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Warden, at least fluffwise, can also be approximated by a Paladin with the Oath of the Ancients, which grants some nature powers. Not much in the way of temporary hit points from the class proper, although the Aid Spell is on the Paladin list. The Paladin also gets Lay on Hands, with which it can heal itself, and the level 20 Oath of the Ancients ability ...


6

Human Healer's Lore Cleric: Human Cleric with the Life Domain Human Earthstrength Warden: Human Druid Circle of the Moon. Your Wild Shape gives you a similar feel to the Warden's temp HP abilities: each animal shape essentially comes with its own pool of extra hit points. If you want something with a closer thematic feel but different playstyle, go for a ...


1

For the Warlord, there's the Battle Master Fighter which approximates some of the Warlord ability set. I don't have any experience yet with using that fighter build, so I don't know how closely it meshes. It may be a case where the best approximation at higher levels is a Battle Master Fighter/Valor Bard.


19

There is no direct porting guide whatsoever and directly porting characters to emulate their tactical abilities in 4e is probably impossible. 5e's combat and class system is wildly different from 4e's. Combat rules are much lighter (charging is only possible if you spend a feat and even then its very sub-optimal, for example) and overall emphasis of combat ...


2

I think it's best not to force anything. It seems unnecessary and ultimately undermines the logic of the situation and its dramatic effect and immersion. As a player, I would come up with clear understandable motivations that make sense and yet can get the character hooked into the scenario. Then I would discuss with the GM to see if the GM finds them ...


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It's a good idea to make sure everyone in the group understands what the point of the game is about, so they can build appropriate characters. Sometimes people go in building "survivalist" characters, which means the motivations also don't fit the genre expectations. It's also important to remember that the key point of horror stories is some point of ...


13

In addition to the excellent answers already posted, let me suggest that you look at the kinds of protagonists that Lovecraft wrote about; police investigators ("The Call of Cthulhu", "The Horror at Red Hook"), artists looking for unique experiences ("Pickman's Model"), and people who actually wanted to find out more about the squiggly things under the bed ...


22

I think you're metagaming. You, the GM and player, know that continuing to pursue the truth will lead to madness. Your characters don't know that. They don't know the risks yet. Your characters are just finding out (possibly for the first time) that "magic" or something like it is real. If you, in real life, just found out that magic was real, wouldn't you ...


63

Powerful drama requires powerful motivations. When everyone at the table agrees that they want a Horror game, they must craft their characters around these motivations. If they don't buy in, then you get the kind of power-fantasy where the heroes do the quite sensible thing of feeding Cthulhu a couple cases of dynamite and legging it. That isn't horror, ...



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