Hpred said:
If the Tzeentch character has to do melee you have a lot more to worry about then just spending an extra carp load on feats.
How so? Isn't melee sorcerer kinda standard?
Hpred said:
If the Tzeentch character has to do melee you have a lot more to worry about then just spending an extra carp load on feats.
How so? Isn't melee sorcerer kinda standard?
Not when he has a follower of Khorne breathing down his neck with a Daemon Possessed weapon in his hands.
BrotharTearer said:
Hpred said:
If the Tzeentch character has to do melee you have a lot more to worry about then just spending an extra carp load on feats.
How so? Isn't melee sorcerer kinda standard?
Not everyone wants to min-max the hell out of their character?
In fact, most games are designed in a way that attempts to avoid super-combos of various powers and abilities. It's not like they intended for everyone to take what you yourself called over powered.
Blood Pact said:
BrotharTearer said:
Hpred said:
If the Tzeentch character has to do melee you have a lot more to worry about then just spending an extra carp load on feats.
How so? Isn't melee sorcerer kinda standard?
Not everyone wants to min-max the hell out of their character?
In fact, most games are designed in a way that attempts to avoid super-combos of various powers and abilities. It's not like they intended for everyone to take what you yourself called over powered.
That's irrelevant. Of course not everyone build their character that way. But that wasn't the topic at hand, as I was wondering about all these things to worry about which wasn't things you buy with xp. And apart from some melee monster with Collar of Khorne (which would be dangerous to anyone, not just a sorcerer) I don't see the issue. A sorcerer still got CSM soak, and even more so with TK shield. So why would it be more dangerous for him to be in melee than for another archetype who's in melee. "Tzeentch characters" is pretty vague though, and he might not even be refering to sorcerers (which would be strange as the topic is about them). Besides, I was pretty much refering specifically to melee sorcerers when I wrote that, so to assume a sorcerer can be built another way is irrelevant in itself.
Blood Pact said:
BrotharTearer said:
Hpred said:
If the Tzeentch character has to do melee you have a lot more to worry about then just spending an extra carp load on feats.
How so? Isn't melee sorcerer kinda standard?
Not everyone wants to min-max the hell out of their character?
In fact, most games are designed in a way that attempts to avoid super-combos of various powers and abilities. It's not like they intended for everyone to take what you yourself called over powered.
A starting Sorcerers main weapon is a force sword. Melee IS the expected baseline for them, even if minmaxing for it later ain't. With the short range of most combat powers, the unnatural strength and toughness of a Space Marine, the strength boost from power armor and the utter devastation a Force weapon can do even in relatively untrained hands, Sorcerers excel up close and personal when it comes to combat.
There's a rather significant difference between min-maxing and just playing to your strength.
Edit: Oh, and tbh Tzeentchian sorcerers
can
have a lot less to worry about from Khorne berserkers than most. Flicker, after all. That power that makes anything but Daemons and other psykers irrelevant. And even IF you argue Daemon Weapons can hit 'em, well, good luck swinging that sword 10 meters into the air or through a wall.
And Collars of Khorne don't do jack against that cherry tapping from TK hurled rocks.
I dont know if I am the only one, but I´m kinda sad, that there is no general Player Handbook for BC with expanded Archeotypes, equipment and character creation, and they are releasing quite specific sourcebooks quite early (not even saying Khorne is not first:P).
I wonder what would other three Archeotypes are going to be, I supposee it´s going to be equaly split, so two mortals (maybe Tzeenchian Magus and some kind of Politico-infiltraitor(?)), then Sorcy the Tzenchian Sorcerer and maybe Ruby the Rubric Marine?
Another question is if all new archeotypew would be just expanded base ones or they would create something new (hard to do because preety much everything except tech-marine is already included).
And I've found one more possible disadvantage - harder to get mark of the god because we already have much more god's advancements (doesn't count for tzeench because of forbidden lore)
TorogTarkdacil812 said:
It's kinda hard to roleplay a rubric marine, so I doubt it.
Yep, my first thoughts, but then, Black Library released eshort All is Dust which is written from the point of view of such unfortunate automata. I haven´t read it but my friend considered it quite good.
TorogTarkdacil812 said:
I dont know if I am the only one, but I´m kinda sad, that there is no general Player Handbook for BC with expanded Archeotypes, equipment and character creation, and they are releasing quite specific sourcebooks quite early (not even saying Khorne is not first:P).
I wonder what would other three Archeotypes are going to be, I supposee it´s going to be equaly split, so two mortals (maybe Tzeenchian Magus and some kind of Politico-infiltraitor(?)), then Sorcy the Tzenchian Sorcerer and maybe Ruby the Rubric Marine?
I think that for the Chaos Space Marine I have no clue but for the mortals I think, and hope, that maybe a Warp-Seer, or mortal sorcerer - meaning non-psyker, and some form of scholar archetype would fit well with both Tzeentch and what iisn't already done. Maybe playing a daemonhost could work with some extra work put iin?