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Bradley Beach, NJ

Hello all, I've spent the last few months working on writing a tabletop rpg. It is roughly based on the current Pathfinder system.
Are there any features that you would like to see in a new RPG system?


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Palitine Il

Pathfinder and D&D magic systems suck. It is way to easy to wind up with situations you're hunting small groups and all you have left is a kill 1 thing dead and you suck at non magical combat and there are at least 10 more groups. Why can't you trade the kill a god strength spell for 10 more uses of magic missile? Also you can use loads of different spells but your in the desert so you prepare cold type spells using simple not game logic, problem is by the book all the desert monsters are immune to cold because of their hot blood.

If you have ever encountered anything that Palladium books has released I love their PPE/ISP/CHI system. It is used for magic/magic like abilities, instead of x level y spells per day you have so many PPE points that regenerate at like 10 per hour through rest or meditation and spells etc. cost 1 or more PPE used to cast a spell with god level spells costing around 1500. Also magic users who must prepare spells need a way to react to situations that is better than pray you chose to prepare the right spell. for example they must prepare a focus for their power and each is one shot and specific to the spell, they could prepare several ahead of time but they don't expend PPE until they activate the talisman.

TL;DR Don't make people have to completely chose spells ahead of time and preferably the ability to cast 1 super powerful spell per day or 100's of barely does anything spells per day probably via alternate HP for spells.

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Bradley Beach, NJ

my current magic system is similar to that.
spells are used through items called scrolls which are equipped as one handed weapons (as of right now, lv2 mages can use scroll from their inventory as well as equipped scrolls). each spell has a level and the mage has a magic limit. each spell drains it's level from the magic limit. the limit is replenished by meditating, there is a regeneration curve so that the more time you spend meditation the more efficiently you replenish your magic.



Automatically Appended Next Post:
Sorry for poor grammar there, updating from a phone...

This message was edited 1 time. Last update was at 2013/06/17 13:22:30



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Hurr! Ogryn Bone 'Ead!






First, I don't know Pathfinder.

What I like in a fantasy RPG?

Magic. There is some magic since it's fantasy. Is it rare, dangerous, easy to use? I don't case. But it should not be boring. If your magic is boring people, there is something very wrong...

Epic combat. I attack the monster . The monster attack me. I attack again.The boredom again.
I want to be able to kick the monster, Hit him with my shield and then go for the kill.

Peaceful character. Can I play a non violent character in your game and still have fun?

In short: I want to have fun. Is playing a mage fun? it should.
What about A warrior, a scout, a traveling swordsmith, a Brewmaster, a thief who's delusional about being a mage....



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Palitine Il

Squidmanlolz wrote:my current magic system is similar to that.
spells are used through items called scrolls which are equipped as one handed weapons (as of right now, lv2 mages can use scroll from their inventory as well as equipped scrolls). each spell has a level and the mage has a magic limit. each spell drains it's level from the magic limit. the limit is replenished by meditating, there is a regeneration curve so that the more time you spend meditation the more efficiently you replenish your magic.



Automatically Appended Next Post:
Sorry for poor grammar there, updating from a phone...



Sounds great! Little more limited than I like but still something that is easy to work with if the GM happens to throw you a curve ball.

M_Stress wrote:First, I don't know Pathfinder.

...


D&D 3.5 variant that is still updated. Hopefully Squidmanlolz has expanded some on types of attacks available and made non combat skills of more use. Pathfinder as a system handles non combat just fine but the main rule book is written more as a form of combat resolution.

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Bradley Beach, NJ

I felt like I should list the available player races and classes.
Races are currently limited to Human, Orc and Elf.
Classes are done in 3 tiers. Tier 1 is available to characters upon creation while classes in subsequent tiers require prerequisite levels in earlier classes.
Tier 1: Adventurer, Fighter, Rogue, Mage
Tier 2: Knight, Berserker, Wizard, Hunter, Ninja, Pirate
Tier 3: Paladin, Assassin, Necromancer


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Nice. Mage, pirates, ninja and berserker in one game. This I like.

But I have a weird feeling something is missing... Maybe it's just me.

1 -> 2 ->3
Fighter -> Knight or Berserker ->Paladin
Mage -> Wizard ->Necromancer
Rogue -> Ninja or Pirate -> Assassin
Adventurer -> Hunter or pirate -> ?

This message was edited 3 times. Last update was at 2013/06/18 17:28:39


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Bradley Beach, NJ

It's not so linear.
for example, a Knight needs prerequisite levels in both Fighter and Adventurer classes and a necromancer has prerequisites in Rogue and Wizard


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Canada

Where are the dwarves?


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 Squidmanlolz wrote:
It's not so linear.
for example, a Knight needs prerequisite levels in both Fighter and Adventurer classes and a necromancer has prerequisites in Rogue and Wizard


ok

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Boise

I want to see Elves obliterated utterly and ground under the heel of history. That aside, I'll move on to more serious measures.

It would be nice to remove the stupid arbitrary ban on guns that most fantasy settings seem to have. The point of guns was to let unskilled poorly trained peasants compete with the privileged armored knights. in a world with magic and monsters you'd think that a way for the common man to "fight back" would be even more prevalent (now I need to run a gritty low fantasy "Frankenstein monster" type game darn it...).

On that subject, give ranged weapons realistic ranges. The bow with a 100 ft range increment is one of my most hated aspects of D&D.

Also something I always hated about D&D is that magic people are so amazingly good in combat to the point that if you can't cast spells you're automatically a "bottom tier character". I have no issue with magic people doing amazing world shattering things, but they shouldn't be able to do said things in 6 seconds while people are shooting arrows at them.

I agree with the alternate magic system. I don't know if you've ever read the Dresden Files, but I want a magic system that works like that!

Other than that, I don't have much in the way of requirements. I'm more of a Sci-Fi guy anyway so take my advice with a chunk of salt.

EDIT: I am not a fan of levels either. Character advancement points are more my thing. I never understood why someone's ability with skills and their ability to swing a sword in combat are governed by completely different systems.

This message was edited 1 time. Last update was at 2013/06/20 02:32:38


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Ye Olde North State

I like it when characters aren't super-heroes after the first half-dozen levels. Like, at level one a sword thrust through the gut when I had no armor killed me. But now I'm level 10, so the same goon with the same sword stabbing me through my unarmoured gut is nothing. I like people getting stronger through being more skilled, not just becoming bigger hitpoint sacks and getting inflated defenses. I've always liked the idea of combat being less about who threw down more damage, and more about who beat back the other's defenses, feinted, and then slipped past their parry for the killing blow. More about making checks to put people off balance, to beat their shield aside, to drain their stamina so their parry is slower, because actually stabbing someone will kill them. Less of "I hit you for 18 damage, then you hit me for 20" kinda combat, more "I power attack at his shield, he blocks but I rattle his arm and make him loose footing, so his next block will be slower and he'll have to spend some of his turn regaining footing and won't be able to attack me as many times. He rolls well for a feint, and I rolled poorly to notice it, so he's able to go for a stab. I roll well enough to dodge to the side, but now I've spent all my time dodging and I've lost stamina from leaping so suddenly.

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Bradley Beach, NJ

VensersRevenge wrote:
Where are the dwarves?

One could probably say that orcs fill the traditional role held by dwarves.
If I were to add dwarves, they would be heavily focused on tech.

There will be firearms, most will be slow-loading and primitive in order to balance them with more traditional ranged weapons.

This message was edited 1 time. Last update was at 2013/06/20 09:19:28



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Palitine Il

loota boy wrote:I like it when characters aren't super-heroes after the first half-dozen levels. Like, at level one a sword thrust through the gut when I had no armor killed me. But now I'm level 10, so the same goon with the same sword stabbing me through my unarmoured gut is nothing. I like people getting stronger through being more skilled, not just becoming bigger hitpoint sacks and getting inflated defenses. I've always liked the idea of combat being less about who threw down more damage, and more about who beat back the other's defenses, feinted, and then slipped past their parry for the killing blow. More about making checks to put people off balance, to beat their shield aside, to drain their stamina so their parry is slower, because actually stabbing someone will kill them. Less of "I hit you for 18 damage, then you hit me for 20" kinda combat, more "I power attack at his shield, he blocks but I rattle his arm and make him loose footing, so his next block will be slower and he'll have to spend some of his turn regaining footing and won't be able to attack me as many times. He rolls well for a feint, and I rolled poorly to notice it, so he's able to go for a stab. I roll well enough to dodge to the side, but now I've spent all my time dodging and I've lost stamina from leaping so suddenly.


On this idea, perhaps 2 HP tracks: Heroic which is +1DX HP per level typically 1D6 for those who want the super hero, and Gritty which is +2 HP per level max with .5 HP per level being the norm for those who want to out think / rely more skill to beat their opponent.

Squidmanlolz wrote:
VensersRevenge wrote:
Where are the dwarves?

One could probably say that orcs fill the traditional role held by dwarves.
If I were to add dwarves, they would be heavily focused on tech.

There will be firearms, most will be slow-loading and primitive in order to balance them with more traditional ranged weapons.


YAY! GUNZEZ!!! *cough* Ahem, sorry, what I meant to say is firearms being available is a great idea.

Orcs as a civil but stubborn and gruff people? Interesting, will the voluntarily tribal and violent race be someone else or will that remain as an orc thing? Either would be good in my opinion.
If you have any fluff you're willing to share please post it! If not could you at least post a short racial profile for the races you have mentioned and any atypical class traits (armored berzerkers, noble assassins etc.) and the prerequisites for the various classes.
Create your own rich universe and we will go with it, take it unexpected places, and enjoy it 100X more than you would think. If you make the back story generic you will hate it and it will feel like generic fantasy word twelve bajillion and three to everyone else. Me paraphrasing the writer of Palladium 1st&2nd edition.

Edit: You have me hooked, if you release fluff and/or a prototype system I Will read them.

This message was edited 2 times. Last update was at 2013/06/20 12:27:56


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Bradley Beach, NJ

Snippets from the current document:
Whenever a character gains a level, they receive either +1 HP or +1 skill rank

Humans are the most widespread of the “civilized races” and can be found in nearly every environment. Considered the dominant species of Fable, most cities, towns and settlements are either populated solely by humans or contain only small communities of the other races. In all regards, humans are considered “average” and are not particularly strong, cunning, attractive or resilient compared to the other races. The advantage that humans do hold is their malleability and their abilities to react to change and to work in organized groups. Humans are rarely found alone and often travel in moderate sized parties when not inhabiting a settlement. Human physique depends heavily on the individual's diet and level of activity, they can be thin, muscular, fat or anything in between. The average human's diet consists mainly of farmed grains and farmed or hunted meats. Smaller or remote human settlements are often plagued by malicious orcs or other goblin-kind. Humans are naturally curious about the world around them and often choose adventure out of pleasure rather than necessity.

Orcs, a type of goblin, are large and muscular beings. Like all typical goblin-kind, orcs have skin that ranges from brown to gray, with a strong green hue. They are one of the most populous sentient species of Fable. Orc tribes are often nomadic and warlike, building encampments just outside of the human and elf settlements that they raid. Orc warriors often cover their bodies in blood-red tattoos representative of their personal histories. Traditional orc society is primitive and savage. Larger, stronger orcs take leadership of their tribe through brute force. It is not unheard of for orcs to abandon their primal ways in an effort to join human communities, where they often serve as militia or muscled laborers. Orcs rarely choose a life of meaningless adventure and usually strive toward one, steadfast, lifelong objective. Orcs are generally feared by just about everything with a brain and have difficulties communicating at times. Orcs tend to lead simplistic, carefree lives, however savage.

Elves are a noble race of tall, thin, humanoids. Easily identified by their long, pointed ears, elves are considered among the most beautiful species in Fable. Before the rise of humans, elves utilized their natural magic talent to establish a massive empire, which has since fallen into decline. Elves are typically proud of their race's history and it is not uncommon for individuals to become easily offended when confronted. Typically, elves live within the remaining ivory cities of their once great empire. Some elves choose to live as caravan-nomads, existing off of the forested wilderness that surrounds settled communities. When in human societies, elves commonly hold positions of affluence or great magical or intellectual significance. Elves are lanky and physically weaker than many other races, this makes them seemingly easy prey for those who cannot perceive the elves' speed, intelligence and magical capability.




Automatically Appended Next Post:
 ChaoticMind wrote:

Create your own rich universe and we will go with it, take it unexpected places, and enjoy it 100X more than you would think. If you make the back story generic you will hate it and it will feel like generic fantasy word twelve bajillion and three to everyone else. Me paraphrasing the writer of Palladium 1st&2nd edition.

Edit: You have me hooked, if you release fluff and/or a prototype system I Will read them.


That means a lot to me. Thank you.

This message was edited 2 times. Last update was at 2013/06/20 19:29:57



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Palitine Il

Your welcome, I enjoy helping others.

On the subject of dwarves I would add a playable race that fits their stereotype of stubborn, almost always level headed, rich in practical knowledge, honorable, and loyal to the very end.

The reason I say this is the other three races fall into their classic racial stereotypes, the humans are jacks of all trades with no single strength or weakness, orcs believe might makes right and live simple lives even when civilized, and elves are a failing civilization with a tendency towards finesse and leadership.

If you don’t want dwarves perhaps have another race with unbreakable loyalty to their friends and family and no patience to learn from a book but still tend towards great wisdom and honor. One example of this would be Warmachine and Hordes Trollkin, their rallying cry is “For Kith and Kreil”. Kriels are the extended family group Trollkin society is based on and their main reason for fighting is so they can build their own small nation free from oppression.

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In an RPG of this sort I would like the option for multiclassing/character design but with reasonably optimised progressions already worked out for an assortment of archetypes, for DMs or people who want to get started quickly.

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Alternative Economies. Don't make players or GMs micromanage treasure. I like that apparently there's at least one game, a Conan game, that rewards players spending all their money on entertainment when they get to town.

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Boise

 Balance wrote:
Alternative Economies. Don't make players or GMs micromanage treasure. I like that apparently there's at least one game, a Conan game, that rewards players spending all their money on entertainment when they get to town.


Aye, that's actually one of the few things I dislike about D&D 4e. It's very good for many things, but the "wealth by level" chart is exactly designed to give characters 3 magic items of the appropriate strength per level, and not 1 gp over that amount. If you spend gold on anything else besides those magic items you're effectively wrecking your character.

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BrianDavion wrote:
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Bradley Beach, NJ

 AlexHolker wrote:
In an RPG of this sort I would like the option for multiclassing/character design but with reasonably optimised progressions already worked out for an assortment of archetypes, for DMs or people who want to get started quickly.

This should be one of the game's stronger points as of now.
I'm not planning on changing much to that system.


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Green Bay, Wisconsin

How far along are you and do you have a beta?

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Bradley Beach, NJ

 High Emperor Aggron wrote:
How far along are you and do you have a beta?

No beta yet, I need to shore up combat and add cohesive lists of ingame items and enemies as well as a guide/toolbox for GMs to design NPCs


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Lakewood, Ohio

You said in the OP that this is roughly based on the pathfinder system, does that mean that it's a d20 system? Does it use content under the OGL?

If so, then you've got your combat and cohesive lists of in-game items.

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Bradley Beach, NJ

 Alfndrate wrote:
You said in the OP that this is roughly based on the pathfinder system, does that mean that it's a d20 system? Does it use content under the OGL?

If so, then you've got your combat and cohesive lists of in-game items.


It is a heavily modified version of the D20 system, compliant with the OGL.


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Lakewood, Ohio

 Squidmanlolz wrote:
 Alfndrate wrote:
You said in the OP that this is roughly based on the pathfinder system, does that mean that it's a d20 system? Does it use content under the OGL?

If so, then you've got your combat and cohesive lists of in-game items.


It is a heavily modified version of the D20 system, compliant with the OGL.


Okay, so what is combat like? Can you give us an example of play? And even if it's a heavily modified version of the OGL, you still have your list of in-game items. A short sword is a short sword is a short sword...

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rigeld2 wrote:
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 dementedwombat wrote:
 Balance wrote:
Alternative Economies. Don't make players or GMs micromanage treasure. I like that apparently there's at least one game, a Conan game, that rewards players spending all their money on entertainment when they get to town.


Aye, that's actually one of the few things I dislike about D&D 4e. It's very good for many things, but the "wealth by level" chart is exactly designed to give characters 3 magic items of the appropriate strength per level, and not 1 gp over that amount. If you spend gold on anything else besides those magic items you're effectively wrecking your character.


I think this is more of just the result of the 4th edition designers kind of making a 'game to simulate D&D' at times, instead of just making a new D&D. The magic item weirdness was necessary as otherwise math would get screwy: your level 10 character needed a +whatever weapon and +whatever armor, or they'd be far behind the curve. Personally, both as player and GM, I prefer a fun curated mix. Not totally random treasure (You end up getting a bunch of magic hammers and axes for your swordsmen) but not ala-carte either. A good GM can monitor player's desires (or even ask) and salt the adventures with appropriate weapons.

My main concern is I almost never like seeing players micromanage resources to the point of cheapness (both as a player and GM). I'd rather have a notation on my character sheet as a stat, per/flaw, whatever that lets me know if my character is broke, wealthy, etc. If my character's broke, it's a minor detail that he's sleeping in the stable, eating cheap gruel, etc. while his buddy the noble is spending for the nicest suite in the inn.

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Scotland

What I want from a fantasy rpg is for players to have a huge degree of narrative control, whether through taggable aspects like in Fate, or through Hero/Karma points similar to Mutants and Masterminds or Shadowrun. I like my games very rules light, with the ability to improvise and shape the story over the ability to track each gold coin and magic point spent.

I'm not a big fan of classes, unless each class can literally do anything. I want my basic Fighter to be able to use magic if I choose, or be the skill monkey, and still retain some unique flavour.

In regards to magic, I want it either tightly defined with something beyond the usual D&D staples, or I want it able to do anything if I have enough time, money, sacrifices, aligned stars etc like in Conan. I'd like to see something where casting spells has a cumulative narrative effect on the character, such as mental fatigue or introduces a new complication or flaw. I'd rather roleplay out the issue than say "You cannot cast a spell", unless that fits the story of course.

Also a big fan of a lack of wealth tracking, and just simply having a wealth stat or something to roll against or that I can deplete over the course of the adventure to get my gear.

The ability to play a non combatant and still contribute greatly to the party. Talking or investigating should help or hinder as much as sword swinging and spell slinging.

I'd want an awful lot more from the setting. So far we have standard human, orc and elf tropes. And... that's it. There's nothing wrong with these per se, but these exist already. And with your leaning to include techy dwarfs... what's your setting providing that hundreds of other generic published settings don't?. I'd suggest either trying to do something a bit more unique or simply cutting it altogether and providing mechanics.

This message was edited 1 time. Last update was at 2013/06/28 17:43:35


 
   
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Bradley Beach, NJ

Zond wrote:

I'd want an awful lot more from the setting. So far we have standard human, orc and elf tropes. And... that's it. There's nothing wrong with these per se, but these exist already. And with your leaning to include techy dwarfs... what's your setting providing that hundreds of other generic published settings don't?. I'd suggest either trying to do something a bit more unique or simply cutting it altogether and providing mechanics.

Maybe it's just me, but from a game design perspective it doesn't make any sense to develop mechanics without a setting, regardless of its uniqueness. The setting is the point of the mechanics existence while the mechanics serve to bridge the player/DM and the setting. not having an original setting is not currently an option

I'll have a recording of a short play through (either text or video) preceding a late-alpha-cycle version release. No clue when I'll be able to get around to it as I'm away at a videogame design conference/competition for this week and I am unsure of the perils that await my return home.
If you guys want fluff, I can post some of the first draft of a short story (zero revisions) tomorrow.

EDIT:
Here it is. Enjoy.
Spoiler:

Welcome, players, game masters and new gamers alike. This game is developed with you in mind, be you a hardcore RPG-junkie, casual gamer, the dedicated joker (every party has one), or a fresh-faced and innocent noob. This ruleset (or Canonical Tome of Proprietary Directions, if you so prefer) will provide you with everything that you need to know in order to play Tablequest Legacies.
TableQuest Legacies is a roleplaying game through which players may take part in fantastical adventures, epic battles and lighthearted, practical humor in the magical world of Fable. As a player, you may trudge forward, paving your character's destiny in this sprawling world of great forces, both good and evil, while shaping and improving him or her as you see fit. As a game master, you will take on many rolls, you will be called upon to be a writer, a designer and a referee among other things; it is your job to further shape the world of Fable in ways that convey directly into the experiences of the players who will be questing there.
Players and game masters alike, remember that this game will become what you choose to make of it. First and foremost, this is a game, play for fun, do not take any fictional events or actions of other players or the game master too seriously. Do remember, while playing, that your fellow players and game master might be playing this game for reasons other than your own, respect them as your characters would respect each other as fellow inhabitants of Fable. Whatever you do, have fun, if you are faced with a situation too demanding for your character to overcome, or feel that the situation is getting to dark, feel free to have your character crack a joke or two. If things are a little too comedic for your taste (you, connoisseur), feel free to turn your character into a badass. Who knows, you just might influence the other players and game master, changing your characters' entire realm.
Going forward, remember that the world of Fable belongs to each and every player and game master as much as it belongs to the team that designed it. Shape it how you see fit. (No, you can't legally own it. That was a touchy-feely thing...)

Spoiler:
Music blared through crowds of cheering onlookers as soft, spring flowers tried their damnedest to hide the stench of dung that occupied the jousting range. The entire Order of the Rhomboid Table stood around, partaking in their usual antics. This was the Tourney, the Order's annual festival of lighthearted competition and drunken boasting, at which Sir Lee and Sir Osis fought for supremacy. The next joust pitted Sir Valence, the knight-watchman, against the newly knighted Sir Cutt, a self-proclaimed “Technomancer” and proven duelist.
Sir Cutt jumped about, attempting to mount his warhorse, Norman. Valence had bounded atop his steed swiftly, to the cacophonous applause of the spectators in the flag-adorned stands. He saluted them before lowering his helmet's visor and turning to the range. A nervous, freckle-faced squire handed Sir Cut's helmet up to him. The knight waved to the stands before donning the heavy brain-bucket. A jerk on the stirrups and Norman turned rakishly toward the valiant field of mud and manure. The two great horses, both deep reddish brown, whinnied and patted the ground beneath their hooves. Revving their biological engines with doses of adrenaline. Cutt was equally enthralled, freeing his steel shield and mechanical lance. The lance's nose was fitted to spring forward, exerting additional force into its target. The lance was laden with cogs and other machines, Sir Cut used both hands to steady it, leaving his shield slightly out of place.
The sounding of the starting horn. The jousters raced toward one another. There was screaming coming from the stands. Something strange had caught Sir Valence's eye, but due to the speed at which he was traveling and the sheer thrill of the joust, he could not have a clue towards what it was. Impact. Valence's lance missed Sir Cutt's shield entirely, splintering wildly against his chestplate. Stunned, Sir Cutt pulled upon his lance's trigger. The immediate, explosive power of the spring launched both knights from their mounts. The screaming continued, all around. Sir Valence and Sir Cutt flew backwards and slammed hard into the swampy mess on the ground.
Something slammed into Cutt's helmet. He tried to stand. Another mass pummeled him back to the ground by his helm. Beyond the persistent screaming, he heard something. A distinct rattling, painful groans and the raspy breaths of a long-dry respiratory system haunted the newly chilled air. He heard the singing of a heavy steel blade before feeling a skeleton, which was much more lively than one would expect, collapse upon his limp body. Pushing the dismembered skeleton to the ground, he picked himself up and removed his blinding helmet.
The Tourney was quickly becoming a battlefield. A mass of limping, groaning undead. Bleached-white skeletal warriors and zombie-like beings with pallid green, rotten flesh staggered through the forest to the south. Knights clamored for whatever weapons they could find, while the horrified civilians were hurried into the safety within the walls of Elmhold.
Knights who had been participating in other competitions rushed to the jousting plot. Sir Fer'brah ran to battle wearing nothing but a pair of embroidered swim trunks, a knightly surfboard in hand for use as a weapon. Sir Loin, who had been participating in a Mythril-Chef competition, wielded a sword-fish, which, to be fair, was more fish than sword, but it would suffice.
Cries went out across the legion of knights. The knight captain, Roland, could not be located. Sir Cutt thrust forward with his shield, bashing a fragile, unarmed foe. Many of the undead carried twisted, rusting swords and some carried round, wooden shields, caked with dirt and dried blood. The knights locked weapons with the rotting enemy. An undead commander rose through the trees. The wretch was massive, two to three times larger than an average man. Commanders were the reanimated forms of great heroes and villains whose bodies were able to channel more necrotic energy than the typical undead. They were a necromancer's dream, hulking weapons of dread and decay. The orbs of necroplasm that sat within its eye sockets were fiery and mauve rather than the milky white of most undead.
The undead commander swung a massive, stone ax.
Sir Valence noticed a glint of bright metallic armor race through the ground behind the lumbering commander. Two bounding steps and Roland was atop the beast's back. The commander, frenzied, shook itself wildly. Its hulking shoulders swung with bull-like strength. The knight captain held the monster by its horned helmet, sweeping his blade in an underhand

This message was edited 3 times. Last update was at 2013/06/30 21:44:38



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Boom! Leman Russ Commander





Bradley Beach, NJ

I've been considering replacing Necromancer with a Warlock class. Opinions?


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Made in us
Trustworthy Shas'vre





Boise

I'm the exact opposite when it comes to setting/rules actually. I figure that every set of rules is pretty much setting-independent if you're willing to work with them enough. It saves me a lot of unnecessary game purchases, because I always have to stop and say to myself "ok, this setting looks amazingly cool, but is the system actually well designed/revolutionary and can I improvise it with a system I already own?" Come to think of it Eclipse Phase is about the only system I've ever bought only for the setting (and to be honest the mechanics aren't exactly amazing, but they let you do some unique things pertaining to the setting like swapping physical bodies, but anyway)

I have no objection to changing class names, as long as a "beastmaster" type class is in the game somewhere. I think that would be very fun to play, but it seems like most attempts to implement it have been ineradicably overpowered, incredibly time consuming, or both (3.x D&D/pathfinder where you basically get 3-4 turns every time your initiative comes around) or else pretty much uninspired attempts to fix the problem that don't really do anything (4e D&D where you basically get a pet that doesn't really do anything except let you use a set of really horrible powers). Necromancer would be a fun way to pull off that concept, but I'd have no objection to warlock.

What were their intended specializations anyway?

This message was edited 1 time. Last update was at 2013/07/08 00:51:59


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BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.
 
   
 
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