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How to Be: Eda Clawthorne

When you look at what Eda can do, the answer is ‘witchy stuff.’ As in ‘lots of witchy stuff.’ As in ‘almost anything you can do with magical effects, witchy stuff.’ In a setting with a strictly definable set of magical schools, Eda skids all around through them and can do almost anything in that space. She does water and lightning and fire and ice and pretty much everything, which means a build that focuses on a single elemental type isn’t going to capture that Eda feel.

Many Hands Make Fight Work

There’s a term you may have heard in the context of tabletop games, usually in the context of combat-focused tactical games, but not always, and sometimes in the context of videogames or TCGs, which is the idea of Action Economy. But what is, an action economy?

How to Be: Power

You can see Power’s story as having a few different interpretations, but you don’t need to know about whether or not your character flushes to have a toolkit to properly represent Power, as a person, in a party environment. To put it simpler: It’s about the vibes. And Power’s vibes are rancid.

How To Be: Sothe Pathofradiance

Since this series was started off by Hilda from Three Houses, it seems positively rude on my part to not reach once more to the Fire Emblem well, with its wonderfully varied names and … embarrassingly limited mechanical scope. Let’s look at a character from a Gamecube game about fighting a dragon, or a god, or the black knight, or something.