Aug 16, 2021 9:33 pm
Now that we have a Bard it is worth having a chat about... well, about having a chat.
The Bard has that Bardic Lore feature. When making a bard it is worth chatting to your GM about which ones are appropriate for this game. If we are never going 'planes wandering' then Planar Spheres might be a bad choice. It would suck for the player to have one of their core features never come up in play. If there are no undead in a game, the GM should warn the player not to pick that one, unless they are interested in the dead and funerary rights or something.
If the player does not bring it up, the GM might want to address this issue when someone announces they are picking the Bard.
Likewise, the Cleric is sometimes seen as the 'healer' but the Bard and the Paladin are also compulsory healers while the Cleric needs to pick Cure as one of their spells to even qualify.
The unique thing the Cleric brings is Turn for dealing with undead. If the GM knows there will be no undead in this game, they should mention that so anyone thinking about Cleric can temper their expectations. (Especially in a game with a Bard and a Paladin already).
The decision to play a spell caster can also be heavily tempered by what levels we can expect to achieve --more so than most other playbooks. It can help for the GM to make their intents in this regard clear at the start.
Presumably leveling up will not be a focus in this sample game?
Similarly, the Thief has a unique ability for dealing with traps. If the GM does not plan to use traps in their game a Thief player may wish to know before picking. The Thief brings more than just traps to the table, though.
Some GMs might not want a thief in the game because they can mess with their ability to use traps. It is common for GMs to present a curated list or playbooks for players to choose from, removing the ones they don't want or that don't fit.
Another thing to chat about is the Paladin's Quest Move. This is a powerful move, but relies a lot on the player and the GM working together to make an interesting story of it. Else it can become a war of intents and avoidances. Make sure you are on the same page.
The Bard has that Bardic Lore feature. When making a bard it is worth chatting to your GM about which ones are appropriate for this game. If we are never going 'planes wandering' then Planar Spheres might be a bad choice. It would suck for the player to have one of their core features never come up in play. If there are no undead in a game, the GM should warn the player not to pick that one, unless they are interested in the dead and funerary rights or something.
If the player does not bring it up, the GM might want to address this issue when someone announces they are picking the Bard.
Likewise, the Cleric is sometimes seen as the 'healer' but the Bard and the Paladin are also compulsory healers while the Cleric needs to pick Cure as one of their spells to even qualify.
The unique thing the Cleric brings is Turn for dealing with undead. If the GM knows there will be no undead in this game, they should mention that so anyone thinking about Cleric can temper their expectations. (Especially in a game with a Bard and a Paladin already).
The decision to play a spell caster can also be heavily tempered by what levels we can expect to achieve --more so than most other playbooks. It can help for the GM to make their intents in this regard clear at the start.
Presumably leveling up will not be a focus in this sample game?
Similarly, the Thief has a unique ability for dealing with traps. If the GM does not plan to use traps in their game a Thief player may wish to know before picking. The Thief brings more than just traps to the table, though.
Some GMs might not want a thief in the game because they can mess with their ability to use traps. It is common for GMs to present a curated list or playbooks for players to choose from, removing the ones they don't want or that don't fit.
Another thing to chat about is the Paladin's Quest Move. This is a powerful move, but relies a lot on the player and the GM working together to make an interesting story of it. Else it can become a war of intents and avoidances. Make sure you are on the same page.