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PostPosted: Tue Sep 10, 2019 3:58 pm 
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Gongfarmer

Joined: Tue Sep 10, 2019 3:07 pm
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FLGS: Horizon
New player here.

As they get higher in levels, Wizards seem like they'll diverge really hard as they gain more and more different spells with differing mercurial components/patrons/corruption results.

But what choices/advancements make individual warriors distinct from each other? Also thieves?


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PostPosted: Wed Sep 11, 2019 8:40 am 
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Wild-Eyed Zealot

Joined: Sun Apr 01, 2012 9:52 am
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Location: Austin, TX
You're right! The spellcasting classes will differentiate the most.

Thief skills vary by alignment. For warriors, I can think of only the lucky weapon as different from one to the next. Developing signature Mighty Deeds can help with variety.

On the whole, DCC just isn't as baked-in option-heavy as some other systems. Add more if you want more. There are benisons and dooms in the Lankhmar rules. Patron gifts or curses, magic items, questing for something... judge as you will.


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PostPosted: Wed Sep 11, 2019 10:16 am 
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Cold-Hearted Immortal
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I answered on your Reddit thread. I hope it helps.

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PostPosted: Thu Sep 12, 2019 9:53 am 
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Tyrant Master (Administrator)
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In general, I think adventuring at all should cause divergence in characters. Two first level Warriors may differ most in how they are played, but by the time they get to 3rd Level, they should have distinct "mutations" and battle-scars and that difference in play should be really pronounced -- like a samurai and a paladin would be markedly different.

It's not the rules that make them different, it's playing the game that should make them different. For that matter, they could have their own Patrons, too...

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PostPosted: Sun Sep 15, 2019 9:41 am 
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Wild-Eyed Zealot
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Joined: Tue Dec 04, 2018 8:52 am
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janMartense wrote:
But what choices/advancements make individual warriors distinct from each other? Also thieves?


For characters who can't easily use magic (though Warriors can have patrons, and Thieves can use scrolls), it's going to be more of a magic equipment question: a demon sword, magical armor, etc. that other classes would not be strong or trained enough to use, along with other enhancements via potions and such. There's also the possibility of hirelings and apprentices. Even though wizards may seem to diverge more on paper, through actual play through actual adventures, every character is going to have their own unique, individual story, one way or another.


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