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4E sword and sorcery..
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<blockquote data-quote="Chainsaw" data-source="post: 5036952" data-attributes="member: 70196"><p>Great suggestions from everyone - thanks again for contributing your time and thoughts. I think Garthanos really hit on something I hadn't considered - that if the players "get" sword and sorcery, there will be less need to hardwire/force it mechanically. I'll have to make sure my introductory materials create the right atmosphere and that I'm disciplined in my descriptions and story elements. </p><p> </p><p>As for classes, we'll definitely go with: fighter, rogue, barbarian, warlord, ranger and warlock. I'll have to double check the shaman and artificer, because I'm not as familiar with them, but they have potential as well. I would like to find a way to make the wizard, cleric and sorcerer work too, especially if I can think of a flavorful and fun "danger" to associate with magic usage (not too punitive, but interesting). Sometimes I think that "sword and sorcery" gets reduced to just "sword," so I want to have some sorcery mixed in there - but it has to be rare and scary (at least among commoners). </p><p> </p><p>As for races, obviously we'll do human. We may reskin the dwarf as a mountain breed human and the elf as a deep forest breed human - this retains the mechanical variation without disrupting the atmosphere. With a good backstory, I'd even be inclined to allow something like a "gnome" or even a "goliath" as a sort of straggler from the "dead races of long ago." Consider that Wagner's Kane was actually one of the first men - he's often described as being physically different from normal men upon close inspection. In one story, Kane even briefly teams up with a giant that he finds wandering in the desert. They lament the changing times and the rise of man together, heh. In other stories, he fights frogmen, werewolves, vampires and ghouls. </p><p> </p><p>On the spectrum, I suppose I'm in between Wagner and Howard rather than say, Howard and GRR Martin, so cheating a bit toward allowing the weird/Cthuloid/demonic as long as it's tucked away in dark places that commoners never, ever go.</p></blockquote><p></p>
[QUOTE="Chainsaw, post: 5036952, member: 70196"] Great suggestions from everyone - thanks again for contributing your time and thoughts. I think Garthanos really hit on something I hadn't considered - that if the players "get" sword and sorcery, there will be less need to hardwire/force it mechanically. I'll have to make sure my introductory materials create the right atmosphere and that I'm disciplined in my descriptions and story elements. As for classes, we'll definitely go with: fighter, rogue, barbarian, warlord, ranger and warlock. I'll have to double check the shaman and artificer, because I'm not as familiar with them, but they have potential as well. I would like to find a way to make the wizard, cleric and sorcerer work too, especially if I can think of a flavorful and fun "danger" to associate with magic usage (not too punitive, but interesting). Sometimes I think that "sword and sorcery" gets reduced to just "sword," so I want to have some sorcery mixed in there - but it has to be rare and scary (at least among commoners). As for races, obviously we'll do human. We may reskin the dwarf as a mountain breed human and the elf as a deep forest breed human - this retains the mechanical variation without disrupting the atmosphere. With a good backstory, I'd even be inclined to allow something like a "gnome" or even a "goliath" as a sort of straggler from the "dead races of long ago." Consider that Wagner's Kane was actually one of the first men - he's often described as being physically different from normal men upon close inspection. In one story, Kane even briefly teams up with a giant that he finds wandering in the desert. They lament the changing times and the rise of man together, heh. In other stories, he fights frogmen, werewolves, vampires and ghouls. On the spectrum, I suppose I'm in between Wagner and Howard rather than say, Howard and GRR Martin, so cheating a bit toward allowing the weird/Cthuloid/demonic as long as it's tucked away in dark places that commoners never, ever go. [/QUOTE]
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