Defining pretenders
I think I'm finally getting the hang of pretender creation. Without going into excruciating detail, I claim there are two major divisions with five total subsets:
+COMBAT PRETENDERS+
Non-Mage: Needs lots of HP and a viable attack of some sort. Seriously needs help from items. Skip magic entirely (or almost entirely) and use extra points on dominion.
Mage: Needs enough HP to survive a few random blows. Magic should be tuned towards battlefield spells. With enough magic picks, makes an excellent leader of magical / undead.
+NON-COMBAT PRETENDERS+
Standard Mage: Research, item manufacture, summoning, etc. Can be made 'on the cheap' to afford good dominion picks.
Rainbow Mage: Site searcher extraordinare. Tons of options, but not a powerhouse caster. Most flexible of all pretenders.
Bless Effects Mage: All 4s and 9s.
----------------------------------------
Am I missing anything? Did I get any of these wrong?
~Aldin
__________________
He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
|