Oh ya I get that, and I guess it has its limits in that he can't stack temp hp. Though would the initial hit count first were he to use it again? Because that would be a little more. I personally think it should just be stored up to a certain cap. I also trust that Matt knows what he's doing by now.
Oh ya I get that, and I guess it has its limits in that he can't stack temp hp. Though would the initial hit count first were he to use it again? Because that would be a little more. I personally think it should just be stored up to a certain cap. I also trust that Matt knows what he's doing by now.
I may be mistaken, but I think it is a Channel Divinity ability so is not going to used very often.
Oh ya I get that, and I guess it has its limits in that he can't stack temp hp. Though would the initial hit count first were he to use it again? Because that would be a little more. I personally think it should just be stored up to a certain cap. I also trust that Matt knows what he's doing by now.
I may be mistaken, but I think it is a Channel Divinity ability so is not going to used very often.
They had to adjust the homebrew Monk in Campaign 2, maybe that'll happen with the Chaos Barbarian as they progress.
FCG seems quite strong too. Dumping their temp HP into the enemy after reeling them in made for a pretty cool Scorpion moment though.
I don't understand why they get temp HP if they're "sharing the pain" tbh.
I assumed that FCG took half the damage and then gained an equal amount of temp HP, which is still quite a powerful ability but has a built in limit. It would explain why Constitution is his highest ability score, so he can tank more hits for the others.
I think the first time FCG used the ability, if the temp HP didn't get depleted before the combat ended, then they ended up taking damage from the remainder
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm an intermittent watcher at best, but I'm seriously wondering if Ashton's Chaos Burst might be through the hammer and not a subclass ability - but being homebrewed and not seeing the sheet, that's a semi-educated guess.
The fact that a very popular format, like Critical Role, which 2nd Campaign really paved the road for all the other streaming shows and online game communities on Twitch or YT etc. is not getting any attention here any more is not surprising to me . I wonder if you guys share the same observations and feeling about the show, now that we are 10 episodes in.
1. There are just random encounter and no goal towards the group is working to Either Matt lets them currently do what ever they like and he does not care or the group doesn't really try to focus on something. There are so many lose ends, beginnings and hardly any progression on stuff: animated objects, direwolves and were-creatures; Dorian's brother, Imodgen's dreams and her trying to get into some sort of academy, Orym's task from Keyleth; FGS missing other automatons; In Campaign 10, the group had already reached Zudash and went to Pumat's, they bonded over the encounters at the circus, they fought the Gnolls and the Manticore and are about to meet the first Kryn Dynasty (echo knight) assassins. Can you make any order and priorities over what they have done in C3 ?
2. Not everybody has found a way to play their charcater I thought that was established very early on in C2. But now in C3, not everybody has made a baseline for their character. FCG as a "therapy bot" is a concept Sam struggles with, because being fun and chaotic (like Nott) is something he can't shake off. Imogen was introduced as someone that was kind of insecure, overwhelmed and terrified about her telepathy powers and, probably because it is convenient, is constantly reading minds and relaying information. Laura also seems to fall back to Jester behaviour (like asking Pretty out for a date as a diversion) that does not seem to fit the baseline of "reserved southern belle" I think she tried when the campaign started. While Travis likes to play "grumpy old men" this time, I can kind of feel his urge to take the rains and push stuff into a less chaotic direction (e.g. when Chetney offered to call off the search for Gurge, which kind of let the group on another side quest). Orym and Dorian, the most "focused" characters don't seem to take a lead. Fearne and Ashton are delightful, but as chaotic characters currently not helping to offer any true guidance.
3. When everything is magic, there is no magic C2 was a very down to earth setting, gritty and kind of "low on magic" for the first episodes. Perhaps that is just my kind of world building, the overwhelming display of magic and variety in C3 takes out the special things about what is a thing of wonder in the current setting. When there are sky ships and magical cable cars in the first episode, when elderly Orc aristocrats are your employers and every encounter has the most exotic humanoids ever, what is there left to discover and create awe?
4. Is the group too big? In C2, you had 6+1 players on the table (Ashley not being there all the time), so you as the audience (and Matt as the DM) could focus on a slightly smaller group. Now in C3, they are consistently are 7+1 players (Travis being the away player this time), where "an all group" social encounter can't incorporate all, so they often break up (and slow encounters down) or some of them pretty much have to sit out stuff to keep the pace of the show. That additional player makes a lot of difference on the overall pacing. I think there is a reason in table top session 5 players seems to be the sweet spot.
5. Cutting and trimming would make a better show to watch? If I were an editor and episodes 1-10 of C3 were a draft for a series on my table, I feel I would want to make adjustments to streamline the show concept for the audience, like getting rid of Chetney and the Gurge story; reducing the amount of locales (so many inns, taverns, theatres etc.) and pushing one character to the leader position and giving him/her a character arc that would be resolved, so we can go to a new chapter.
Don't get me wrong, C3 is no bad. I still watch it and I respect that it is "the cast's game" first and entertainment for others second, but I have the feeling I am not the only one not being completely happy with how it is currently running. Thoughts and opinions?
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Oh ya I get that, and I guess it has its limits in that he can't stack temp hp. Though would the initial hit count first were he to use it again? Because that would be a little more. I personally think it should just be stored up to a certain cap. I also trust that Matt knows what he's doing by now.
I may be mistaken, but I think it is a Channel Divinity ability so is not going to used very often.
She/Her College Student Player and Dungeon Master
That's what I'm thinking as well.
I think the first time FCG used the ability, if the temp HP didn't get depleted before the combat ended, then they ended up taking damage from the remainder
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I'm an intermittent watcher at best, but I'm seriously wondering if Ashton's Chaos Burst might be through the hammer and not a subclass ability - but being homebrewed and not seeing the sheet, that's a semi-educated guess.
The fact that a very popular format, like Critical Role, which 2nd Campaign really paved the road for all the other streaming shows and online game communities on Twitch or YT etc. is not getting any attention here any more is not surprising to me .
I wonder if you guys share the same observations and feeling about the show, now that we are 10 episodes in.
1. There are just random encounter and no goal towards the group is working to
Either Matt lets them currently do what ever they like and he does not care or the group doesn't really try to focus on something. There are so many lose ends, beginnings and hardly any progression on stuff: animated objects, direwolves and were-creatures; Dorian's brother, Imodgen's dreams and her trying to get into some sort of academy, Orym's task from Keyleth; FGS missing other automatons;
In Campaign 10, the group had already reached Zudash and went to Pumat's, they bonded over the encounters at the circus, they fought the Gnolls and the Manticore and are about to meet the first Kryn Dynasty (echo knight) assassins. Can you make any order and priorities over what they have done in C3 ?
2. Not everybody has found a way to play their charcater
I thought that was established very early on in C2. But now in C3, not everybody has made a baseline for their character. FCG as a "therapy bot" is a concept Sam struggles with, because being fun and chaotic (like Nott) is something he can't shake off. Imogen was introduced as someone that was kind of insecure, overwhelmed and terrified about her telepathy powers and, probably because it is convenient, is constantly reading minds and relaying information. Laura also seems to fall back to Jester behaviour (like asking Pretty out for a date as a diversion) that does not seem to fit the baseline of "reserved southern belle" I think she tried when the campaign started. While Travis likes to play "grumpy old men" this time, I can kind of feel his urge to take the rains and push stuff into a less chaotic direction (e.g. when Chetney offered to call off the search for Gurge, which kind of let the group on another side quest). Orym and Dorian, the most "focused" characters don't seem to take a lead. Fearne and Ashton are delightful, but as chaotic characters currently not helping to offer any true guidance.
3. When everything is magic, there is no magic
C2 was a very down to earth setting, gritty and kind of "low on magic" for the first episodes. Perhaps that is just my kind of world building, the overwhelming display of magic and variety in C3 takes out the special things about what is a thing of wonder in the current setting. When there are sky ships and magical cable cars in the first episode, when elderly Orc aristocrats are your employers and every encounter has the most exotic humanoids ever, what is there left to discover and create awe?
4. Is the group too big?
In C2, you had 6+1 players on the table (Ashley not being there all the time), so you as the audience (and Matt as the DM) could focus on a slightly smaller group. Now in C3, they are consistently are 7+1 players (Travis being the away player this time), where "an all group" social encounter can't incorporate all, so they often break up (and slow encounters down) or some of them pretty much have to sit out stuff to keep the pace of the show. That additional player makes a lot of difference on the overall pacing. I think there is a reason in table top session 5 players seems to be the sweet spot.
5. Cutting and trimming would make a better show to watch?
If I were an editor and episodes 1-10 of C3 were a draft for a series on my table, I feel I would want to make adjustments to streamline the show concept for the audience, like getting rid of Chetney and the Gurge story; reducing the amount of locales (so many inns, taverns, theatres etc.) and pushing one character to the leader position and giving him/her a character arc that would be resolved, so we can go to a new chapter.
Don't get me wrong, C3 is no bad. I still watch it and I respect that it is "the cast's game" first and entertainment for others second, but I have the feeling I am not the only one not being completely happy with how it is currently running. Thoughts and opinions?