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Approach abilities

Posted: Sat 07 May 2022, 09:30
by mrfish
Several of the different approaches share abilities. Some only in name, some in effect but the description differs somewhat, some are obviously different, and some seems very similar but there are nuances separating them. Are all these intentional? I can understand the difference between the Symbolist Rune tattoo ability and the Tattoed fighters of the same name. But, for others the difference between seem somewhat arbitrary, like Loremaster for the Ironsworn and the Wizard, and the Poisoner for the Former Cultist and Spy.

I think I am changing these last two either way as I dont really see the point in the differences, but I wanted to ask whether all these slight differences are by design, or errors?

Re: Approach abilities

Posted: Sat 07 May 2022, 17:30
by Jacob Rodgers
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As a general rule, the differences will be intentional. For example, the Former Cultist has both Alchemy and Poisoner. The 17th level 'slot' for that Approach is therefore occupied by Alchemy, it's more versatile than the 17th level slot for Poisoner. The Former Cultist is more concerned with flexibility, the Spy with damage potential.

If you do decide to go ahead and let all Poisoners have 5d6 damage at 17th level, just make sure they're facing off against foes that can do always-on bonus damage of that scale and it should all work out.

Re: Approach abilities

Posted: Sat 07 May 2022, 19:07
by mrfish
I'll keep that in mind, though I dont think we'll every reach that high.

Thinking of also making sure elves, humans and goblins get access to Poisoners kit.

Thanks for the reply!