes by plot point or achievements or something like that. Outside of video games, xp just seems needlessly complicated, right?
One thing I find myself doing all the time while playing a game is figure out how certain characters or monsters or whatever else might translate into ttrpgs. Not only is it super fun for me, but it’s also a way to practice design within certain constraints. You have an end goal – the original character concept – and limitations within the medium – the game’s rules. Today, I’m going to go through a slightly more in depth process of doing this so in the future similar posts can just build off of this.
Despite having zero spellcasting, a thaumaturge still get magic abilities from their items. Think of it as fantasy-Batman. No superpowers (spellcasting) but enough gadgets (implements) and the know-how to use them to be just as powerful, and a big influence on studying enemies to learn how best to approach the situation.
The next classes in Pathfinder 2e have been announced. Next year’s summer-book “Dark Archive” will contain the Psychic – a returning spellcaster from 1e – and Thaumaturge – which is sort of returning? I’ll explain that at a later time. You can playtest the class right now by going here and downloading the current versions of the class.
Whether you use the unchained or “chained” version, the Summoner in 1e had perhaps the most capacity for shenanigans, both for power and flavor. Summoner in 2e is a good deal less complex and overpowered than before.