![]() ![]() I find that mutants don't have the points to really add tinkering to their repetoire without sacrificing something. Late game, I can customize my cybernetics to the dungeon and my prefenences, and the stats get silllllly. Early game, I feel like I'm Batman to everyone else's X-Men until my stats and cybernetics start catching up to the gimmicks. My mutant builds are more consistently decent early, but my true kin builds that make it past.level 15.just are too good. My builds require strong stats in 5 out of the 6 stats, so True Kin makes that super easy for me. True Kin can afford to ignore one stat, usually mutants have to ignore several. True Kin allows you to play "sword and shield" and "gun" and "tinkerer" with the amount of stats they get, which is something I have seriously found the mutants lacking. ![]() I have found it fun when dealing with espers and other issues with grenades and rifles and a little creativitiy, and falling back to melee when I need to (which usually happens to be something my characters are good at). It's how I handle most my RPG's, except for D&D, where I play as a Cleric. I'm just a dude with a gun and a sword and shield, and I'm trying to figure out all this nonsense. I've enjoyed playing True Kin immediately, ignoring others advice about "play a mutant first," as when I play an RPG, I want to play the way "I" would in that situation. Frankly, for a hardcore rogue-like, this is VERY approachable. I'll admit, I startted playing after Sseth's review, I needed a good rogue game and I didn't know this existed. ![]()
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