• 📛Maven@lemmy.sdf.org
    link
    fedilink
    English
    arrow-up
    68
    ·
    8 months ago

    Hot take: I can’t stand the word “dunamancy”. I don’t care for critical role, so maybe it’s justified somehow (or maybe just if someone I liked said it a lot I’d learn to let it go), but as it is, it hate it. It’s not duna/dyna- (physical force or potential energy) it’s not a -mancy (a form of divination), and it sounds like a cringelord teenager’s invented name for sand magic. Plus now that it’s canonized, I have to argue with every group I run for that my setting doesn’t subscribe to the many-worlds theory and that is not an acceptable flavour for their magic in my game.

    Anyway to answer the question, I once saw a class entirely reflavoured from top to bottom as a Chronomancer. You probably think it was a wizard or a warlock or something, but no, it was the Battle Master Fighter.

    Weapon/armour proficiency and extra ASIs were because they did extra training in a personal timeloop. Second Wind was a short personal rewind, Action Surge was a personal fast-forward. Most of their maneuvers were various manipulations of time; rewinding themself to parry, slowing the enemy for precision strike, looping themself for feinting strike, rewinding an ally for rally.

    I don’t remember all the flavour, but god dang it was cool.

    • Skua@kbin.social
      link
      fedilink
      arrow-up
      22
      ·
      edit-2
      8 months ago

      Much as I’m generally not keen on CR stuff and will never not be salty about them accidentally turning D&D firbolgs into cow folk, the name “dunamancy” is actually a bit better than that. It’s just based on another meaning of the Greek word that “dyna-” comes from. This version is better translated as “potentiality” or “possibility”. Aristotle used it for a bunch of stuff, so it got brought into English with that meaning as “dunamis”. The -mancy bit is definitely just because fantasy stuff uses it to mean any magic though

    • chetradley@lemmy.worldOP
      link
      fedilink
      arrow-up
      9
      ·
      8 months ago

      I honestly wasn’t aware it was a Critical Role thing until I posted this.

      Wow that fighter is awesome. I’ll add it to the list of characters I would play if I wasn’t a forever DM.

    • DragonTypeWyvern@literature.cafe
      link
      fedilink
      arrow-up
      2
      ·
      8 months ago

      That Chronomancer was actually pretty close to the flavor I had for a 4e character that I only got to play for 3 sessions because our DM was a flake Q_Q

      • 📛Maven@lemmy.sdf.org
        link
        fedilink
        English
        arrow-up
        8
        ·
        8 months ago

        Yeah, that’s the other thing that bugs me about Dunamancy, that it’s actually four separate schools of magic in a trenchcoat. Dunamancy covers time magic, gravity magic, luck magic, and, for lack of a better name, quantum-alternate-universe magic. Because in the Critical Role setting those are the same thing, or something? So while not every spell needs to be reflavoured, those that do need individual consideration.

        • TheMinions@lemmy.world
          link
          fedilink
          arrow-up
          4
          ·
          8 months ago

          I mean dunamancy is space-time magic. If you can manipulate space-time at a fundamental level you can make your own luck. It makes sense to me, even if it does cover a lot of different aspects of magic.