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Post by duskWalker on Sept 23, 2012 14:09:18 GMT -5
Hello Folks,
So... First session and I've rolled "Rogue of Rhyme." Great. Jolly. Fits me well in, of course, the most dickish way possible. Frustration aside, I see a problem here. Being a "Rogue" and thus fallin under the "displacement" class, I seem to be in store for a lot of stealing. That's what displacement does, right? I can't let anything settle into place, thus "displacement." So great, fine by me, let's zigzag all over the place stealing as I go. But I also rolled "Rhyme." The aspect of leveling out, chilling out, and bringing things to a middle, or balance. So to reinterate: I have to prevent things from settling in... and be settled in at the same time. Anyone have any advice on how I can manage NOT to completely screw over my rp bonus??
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Post by spacetimeCounselor on Sept 23, 2012 15:08:29 GMT -5
Well, on the surface it looks like you've got problems- the title and aspect don't gel especially well. The most straightforward thing I can think of is to [remove sources of contention], which can obviously manifest itself in defeating underlings. Strifing in general should be a plus to your coefficient, despite not being directly related as you'd expect from a Page or Knight. Being a passive class, though, you'll want to keep an eye out for your fellow players. If they're fighting over something, you'd do well to steal that thing away to defuse the conflict. Rhyme has some nice combat buffs, too, so you'll want to be casting [Havoc to be Wrought] to enable your allies to [take the lives] of foes. It's kind of lame that the game accepts life-taking as a valid form of Displacement skulduggery, but whatever. I've heard it's a low coefficient bonus, but it stacks up after fighting loads of foes over the course of your adventure. eForward: yeah [HtbW] slows down spawns and otherwise delays game scripts (like in timed puzzles) which gives your allies time to think and space to pull off whatever you're doin', so unless you're grist grinding you'll want to be running it when you can
Oh, and if your session's Agents are concocting some nefarious scheme, you'll totally want to steal requisite supplies to [put a stop] to it. Whenever you can defuse a situation by stealing something, take that opportunity, since your classpect can't really fall back on synergy.
oh man but can you imagine like being a smith of rhyme, those are like, completely contradictory in the long run, same for like a Destroyer class of Flow where you have to... not stop stopping things? haha wtf
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Post by tenaciousTheseus on Sept 23, 2012 15:45:44 GMT -5
Your role is, more or less, "One who displaces with Rhyme to benefit others" or "One who displaces Rhyme to benefit others". A lot of classes have that sort of duality. And remember that Rhyme isn't just about calming down, taking a moment, and stopping to think. It is also about ice.
Also, [Havoc To Be Wrought] slows down/stops enemy spawns. Other than that, spacou's got it right.
And Prince/Bard of Flow can destroy things by setting them on fire. Works pretty well, from an ARC standpoint. And also from a regular standpoint, because fire.
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Post by mislaidLullaby on Sept 24, 2012 10:18:36 GMT -5
Actually Smith of Rhyme parses roughly as 'They who extend plot/create things via cooling things down'. That's a pretty nice pairing right there.
But yeah- As a passive, you're gonna want to try and do things for the sake of others. Steal the calm from the enemies and give it to your friends instead.
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Post by duskWalker on Oct 5, 2012 18:08:29 GMT -5
Thanks folks,
I'll keep those suggestions in mind moving forward!
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