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

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When are we set to play this anyway?
 
When are we set to play this anyway?
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--[[User:Edmiao|Edmiao]] 15:24, 14 July 2008 (MST)For those absent last week, this game is on the docket for next up.  Deiter's game and my short shot will be postponed.  I like the character creation page you have there, ben, it has a certain nostalgia for me somehow.  I think i want to play some kind of magic user in this game.  I was also thinking about the group hook, and given the last debate over hooks, i think that the verdict was that characters tie together if they have a common goal in life, rather than a shared history.  I don't want to open that debate again (heaven forbid), rather I wanted to suggest that characters share a common motivation, and that the GM should assign (or give options) for that motivation such that it would fit in with the game world and plot.

Revision as of 16:24, 14 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.

AND... so will there by alchemy? Is it a new science? Being a potion maker could be pretty cool.

Will each race have a religion, or will there be just immortals on their way to god-hood?

Do you imagen the elemental race being just like the magic ones, as in only firish? Or will there be different "tribes" like ice people?

Sorry agian, lots of questions, but I'm always excited about fantasy, even with the point for loot system haha.

BEN: alchemy will be there, probably the domain of a splinter human group.
The elementals are not only fire...they are the less flighty half of the faeries, both of which races were created by the gods as their servants.
There are religions, but they are universal. Some races tend to worship some gods more than others, or different aspects of them, but the gods are the gods. Most importantly, all races respect (at least), the goddess of Love: all healers are her servants, and it is considered a heinous crime in almost all societies/races to attack or injure one of her priests, regardless of their race/political affiliation.

Gabe: So do the priests/priestesses of light almost work like an ice breaker for touchy political situtions? Or are they kinda like combat medics, don't shoot them? They sound pretty interesting.

When are we set to play this anyway?

--Edmiao 15:24, 14 July 2008 (MST)For those absent last week, this game is on the docket for next up. Deiter's game and my short shot will be postponed. I like the character creation page you have there, ben, it has a certain nostalgia for me somehow. I think i want to play some kind of magic user in this game. I was also thinking about the group hook, and given the last debate over hooks, i think that the verdict was that characters tie together if they have a common goal in life, rather than a shared history. I don't want to open that debate again (heaven forbid), rather I wanted to suggest that characters share a common motivation, and that the GM should assign (or give options) for that motivation such that it would fit in with the game world and plot.