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What are people homebrewing?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6966851" data-attributes="member: 82106"><p>Well, I think that's one thing that is good about these homebrews, you can just go wild and try something. I mean you might spend a bunch of time on something that doesn't turn out, but it isn't like with a big market game where if they don't like part of it there's no real way to excise it. You can just go in and say "eh, trash this!" there's no huge player base that will get steamed about it. If you even have a player base they'll likely just tell you to pound sand and use it anyway if that's their preference. </p><p></p><p></p><p>I want mine to be somewhat innovative though, so I want a consistent approach that teaches what is and isn't the 'HoML Way', but still does a bit of crazy. Honestly I'm far from really realizing a holistic vision in that sense yet.</p><p></p><p></p><p></p><p>Hehehe, great minds think alike! I like Shadow. OTOH I ditched 'Arcane', it just means 'knowledge' anyway, and I wanted power sources to be rooted in some specific aspect of the game cosmos, not just "I know a lot of cool stuff." You can know lots of cools stuff about shadow, life, sprit, etc! hehe. Besides it kind of removes some of the danger of a kitchen-sink wizard. Truthfully though, with the ease of pulling in boons from any thematic source in HoML its kind of hard to restrict a character to a limited repertoire anyway. I may want to consider some sort of way to encourage thematic coherency, but I'm not sure how to do it and yet encourage people to create new and different combinations of elements. I never liked the way in 4e some things are just hard to do for purely thematic reasons.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6966851, member: 82106"] Well, I think that's one thing that is good about these homebrews, you can just go wild and try something. I mean you might spend a bunch of time on something that doesn't turn out, but it isn't like with a big market game where if they don't like part of it there's no real way to excise it. You can just go in and say "eh, trash this!" there's no huge player base that will get steamed about it. If you even have a player base they'll likely just tell you to pound sand and use it anyway if that's their preference. I want mine to be somewhat innovative though, so I want a consistent approach that teaches what is and isn't the 'HoML Way', but still does a bit of crazy. Honestly I'm far from really realizing a holistic vision in that sense yet. Hehehe, great minds think alike! I like Shadow. OTOH I ditched 'Arcane', it just means 'knowledge' anyway, and I wanted power sources to be rooted in some specific aspect of the game cosmos, not just "I know a lot of cool stuff." You can know lots of cools stuff about shadow, life, sprit, etc! hehe. Besides it kind of removes some of the danger of a kitchen-sink wizard. Truthfully though, with the ease of pulling in boons from any thematic source in HoML its kind of hard to restrict a character to a limited repertoire anyway. I may want to consider some sort of way to encourage thematic coherency, but I'm not sure how to do it and yet encourage people to create new and different combinations of elements. I never liked the way in 4e some things are just hard to do for purely thematic reasons. [/QUOTE]
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