Difference between revisions of "Talk:Of Amor, Armor, and Alchemy"

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Currently this game will be run using hero, because of the "xp as loot" thing.  No other system really accomodates that.  I may create "classes" of some sort (that being a quintessential fantasy trope)that people can choose from, and these classes will restrict what sort of stuff they can buy...powers, martial arts, stats, etc.  If I do make classes, multi classes will definitely be allowed, although I haven't thought of the mechanic yet.  Then again, this may be way, way, way too much work and you'll just have to make a regular hero character and call him whatever class you want<br>
 
Currently this game will be run using hero, because of the "xp as loot" thing.  No other system really accomodates that.  I may create "classes" of some sort (that being a quintessential fantasy trope)that people can choose from, and these classes will restrict what sort of stuff they can buy...powers, martial arts, stats, etc.  If I do make classes, multi classes will definitely be allowed, although I haven't thought of the mechanic yet.  Then again, this may be way, way, way too much work and you'll just have to make a regular hero character and call him whatever class you want<br>
 
There will be equal incentive to play any of the races.
 
There will be equal incentive to play any of the races.
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'''Gabe:''' Cool cool, hope you don't mind me asking so much so early on!  Yeah making up the classes could be an assload of work haha.  Cool cool, I'm thinking of being a spell caster or a double dagger assassin class... mostly because they have some really neat rules for long/M/S weapons the equipment book.  Basically if you have a long weapon, and you go up against someone with a shorter weapon they are at -1 OCV to hit you due to your ability to keep them at bay.  However once they hit you this represents them getting past your weapon so now the person with a L or M weapons suffers the -1, which he can only get back if he moves back.  The cool thing also is, as a varient rule of course, is that S weapon users may aim high or low with no minus to the attack roll.  I thought it was kinda neat and not too complicated.
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Cool, I like that magic is spilt up by race, will factor into what I play quite a bit then.

Revision as of 13:41, 7 July 2008

Gabe: Perhaps some kind of reptile race? And a Tauren/Minotaur race would be sweeeet.

--Edmiao 08:47, 20 June 2008 (MST) just a random idea, not a request, how about an elemental race? inspired by the magic elemental deck that i was going to make before i decided that we don't have enough elemental tribal synergy (horde of notions and one tribal enchantment with kinship). Horde is awesome, but at casting cost 5 you cant use fierce empath to tudor him.

Gabe:Haha, nice bringing in magic Ed! So this is looking pretty high fantasy, was it going to be Dawn Forge in setting (great empires have not fallen or are just begaining to rise) or more like typical Tolkeen fantasy (gone are the ancient empries)?

I'm also just trying to get a sense for what kind of character I will play, has magic been given much thought? Like is there Rune magic? Will players be able to "multi-class", for example be fighters but with spells? Will any schools be considered evil?

Also for "fighters and rogues" will special battles skills be able to be purchased, like sneaking abilities, or ability to boost your Str temporarly?

Sorry lots of questions but I really wanna play some high fantasy, heh heh.

Also, will there be any incentive to play humans?

BEN: more "dawnforge" style: the more I think on it, the more I"m going for "empires starting to rise" although my original conception was "empires firmly in place". Haven't made the conceptual transition yet, though, so stay tuned.
each kingdom (or some races, that don't have kingdoms) will have its own school of magic, in the spirit of WFRP: it is very difficult to learn magic from another school if you come from kingdom X. Rune magic is the only way to "make" magic items (" " because of attunement), and is the sole purview of the dwarves. There are definitely schools considered evil, such as necromancy, which is practiced by a human/angelion kingdom (haven't named them yet, I don't think).
Currently this game will be run using hero, because of the "xp as loot" thing. No other system really accomodates that. I may create "classes" of some sort (that being a quintessential fantasy trope)that people can choose from, and these classes will restrict what sort of stuff they can buy...powers, martial arts, stats, etc. If I do make classes, multi classes will definitely be allowed, although I haven't thought of the mechanic yet. Then again, this may be way, way, way too much work and you'll just have to make a regular hero character and call him whatever class you want
There will be equal incentive to play any of the races.

Gabe: Cool cool, hope you don't mind me asking so much so early on! Yeah making up the classes could be an assload of work haha. Cool cool, I'm thinking of being a spell caster or a double dagger assassin class... mostly because they have some really neat rules for long/M/S weapons the equipment book. Basically if you have a long weapon, and you go up against someone with a shorter weapon they are at -1 OCV to hit you due to your ability to keep them at bay. However once they hit you this represents them getting past your weapon so now the person with a L or M weapons suffers the -1, which he can only get back if he moves back. The cool thing also is, as a varient rule of course, is that S weapon users may aim high or low with no minus to the attack roll. I thought it was kinda neat and not too complicated.

Cool, I like that magic is spilt up by race, will factor into what I play quite a bit then.