Munchkin Deck
The deck I'd like to see is fully worked starting characters that have been min-maxed for general use.
For example: Liz, Reptile Woman ST 12 DX 11 DX 9 MA 10 Light Crossbow(2d, adjDX 14, one shot per turn), Claws(1d, doubled in HTH) Acute Hearing(2), Crossbow(1), Common language(1), Missile Weapons III(3), Toughness(2) Note that Alertness wasn't picked because of IQ 9. Instead she's able to hit half the time in total darkness against targets within a few megahexes. Silent Movement instead of Toughness? |
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Unless Liz is a thief-type or scout, I would skip Silent Movement. Toughness is compensation for no armor which would reduce DX. |
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My favourite starting fighter. Not a munchkin except in the sense optimised for combat and nothing else
Lance the elvish spearman ST 11 DX 12 IQ 9 MA 14 pole weapons (2), bow (2), running (2), missile weapons (3) shield on his back, for which he has no talent, for protection from the rear and from friendly fire
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Re: Munchkin Deck
You'll need a leader with tactics to setup your charge move order and the usual response to a pole weapon charge is the weapon expertise defend which gives you a 5.88% chance of hitting and a 9.8% chance of losing your weapon.
The goblin waves her dagger in your general direction and your spear snaps in half as if by magic. Sarinti, Goblin wizard, age 20 ST 6, DX 12, IQ 14, MA 10 Talents include: Dagger Expertise, Literacy (mundane) Spells include: 3-Hex Fire, Illusion, Staff III Languages: Common, Goblin Weapons: silver dagger staff III (1d; 1d occult) Attacks and Damage: Punch (1d-4) |
Re: Munchkin Deck
Flingette, Halfling, age 20
ST 4, DX 12, IQ 14, MA 10 Talents include: Acrobatics, Climbing, Dagger Expertise, Detect Traps, Remove Traps, Streetwise, Thrown Weapons (racial) Spell: Explosive Gem Languages: Common, Thieves’ argot Weapon: very fine dagger (1d+2), Brand (1d-2), 12 daggers (1d), 4 explosive gems (8d) Attacks and Damage: Punch (1d-4) Equipment: Labyrinth kit, Backpack, Molotail, Healing potion, Lower-class clothes, 30 silver coins, 2 gold coins Special note: Explosive gems are $50 base plus $45 for Aid spells. Gear totals $1000 and 15.92 pounds |
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But I agree about Tactics, really nice and it seems like the physicker always has it |
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The price tag of multi-mode combat is losing the four or so talent points you could have used to give the character some breadth of non-combat talents. For both practical and role-playing reasons I generally prefer this path. That said, if you do feel the need to puncture an HCobb goblin witch then the heart wants what the heart wants. |
Re: Munchkin Deck
[QUOTE=unless someone has house ruled Quick Draw.[/QUOTE]
Quick-Draw (Weapon) (1) is already an IQ 8 talent. Or did you mean it needs a house rule? |
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