(Discussion) General Part II

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Sounds good to me regarding NPCs, CS.

That was a good idea Macbeth, regarding the Yahoo Group.

Oh, and i think I created the captain of the Watch in Orassus (neener-neener)...off to the NPC thread...


Watch-Captain Frandeth is a Fighter 9/Weapon Master of the Longsword 3, Align:LN, possesses a potent Flameblade. Keep that general, though give enough info for Roleplaying. Frandeth is 42 years old, married, father of 2 sons and a daughter, all grown. Rather gruff and brusque, the Captain likes to be very straight to the point and direct in his dealings, as he is a very busy man. He does, however, have a love for Chess and can often be found (in his off-time) at The Great Library playing with a variety of folks, some Highborn, some not.
 

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Hmmm I'll be redrawing from participating in this then. Perhaps I'll check back here when things are final or something and see again then.

grtz tfo.
 

Thomas Hobbes said:
Howdy, all! For starters, I'd like to thank creamsteak for suggesting this idea and working to bring to to fruition, and those who are helping him (Uriel, garyh, macbeth, and everyone else). I love the concept of a real living campaign, and am writing up my character right now, and have an adventure idea brewing to throw into the mix.

Anywho, since this seems to be the thread to suggest new feats (although I know you're holding off on that for now), I was wondering if I could introduce a new Knowledge skill subclass. I rather expect it to have as much use as Knowledge: Architecture and Engineering- which is to say, it's mostly a character thing. :p Regardless, if I may....

Knowledge: Warfare (Siege tactics, logistics, and strategy)

Thanks again for your great work, past, present, and to come.

I'm not certain on this, but in 3.5 I thought they retained knowledge (tactics) and the knowledge skill that applies to siege weapons. That's two seperate skills, and your version of knowledge-warfare provides both, and logistics.

Can anyone else give me conformation on this?
 

The 3.5 SRD lists Knowledge: Arcana, Architecture, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion, and The Planes. Architecture has "fortifications" listed, but other than that, none of the above have much relation to waging war. Sword and Fist had a Knowledge: War of some sort (can't remember the exact name); I think it had siege tactics, sapping, and stratagey, or something like that.

Anywho, the goal of skill was to be the knowledge skill a leader of troops would have; the specifics don't matter much to me.
 

If we are going to add a Knowledge skill for combat, I'd suggest using Knowledge (Military Tactics) from the WarCraft RPG. It applies to managing troops in battle, and does a pretty good job, I think. Anyone else with this book care to comment?
 

There's also Knowledge (Warcraft) in Dark Sun, though it ain't very detailed. (And no, it's not about the computer game!)
 


Moving

I have a general question here: What experience level should I be aiming for at the end of an adventure? I was assuming that a single leve, or 1000 experience for these opening adventures, but you keep emphesising short adventures (you, as in the ruling body of judges) so I thought I best ask. by my calculations, the characters in my adventure should end up with between 1250 and 1655 experience points each.

Also, do individuals have to train to go up in levels?

(And should this be posted elsewhere?)
 


Actually, I just recieved an email earlier today on that matter. Can anyone host half a meg for him? He obviously can't make an attachment that big to the boards. Perhaps he can put it up in one of the gallerys though...
 

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