feotakahari: (Default)
It’s weird how Gloomhaven has every core class from 3rd edition D&D except Monk. It doesn’t seem like an equipment issue, since you can already do stuff like give a rogue (“Scoundrel”) a warhammer or put a sorcerer (“Spellweaver”) in plate mail. I guess the Earth mage (“Cragheart”) kinda fills the unarmed niche?

(Yeah, the names are all kind of weird. Your bard is a “Soothsinger.”)
feotakahari: (Default)
Gloomhaven is clearly supposed to have two kinds of playable characters. You start out with the characters who can do one moderately powerful thing every turn. Then you unlock the characters who spend a turn setting up, and do a really powerful thing the next turn. The unlockable characters are supposed to be better once you figure out how to use them.

The problem is that there are so many ways for the enemy to randomly destroy your strategy. Any plan that involves getting close to the enemy will cease to function if a Bandit Archer fires an immobilizing arrow. If you need to charge up before casting a spell, an enemy Demon may or may not eat the charge to power its own magic. The more turns you spend setting up, the more turns you’ve wasted, so the characters who do something useful every turn only waste one turn when things go wrong.

(Also, all these AOE characters who’re weak against armor are really suffering now that every mission is full of armored enemies.)

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