Archetype Kits (test/dev i3.0)

Troy’s Response to the Critique of Archetype Kits

11/2/2009: I personally like the kits, especially with Best Practices in play. Sure it has limiting factors but, it’s all crap this character doesn’t give a crap about and will never try to gain( More then likely). I can see someplace down the line that perhaps if surrounds by undead ghoulies, I might want to learn something outside of my range and scope just to try and stay alive but, it’s going to hurt and take a very long time. I would probably be dead before being able to use such things in any case so, I would rely on what I know by boosting those skills/attributes. instead. I mean, I have a fully kinetic rogue and, that’s where my mind goes in situations/combat, etc. Not that I don’t see the use of the magus, priest or, psychic in those times of trouble but, to me, it’s beyond my scope of understanding. I’m all about learning to develop my Kinetic Faculty and Chi to higher levels because it is something I can grasp and understand as a light fighter/rouge. I took the Rogue Archetype and haven’t seen anything about it that I don’t like yet. Perhaps that is an early predictor and, may change depending on our situation but, I like the path set before me so far. I think it adds flavor and personalization to my character and, I feel slightly more invested in him. Look, all I’m saying is that as a player, we create our own uniqueness and style of how we see the character should be played. You might use my character in totally different way then myself, even to how we see how the history/background is perceived by us. Look at Mario’s character…at first, he was like who the hell is going to want to roll in a party with this guy, “He’s an jerk, not, an outcast and, angry”. And, he’s not wrong…but, after taking a better look into the psychology of him, he’s found a way and path for himself to explore and expand his playability, plus it gives Kelly some interesting stuff to build off of as a GM. We work and develop what we are given with…granted, we got a bit of our asses handed to us in the Goblin/Orc infested caves, not to mention turning tale and running away from a skeleton and an Undead Whore (Aruina-however it’s spelled). Talk about way beyond our scope or abilities, we ran like scared rabbits and, who could blame us. We could’ve bungled big-time but, a hasty retreat sounded much better then death by undead. When we fought against the goblins and female orc, we used supriour tactics but, it took all of us and, I would’ve been almost as useless as Kelly’s mage during combat had I not taken the Rogue Archetype. I was able to raise my propel to a higher level, not great but, slightly better making me a little more useful during game play. I still missed plenty but, got in some good shots too.

I like the role of the generalist given what they miss out on by specializing. It makes a split character far more reasonable and worth while to play. Before the Generalist Archetype, I must honestly say that playing a split character never appealed to me…but, I wouldn’t mind now. Again, I feel that taking the kit didn’t pigeon-hole my character, it opened up new areas that normally would’ve not be possible without a ton of CP spent doing so. Granted, if I want to go some other direction, I can but, it’s still going to cost me plenty of CP. At least his gets to focus on the skills and talents to do what he wants to now and, if for some reason that much change…it’ll hurt but, be possible.