And that’s a wrap.
The last pledge came in with 0 seconds left on the Kickstarter countdown. Well played, final backer. Well played.
And that’s a wrap.
And that’s a wrap.
The last pledge came in with 0 seconds left on the Kickstarter countdown. Well played, final backer. Well played.
Looking at making a “classless version” and the same problem popped out for me.
Looking at making a “classless version” and the same problem popped out for me. You can already pick up the special abilities and items from other playbooks; I don’t think anything breaks with completely going with make-your-own-lists. Friends and advancement can’t be acquired, but similarly I think opening it up doesn’t wreck anything.
And then there’s the Cutter’s heavier loads. It’s the one completely mechanical edge that one playbook has and no one else can possibly get. I still think either it should become a regular special ability or a built-in perk with equal built-in perks for other playbooks. Or something. It bugs me that Cutters get this unique thing that no one else does.
And gear lists still have something leaving me scratching my head. Everyone has everything on their playbook’s item list, but they’re not going to carry everything. Fair enough! But let’s say the crew’s going up against ghosts. The Whisper has ways to deal with those, so he’s happy to hand his lightning-hook off to the Cutter. The Cutter eagerly distributes rage essence vials to everyone. (Or, if they’re limited, to the Slide, who intends to use it as poison.) The Lurk and the Hound trade spyglass and goggles. Everyone dumps gear on the Cutter to be their beat of burden.
I get the feeling this isn’t intended. Is it? What’s the justification for not having it happen? Some things could reasonably require training, but it seems like a spyglass or rage essence vial or a better weapon should be easily transferred from one character to another.
Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its…
Each playbook gets its own list of special abilities, its own gear, its own things to do for advancement, and its own list of [adjective] friends.
Plus Cutters get different thresholds for item slots and encumbrance.
Huh. I like it, but it strikes me as a little odd. It’s a very specific thing that, unlike most other things, other playbooks can’t ever get and have no equivalent. I’d rather see it as a special ability, one that all Cutters get, and then have everyone else get some minor ability that comes with the playbook. Or something. It just seems like a stand-out oddity of the Cutter playbook.