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Comic for: August 13th, 2012
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Dungeons & Dragons: "Thought Process"
Posted: Monday August 13th, 2012 by

Last weekend the party faced off against a surly guy and a boat load of minions in the form of animated hammers, nails, fire logs, and tents. One of the things our party lacks though are minion killers. No real blasts, burst, auras, etc. Well... we have one aura that lays minions low automatically (no save vs. the damage) but it's a daily. But burning a daily to kill minions?

So in leveling up I wracked my brain to figure out what I could do to make us more effective against Minions. I came up with Alchemist's Fire. Burt 1, range 10. +5vs. Reflex. Save equals half damage. Perfect. The problem is that Noemus, my Dwarf Warlord, is not naturally gifted in anything that would make Alchemist's fire easy for me. So, I retrained Toughness to Alchemist. And went against Character, Multi-classing in Wizard to get free skill training in Arcana, while also picking up an ability called Thunderwave that would give me a blast 3 attack. In my mind I justified the Alchemy because he and his family are brewers (you see the mug on his helm in the comic). And I justified the Wizard multiclass by explaining that Noemus has no idea that it's an arcane ability. Rather he believes it's just an extension of his rage.

Then today while Taks was working on her characters we realized since Alchemist's Fire requires training in Arcana OR Thievery, all her rogue would need to do is pick up Alchemy when she leveled up. This would leave Noemus the room pick up heals or battleground commands that actually benefit the group rather than a page full of "Justifications".

I'll let you guys know how it turns out.

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