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SKALD: Against the Black Priory

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SKALD: Against the Black Priory

Post by 1998 »

SKALD: Against the Black Priory, is an 8-bit turn-based RPG that successfully Kickstarted in 2019. It has finally been released, after its original June 2020 target was pushed back by almost 4 years. This game was created by a single Norwegian developer who was heavily inspired by the Gold Box games and Ultima. You control a party of up to 6 characters in a fully turn-based environment for exploration and combat. As you travel by land and sea, your goal is to uncover the grand scheme of the Gallian Empire, explore a progressively maddened world, and fight countless horrors along the way. The game successfully strikes a great balance between combat, exploration, and story sections.

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Firgol is not as peaceful as it may seem.

Setting the Stage
The game throws you into a familiar scenario: trapped on a struggling ship headed towards a distant continent in search of a mysterious girl. You awaken on a strange shore after a dramatic crash. A brief flashback tutorial, set two weeks prior, prepares you for your quest.

A significant portion of the story is conveyed through illustrations and in text form, featuring consistently good artwork. The same is true for the background music. At no point does it take over or try to be overly dramatic or melodramatic. Instead, it always nicely underscores the events happening on screen. Consistency is also demonstrated throughout the rest of the game's presentation. It is clear that Skald was created with one vision in mind, skillfully executed.

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Much of the plot is advanced by illustrations of this type.

Venturing Forth
Exploration unfolds like combat - in turns. You navigate through smaller, handcrafted maps that are designed to be easily memorized. In some cases, these maps guide you along a linear path. Although you don't have a map or a minimap, navigating through more open areas should not be too difficult. Even if you need to backtrack, you can traverse entire maps quickly thanks to the fast movement speed. Each map is uniquely designed, featuring interesting locations waiting to be discovered. It always feels rewarding to explore every corner of each area.

On your journey, you will find an abundance of crafting resources for alchemy and cooking. You will find recipes for both along the way, but significantly fewer for alchemy than for cooking. Alchemy does not offer any effects beyond the usual healing and protection options, which are also available from other sources. On the other hand, cooking is crucial for your party's health as it provides a resource for resting, which is the only way to heal wounds. The only difference between different recipes is the food value, determining how much you need to eat to fully heal up. You can further enhance your party with minor buffs by assigning them different activities while resting at camp, although these activities are limited to just four options.

Travel between different areas is facilitated through an overland map. Despite free movement, the exploration experience feels rather limited. Random encounters and basic loot can be found here and there, but in general, you are quite clearly directed towards your next objective. These random encounters tend to be considerably more challenging when compared to quest battles. Skill checks can be attempted to avoid them, and by the midpoint of the game, I found myself doing just that. Due to their repetitive nature and weak rewards (basic loot or XP are no longer necessary at this point), these encounters become tedious quickly.

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Exploring the lands.

Character Development and Lack of Depth
You will only gain XP for active companions, not for followers left behind in camps. XP can be gained through combat, completing quests, and to a lesser extent, by using out-of-combat skills. In addition to your PC, you can recruit up to 5 companions by either allowing written companions to join you or hiring mercenaries along the way. Mercenaries are essentially walking stat sheets, while even written companions do not come with their own quest lines, romances, or any other overbearing narrative. They chime in occasionally, and you can use them for various skill checks.

There are a total of 9 skills. There are few instances where failing a skill check leads to an instant game over; usually, the effects are much less severe, such as missing out on some loot or lore. Sometimes, failing a skill check even yields XP. In most cases, characters can be freely switched out for skill checks. In at least one instance, however, the PC is forced to be the checked character. This may have unfortunate consequences.

I did not hire any mercenaries, and I only filled the last roster spot by the halfway mark. There are no respecs, but everyone levels up from scratch, regardless of when they join the party. During level-up, you get to increase the ranks of the specific skill trees for that specific class. Most skills are not terribly interesting or capable of changing the gameplay in any way; they are simply number increases. For most classes, the choice feels rather obvious. In fact, for some classes, I didn't even bother allocating my few remaining levels' worth of skill points, as all the relevant skills, even the mediocre ones, were already maxed out.

In total, there are 9 classes to choose from. You can further customize your PC by selecting one of 15 backgrounds, granting you minor bonuses to attributes. Usually, I always choose a magically related class, but after hearing that magic was only an afterthought, I went melee instead.

And indeed, magic is clearly underdeveloped in many ways. Your arcane caster has only 3 schools available: fire, air, and earth, each with a mere 11 spells per school. There are a few spells that deal significant damage; the most powerful skill I encountered during my playthrough, Thunderclap, came from my arcane caster. However, spells have limited utility beyond causing damage. There are a few crowd control and debuff spells available, but I found none of them particularly useful (though others have reported higher-level utility spells can be useful). Additionally, the use of magic is severely restricted by mana (or attunement, as it is referred to in this game). Attunement only replenishes during rest, and there are not many potions available to restore it during a quest (although some flexibility is provided via attunement potion crafting).

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Straightforward choices during level-ups.

Combat on Autopilot
There are also no standard enemy casters in the entire game, so no mage duels. The only caster enemies are certain bosses. You also have the usual support casters such as clerics or rangers, which offer a wider range of spell choices. Many of the healing or buff spells can only be cast upon targets within touching distance. Additionally, spells, attacks, and movement can only be directed over the cardinal directions. There is no diagonal targeting.

Mobility should be crucial. Instead, combat is unfortunately static. There are no dedicated combat maps, and the turn-based combat takes place on the regular map. However, the grid size is quite small. Prior to each encounter, you have the opportunity to position your characters within a specific range of tiles. By the second round, most of your characters are usually engaged in duels.

Frequently, the grid becomes so cramped that movement becomes impossible. Additionally, disengaging does not trigger an opportunity attack but instead immediately ends your turn. Although swapping places is technically feasible, it also brings an immediate end to your turn. As a result, after planning the initial positions, starting from the second round, the combat primarily revolves around smashing down the mob before moving forward. You have only a limited number of combat maneuvers at your disposal, such as flanking or backstabbing. The lack of alternatives makes them seem like obvious non-choices.

Besides not having to worry about enemy casters, you don't need to be overly concerned about debuffs. Stun can be problematic, but other negative status effects are inconsequential. While there are ranged enemies, they will switch to melee when you approach, giving you the opportunity to engage in a duel once more. Additionally, enemies behave in a very static manner. Once they commit to attacking a specific tile, there is no turning back for them. The combat system as a whole feels very focused on melee, especially given the scarcity of arrows for your archers in the early to mid-game.

Early on, this is engaging enough. Combat is generally fast and fluent, and it's fun to experiment with different combinations of skills and positioning, especially when you have fewer characters and the grid is more open. However, the lack of depth in terms of options becomes apparent over time, which ultimately makes combat feel like a tedious slog.

The lack of options also applies to your equipment. Often, items only provide a +1 bonus to skills that you have already maximized. While weapons and armor may enhance your strength, they do not offer any distinctive abilities or significantly change your gameplay. It is rather uncommon, to say the least, to witness a thief backstabbing enemies with a dagger and a tower shield of thievery +1.

Image
No room to maneuver during combat.

Limited, but well thought out, scope
SKALD: Against the Black Priory is a short game, taking about 20 hours to beat. By that time, you have likely seen most, if not all, of the content. Along the way, there are a few side quests that are reasonably well-designed and different enough to keep you interested. In general, the game does a good job of pushing the plot along and provides motivation for the PC's actions. The pacing is consistently well-executed throughout the game, as it never feels like the developer is attempting to include unnecessary content solely to lengthen the playthrough time.

Image
Travel swiftly across the overland map.

Conclusion
Overall, the experience feels very harmonious. There is no filler content, no sudden difficulty spikes, and no half-abandoned ideas, with the exception of magic. The developer is self-aware enough to focus on what he is capable of and delivers a well-put-together game based on his original vision. The end result is a fun and enjoyable short adventure, although at times it may feel overly simplistic and predictable. Recommended for any RPG player who can overlook somewhat shallow underlying systems, such as character development and combat.
Last edited by rusty_shackleford on January 24th, 2025, 00:27, edited 4 times in total.
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Post by rusty_shackleford »

Thanks for the review, @1998. Going to skip playing it based on this, as it seems too simple for my tastes. I often see people complain that developers have too much feature creep, don't keep scope too simple, etc., … And I strongly disagree. Most 'limited scope' games I'm aware of end up being completely forgotten. The best remembered games are those where the developers were making a game far bigger than they could manage and they shot for the stars rather than aiming low. An obvious case study is Fallout: New Vegas vs Outer Worlds.


I'm curious if you've played another contemporary Ultima-like(ish), Moonring?

It's free.
The screenshots are a bit off-putting, but I actually enjoyed my time with it.

Last edited by rusty_shackleford on July 3rd, 2024, 10:04, edited 1 time in total.
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Post by Falksi »

Skald is just lush. A genuine breath of fresh air in a genre full of formulaic wank.

Loving my time with it so far.
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Post by 1998 »

What I didn't mention in the review is that you can create your ***** character, but the game only reacts to it once afaik, during the prologue. Feels like a warning in case you made some ******** mistake, like...I did.
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Post by Rand »

1998 wrote: July 2nd, 2024, 18:41
In at least one instance, however, the PC is forced to be the checked character. This may have unfortunate consequences.
Please explain.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Acrux »

Rand wrote: July 3rd, 2024, 21:04
Please explain.
There's a few places where you can't select anyone else for the skill check during the conversation. I know Jacob's goats is one. @1998 said he encountered some others. I'm not convinced it isn't a bug.
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Post by Greyborne »

It's a shame this is on the shorter end. These 60-80 hour RPGs have ruined me.
I'm a meat and potatoes kind of guy.
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Post by 1998 »

Rand wrote: July 3rd, 2024, 21:04
1998 wrote: July 2nd, 2024, 18:41
In at least one instance, however, the PC is forced to be the checked character. This may have unfortunate consequences.
Please explain.
I counted 3 instances where your PC was forced into the skill check. The first one it was very clearly communicated you need diplomacy/communication skills. I changed to the respective character but was forced to use my melee dude. Obviously I failed the check...
Last edited by 1998 on July 4th, 2024, 15:15, edited 1 time in total.
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Post by 1998 »

Acrux wrote: July 3rd, 2024, 21:24
Rand wrote: July 3rd, 2024, 21:04
Please explain.
There's a few places where you can't select anyone else for the skill check during the conversation. I know Jacob's goats is one. @1998 said he encountered some others. I'm not convinced it isn't a bug.
I'd agree to that, I do think it could be a bug.
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Post by 1998 »

Greyborne wrote: July 3rd, 2024, 21:58
It's a shame this is on the shorter end. These 60-80 hour RPGs have ruined me.
That's actually one of its strengths. It doesn't try to bloat things up because of reasons.
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Post by Acrux »

I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
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Post by Rand »

Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
Game balance?
No, we have no idea how to do that.
Just take away the player's core class abilities. They're too strong.


Just off the top of my head, damage threshold. Like impenetrable armor, or superhuman dodging speed.
You can brute-force it with overwhelming attacks or so many attacks that dodging becomes ineffective (or magic attacks) but sneak attacks bypass these defenses.
So you have the heavy fighter with a concussive bash, the light fighter doing a flurry, and the stealth fighter doing a sneak attack, while the mage just blasts them with AOE.
How hard is this? I could come up with a combat ruleset incorporating all this in a day.
Last edited by Rand on July 5th, 2024, 20:35, edited 1 time in total.
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Post by asf »

this makes me feel like playing ultima again
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Post by Mortmal »

Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
Yet that complaint is not really valid, as by that point in the story, you automatically obtain a mage companion whose magic will decimate and perma stun them. The cleric's spells can also be effective. You simply cannot rely on the rogue alone anymore, who takes a backseat. It's not so far from D&D, where mages start very weak and end up overpowered.
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Post by Acrux »

Ah, yes, the epitome of game design where one class is overpowered and the others are useless. This game takes more from 3.5 edition than I think many people have realized. But my point still stands. It's also not just a rogue, it's any character that has relied on precision damage.

Not valid? Get outta here.
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Post by Brother Chad »

Good review. Cozy game. Combat is tolerable until endgame. Still recommended.
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Post by Rigwort »

Acrux wrote: July 5th, 2024, 22:01
Ah, yes, the epitome of game design where one class is overpowered and the others are useless. This game takes more from 3.5 edition than I think many people have realized. But my point still stands. It's also not just a rogue, it's any character that has relied on precision damage.

Not valid? Get outta here.
It felt more like the mage and rogue classes were situational, while the cleric and warriors were always useful. The rogue felt good up to Firgol, and the mage felt more useful after that. Note that my party makeup was Roland, Kat, Iben, a battlemagos, a cleric, and a captain. I also played on Normal. That being said, the rogue was never useless, though I used her as ranged backup since everyone else was relegated to melee more or less. Further, the game was so short that even when complaints like this are valid to the system, the game itself doesn't give them to much time to manifest.
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Post by Rand »

There is almost certainly going to be future games like it. Hopefully with better core design.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by maidenhaver »

I guess I should play Ultima. Where do I start?
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Post by rusty_shackleford »

maidenhaver wrote: July 6th, 2024, 00:52
I guess I should play Ultima. Where do I start?
Ultima IV. More of a prototype than an actual game prior to that.
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Post by Tweed »

maidenhaver wrote: July 6th, 2024, 00:52
I guess I should play Ultima. Where do I start?
I, the dos port is fine and simple, but skip II, it sucks. III is decent and all of the old ones have patches that improve colors and performance on the PC. IV launches Richard's religious propaganda and V is the best one in the series.
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Post by 1998 »

Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
I thought backstabbing was too OP in the beginning, but you are right. It just feel weird setting it up just to learn that they are immune. Give them a higher resistance or let the player know in advance that they are immune (in a natural way) and it's all good.
Mortmal wrote: July 5th, 2024, 21:52
Yet that complaint is not really valid, as by that point in the story, you automatically obtain a mage companion whose magic will decimate and perma stun them. The cleric's spells can also be effective. You simply cannot rely on the rogue alone anymore, who takes a backseat. It's not so far from D&D, where mages start very weak and end up overpowered.
Yeah stun takes over by the time you cannot rely on backstabbing anymore, but it's all a bit too clumsy for my taste. Resistances would have worked better.
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Post by Mortmal »

1998 wrote: July 6th, 2024, 12:10
Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
I thought backstabbing was too OP in the beginning, but you are right. It just feel weird setting it up just to learn that they are immune. Give them a higher resistance or let the player know in advance that they are immune (in a natural way) and it's all good.
Mortmal wrote: July 5th, 2024, 21:52
Yet that complaint is not really valid, as by that point in the story, you automatically obtain a mage companion whose magic will decimate and perma stun them. The cleric's spells can also be effective. You simply cannot rely on the rogue alone anymore, who takes a backseat. It's not so far from D&D, where mages start very weak and end up overpowered.
Yeah stun takes over by the time you cannot rely on backstabbing anymore, but it's all a bit too clumsy for my taste. Resistances would have worked better.
Of course, resistance would be better, but it's his first game ,and its already more complex than in the '80s and '90s. It's as if people suddenly realized those ancient systems like AD&D 1e were not as perfect as they imagined them to be. High-level bestiaries are full of critically immune undead, elementals, and so on. Also, don't even bother with the Ultimas; you'll find them extremely primitive compared to modern systems.
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Post by 1998 »

Mortmal wrote: July 11th, 2024, 22:38
1998 wrote: July 6th, 2024, 12:10
Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
I thought backstabbing was too OP in the beginning, but you are right. It just feel weird setting it up just to learn that they are immune. Give them a higher resistance or let the player know in advance that they are immune (in a natural way) and it's all good.
Mortmal wrote: July 5th, 2024, 21:52
Yet that complaint is not really valid, as by that point in the story, you automatically obtain a mage companion whose magic will decimate and perma stun them. The cleric's spells can also be effective. You simply cannot rely on the rogue alone anymore, who takes a backseat. It's not so far from D&D, where mages start very weak and end up overpowered.
Yeah stun takes over by the time you cannot rely on backstabbing anymore, but it's all a bit too clumsy for my taste. Resistances would have worked better.
Of course, resistance would be better, but it's his first game ,and its already more complex than in the '80s and '90s. It's as if people suddenly realized those ancient systems like AD&D 1e were not as perfect as they imagined them to be. High-level bestiaries are full of critically immune undead, elementals, and so on. Also, don't even bother with the Ultimas; you'll find them extremely primitive compared to modern systems.
Yeah I agree, I will also play and d1p whatever game he releases next, but yet, you cannot ignore 30 years of gaming history...
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Post by Mortmal »

1998 wrote: July 12th, 2024, 13:53
Mortmal wrote: July 11th, 2024, 22:38
1998 wrote: July 6th, 2024, 12:10


I thought backstabbing was too OP in the beginning, but you are right. It just feel weird setting it up just to learn that they are immune. Give them a higher resistance or let the player know in advance that they are immune (in a natural way) and it's all good.



Yeah stun takes over by the time you cannot rely on backstabbing anymore, but it's all a bit too clumsy for my taste. Resistances would have worked better.
Of course, resistance would be better, but it's his first game ,and its already more complex than in the '80s and '90s. It's as if people suddenly realized those ancient systems like AD&D 1e were not as perfect as they imagined them to be. High-level bestiaries are full of critically immune undead, elementals, and so on. Also, don't even bother with the Ultimas; you'll find them extremely primitive compared to modern systems.
Yeah I agree, I will also play and d1p whatever game he releases next, but yet, you cannot ignore 30 years of gaming history...
That's a bit what he's doing—ignoring 30 years of history and creating something that looks like a C64 game found in the attic, like in the trailer. In fact, it's more like an Amiga game. It's an old-school system with all its flaws, retro pixel look, that really adds nothing, especially on a 4K monitor.
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Post by J1M »

Mortmal wrote: July 11th, 2024, 22:38
1998 wrote: July 6th, 2024, 12:10
Acrux wrote: July 5th, 2024, 17:50
I think my biggest complaint is that almost every enemy in the second half of the game is immune to sneak attack/critical damage. I've seen that some people are modding this and there are supposed to be official tools available "soon".
I thought backstabbing was too OP in the beginning, but you are right. It just feel weird setting it up just to learn that they are immune. Give them a higher resistance or let the player know in advance that they are immune (in a natural way) and it's all good.
Mortmal wrote: July 5th, 2024, 21:52
Yet that complaint is not really valid, as by that point in the story, you automatically obtain a mage companion whose magic will decimate and perma stun them. The cleric's spells can also be effective. You simply cannot rely on the rogue alone anymore, who takes a backseat. It's not so far from D&D, where mages start very weak and end up overpowered.
Yeah stun takes over by the time you cannot rely on backstabbing anymore, but it's all a bit too clumsy for my taste. Resistances would have worked better.
Of course, resistance would be better, but it's his first game ,and its already more complex than in the '80s and '90s. It's as if people suddenly realized those ancient systems like AD&D 1e were not as perfect as they imagined them to be. High-level bestiaries are full of critically immune undead, elementals, and so on. Also, don't even bother with the Ultimas; you'll find them extremely primitive compared to modern systems.
Rogue should not be a damage dealer anyway.
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Post by rusty_shackleford »

I always liked the idea of the 'rogue' archetype being a master at using devices — gadgets, whatever you want to call it — both outside of and in combat. The out of combat one is standard, so why not combat too? Gives them a niche. Caltrops, bolas, marbles, various powders — blinding, acidic burns, and so forth.
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Acrux
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Post by Acrux »

J1M wrote: July 12th, 2024, 17:43
Rogue should not be a damage dealer anyway.
It's not just the rogue, though, but anything that deals 'precision' damage, including critical damage which the main fighter you are given at the beginning of the game specializes in.
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J1M
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Post by J1M »

Acrux wrote: July 12th, 2024, 18:13
J1M wrote: July 12th, 2024, 17:43
Rogue should not be a damage dealer anyway.
It's not just the rogue, though, but anything that deals 'precision' damage, including critical damage which the main fighter you are given at the beginning of the game specializes in.
Sounds like he needs a mace enchanted with construct bane.
Last edited by J1M on July 12th, 2024, 18:35, edited 1 time in total.
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Rand
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Post by Rand »

rusty_shackleford wrote: July 12th, 2024, 17:58
I always liked the idea of the 'rogue' archetype being a master at using devices — gadgets, whatever you want to call it — both outside of and in combat. The out of combat one is standard, so why not combat too? Gives them a niche. Caltrops, bolas, marbles, various powders — blinding, acidic burns, and so forth.
The very best mechanic in D&D 4th edition was the alchemical gadget feat.
You could "craft" (just costs money) and use a wide variety of alchemical items.
Grenades and bombs that do various things, including elemental and status effects. Smoke bombs and concealment powders. All sorts of stuff.
Being 4th edition, it was not fleshed out well, but it was a lot of fun to use anyway.
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