Corners of fandom not diagnosing characters with actual mental health issues in order to justify their awful actions challenge (impossible).
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Man, I’m so glad that the root of Kipperlily’s hate for the Bad Kids is just… shitty. They didn’t wrong her in some unknown, but meaningful way. She just wanted what they had to make the background aesthetics of her adventuring better. There’s no “here’s how you fucked up and she has a legitimate reason for hating you.” It’s just that they’re special and she’s not.
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Fucking harengon (lagomore) rock.
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See, this is the thing about Betrayer gods. They're bastards. Bastard-coated bastards with bastard filling.
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I think my heart literally jumped into my throat when Aabria appeared.
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That's so goddamned funny
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That's right, Liliana, spill.
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"calling your mom and sending her into a personal crisis about what's right" critical role meant for fulfilling fantasies you dream of but can't accomplish in the real world, like experiencing a heroes journey with fantastical adventures, being able to cast spells, and being able to change your mothers mind.
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This is amazing. This is high art.
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Kind of mind-blowing that it's already been a week, huh?
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"Ollie" being being a stealth pun for "Aule" is, in fact, a joke just for me.
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Steel thinks that the witches have underestimated wizards and the Citadel.
And honestly, I kind of want the witches to have estimated them perfectly.
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Godspeed, you crazy robit.
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Uh oh, they’re in some really deep shit, gang
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So: I like the act of playing Daggerheart. I like rolling 2d12. I like Hope and Fear specifically. I like the lack of initiative. I like a lot about the game.
But, and I say this as a wizard enjoyer in other systems: I don't like their vision of the wizard at least when it comes to combat.
They're too fragile, they do too little damage in exchange for that fragility, and the ranges on their available spells (especially if you stick mostly with Codex cards) are all over the place.
Darrington seems to want wizards to occupy a far to very far range in combat, which, when you look at spells like Wild Flame (melee), Slumber (close), and Mysterious Mist (very close), the ranges don't help with that. And while these abilities are shared with the bard, they're also bad for that class, too, because bards are also super vulnerable!
A note on the damage thing: I don't want insane levels of damage. I just don't want it to have to take a crit for it to feel like my spell has any real impact on the fight. And I'm a wizard! I want to cast spells! I don't want just do weapon attacks, which are now even less effective in the latest beta update. And even if they were more effective, weapon attack is not "casting spells." That doesn't cut it.
I mean really think about it: what role does a wizard serve in combat in Daggerheart that isn't served better by a bard, sorcerer, or druid?
I don't want the 5e wizard recreated for Daggerheart. I just want a class with a solid combat identity and abilities that make them a valuable member of a team.
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