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Idk, but I had a cool idea involving getting a good cripple and an evil cripple, attaching lances to their wheelchairs, and having them joust to the death.

A RPG where you play a knight in a wheelchair and fight against other wheelchair bound knights would be fun.
 
Yeah he would be a disable force-user, a literal paraplegic.

If people are going to use wheelchairs in rpgs, at least make it interesting. Use it to fly, give it hidden missile compartments, make it a magical battery, attach blades to the wheel to slice through the legs of opponents. If you are trying to empower someone, make that empowerment fun.
Sounds like a crippled Mandalorian.
 
Do people not realize the various flavors of Evil will not install wheelchair accessible entrances, especially if the band of heroes after them insist on using wheelchairs instead of Regenerating their gimp limbs? Anti-Magic Shell is a thing, and it can be blown up to castle size.
I think it’d be funny to play as a bard that pretends to be disabled for sympathy points. He’d just ham up the wheelchair in order to get sympathy.
 
I don't really have any problem with the idea of playing disabled characters. But if I'm doing that I'm going to play the disability. I once played a blind necromancer who used a re animated eyeball around his neck to see through. Clumsy as hell.

The only time I can think of a mobility impaired player was some who played the crippled lasombra vampire from the clanbook. Mostly he just used his shadow tentacles as creepy spider legs.
 
Ok, not gonna lie, I feel like this combat wheelchair thing is a bit overkill, since it gives you fucking additional special subclasses and with enough money, can be upgrade a character into a living steam tank.
As cool as it sounds, I think it sorta goes against "Equall opportunity adventurers" thing. Appears more like transhumanism with extra steps.
I am not sure how broken it actually is, so I won't judge.

What I will judge, is Sarah's shitty font choice. I mean, holy shit, I am not even dyslexic and it's so awful my eyes went sore after first page.
 
I am not sure how broken it actually is, so I won't judge.

What I will judge, is Sarah's shitty font choice. I mean, holy shit, I am not even dyslexic and it's so awful my eyes went sore after first page.

The font she's using is a common one for dyslexics, she also has a normal script. It is uglier to look at but it does work. It isnt genrally neccisary for short works like this but I can appreciate the gesture. The prestige classes are just silly however.
 
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Well, I'm glad that idiot got some pushback.

And yes, the key to an evil campaign is for everybody to have both the ability to work together, and style. No matter the atrocities a character carries out, unless they have something that makes them stand out, personally, they'll just be boring and forgettable. That's why so many "villain" campaigns just fall devolve into petty torture porn and everybody being "brooding loners" that never do anything with the other characters.
 
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Evil campaigns are hard to run and generally work better as one shot games.
Evil parties can work perfectly fine in long campaigns, but despite it being a meme at this point, you absolutely need a good Session 0 before getting started. The party needs to be a well-oiled machine, the players need to know where everybody stands, and everybody needs to know what ties the group together. Even if it's just... a tangle of friendships (yes, evil characters can have friends), or they're all loyal to the same cause and tolerate one another for some sort of higher purpose, or are working under some kind of constraint that makes sure that together they're greater than the sum of their parts.

Sure, characters may backstab one another when a worthwhile opportunity presents itself later on (and everybody should expect that to happen in a villainous campaign at least once), but RPGs are social games. They're about teamwork (even if teeth-clenched) and interacting with the other players as well as the world. Some of the most interesting things to watch in media are the interactions between villains and their henchmen, or internal banter among villainous groups, and that's for a reason. They display the villains' personalities and motivations ands make them more memorable than "Generic Dark Lord #338, Subtype A: Dude In Spiky Armor, Personality Template #37: Silent And Brooding".
 
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I assure you that the genocides were unironic. My fighter had to secure the existence of his people and a future for goblinoid children.
Only good greenskin is a dead one. Gobbos and Orcs only understand one language, and my paladin/lizardman monk speaks it fluently.
 
I ran an evil campaign for about 2 years.

The PC's were low life scum, living in a coastal city of 6 million people, built like Pre-Bubonic Plague London, after a major war that had tons of immigrants from destroyed areas.

We had a kobold, a tiefling/orc, a pureblood orc, and an elven witch.

They sold drugs, ran scams, mugged people, robbed houses, ran protection rackets, worked for "Uncle Louie" and "Auntie Lee" (two crime lords, one out of a tavern/butchershop, the other out of an opium/mahjong parlor), smuggled shit, ran prostitution rings, sold fake magic items.

Hell, if someone missed a session, we just went "LOL, they got caught by the guard and sent to the mines for week!" and everyone rolled with it. When they came back, it was always "How was the mines? Your butthole still sealed?" and off they went on their next adventure.

Were they evil? Fuck yeah. But they were good to their parents, did shit like break their cousins out of jail (the kobold ALWAYS had a cousin somewhere), and stole from the rich to give to the people in The Hive.

It was a fucking blast.

THis person hates other people having fun because they're a faggot.
 
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