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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 377356" data-attributes="member: 6533"><p><strong>Spice, expands the mind, improves feat trees...</strong></p><p></p><p>Yeah,</p><p> The Castillian education feat is kinda, well, sucky compared to the original combo of Castillian Education and University education. While it is a great feat, they did balance it for D20 so that it wouldn't be the overwhelmingly useful feat, though it is still mad cool. There is no university educated equivalent.</p><p> </p><p> I think a variety of feats would help a lot, and they do have some of that. Fact is, anyone should be capable of becoming a registered member of some clergy. That is a lifestyle decision that was open to most of the 'adventuring' and many of the 'non-adventuring' types of the time.</p><p> </p><p> But I still think that someone who goes off at a young age, gets trained in a monastary or seminary, and goes to do the work of that church or order, even if only for a little while, has made just as clear a decision about his role in the world as someone who goes off and joins the King's musketeers or trains under a Fagin to fleece the people of Carleon.</p><p></p><p> Plus, the combo of feats to simulate a trained clergyman on top of the abilities of a class summon up the chilling visage of four adventurers of disparate abilities and attidues who have all taken the Thean equivalent of the fourth oath. </p><p></p><p> What happens when a party of adventurers, whose souls were forged in the fire of DnD, can all confess their sins to each other?</p><p></p><p> Very. Bad. Things.</p><p></p><p> Now, on the other hand, the mention of a list of abilities makes me rethink the idea of an Inquisitor lite. </p><p></p><p>I mean how much of the Inquisitor's combat abilities would you have to take away to remake the class for a peaceful man of Theus?</p><p></p><p>I am looking forward to the Islands of Gold. The idea of a Carribean without an America is somehow very intriguing. My hope, however, is to integrate a few stranger and more wonderful than the norm locales behind the archipelago.</p><p></p><p>In some ways I think the West has always been dissapointed that it didn't find really advanced and alternative civilizations to interact with in America. </p><p></p><p>Or at least such civilizations that could survive the brutal mix of virulent disease, aggresive exploration, deeply persistent colonialism, and radically alien culture that the Europeans brought to them.</p><p></p><p>Any advice on how to work that would be appreciated. </p><p></p><p>I intend to develop at least one very bizarre locale of dog headed men, mythical beast, and guys with faces in their bellies. Another with a very Utopian/Bacon's Brave New World feel. And a third to both fit the Enlightenment's idea of the Noble Savage and do some deserved homage to the people who did fight in thousands of varied, brilliant, and desperately fought battles to keep their homes for just one more generation. </p><p></p><p>Basically one locale each for the Medieval, Renaissance, and Enlightenment ideas of the new world.</p><p></p><p>Anyone done anything similar?</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 377356, member: 6533"] [b]Spice, expands the mind, improves feat trees...[/b] Yeah, The Castillian education feat is kinda, well, sucky compared to the original combo of Castillian Education and University education. While it is a great feat, they did balance it for D20 so that it wouldn't be the overwhelmingly useful feat, though it is still mad cool. There is no university educated equivalent. I think a variety of feats would help a lot, and they do have some of that. Fact is, anyone should be capable of becoming a registered member of some clergy. That is a lifestyle decision that was open to most of the 'adventuring' and many of the 'non-adventuring' types of the time. But I still think that someone who goes off at a young age, gets trained in a monastary or seminary, and goes to do the work of that church or order, even if only for a little while, has made just as clear a decision about his role in the world as someone who goes off and joins the King's musketeers or trains under a Fagin to fleece the people of Carleon. Plus, the combo of feats to simulate a trained clergyman on top of the abilities of a class summon up the chilling visage of four adventurers of disparate abilities and attidues who have all taken the Thean equivalent of the fourth oath. What happens when a party of adventurers, whose souls were forged in the fire of DnD, can all confess their sins to each other? Very. Bad. Things. Now, on the other hand, the mention of a list of abilities makes me rethink the idea of an Inquisitor lite. I mean how much of the Inquisitor's combat abilities would you have to take away to remake the class for a peaceful man of Theus? I am looking forward to the Islands of Gold. The idea of a Carribean without an America is somehow very intriguing. My hope, however, is to integrate a few stranger and more wonderful than the norm locales behind the archipelago. In some ways I think the West has always been dissapointed that it didn't find really advanced and alternative civilizations to interact with in America. Or at least such civilizations that could survive the brutal mix of virulent disease, aggresive exploration, deeply persistent colonialism, and radically alien culture that the Europeans brought to them. Any advice on how to work that would be appreciated. I intend to develop at least one very bizarre locale of dog headed men, mythical beast, and guys with faces in their bellies. Another with a very Utopian/Bacon's Brave New World feel. And a third to both fit the Enlightenment's idea of the Noble Savage and do some deserved homage to the people who did fight in thousands of varied, brilliant, and desperately fought battles to keep their homes for just one more generation. Basically one locale each for the Medieval, Renaissance, and Enlightenment ideas of the new world. Anyone done anything similar? [/QUOTE]
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