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Forked Thread: Al-Qadim, Land of Fate 4e
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 4663780" data-attributes="member: 6533"><p>Sure, I just thought that working through the template would provide us with a conceptual refresher.</p><p></p><p></p><p></p><p>On that point: what if we retooled the Background Features to make them about Station rather than geography and then used that to simulate most of the kits. The feat section could then expand on them.</p><p></p><p>Naturally this wouldn't work for all of the kits, but plenty of them are mechanically light enough that we could run them through some sort of station system. Which is something I'm loathe to drop completely from the core game.</p><p></p><p></p><p></p><p>That could work. Though it'd also be tempting to introduce something new and exotic. Perhaps a Ghul themed race?</p><p></p><p>It's certainly true that there just isn't much of anything in the way of Zhakaran themed races. Could be we just replace this section with a section on station or expand the build section.</p><p></p><p></p><p></p><p>Agreed. The Shaman actually seems like a good model for the Sha'ir. Maybe make the Gen a less combatitive version of the Spirit Companion and then add in lots of the new Summoning mechanics.</p><p></p><p>It's also very tempting to use Elemental as the source for Sha'irs since Arcane appears to be locked down.</p><p></p><p></p><p></p><p>Hakima works. Or...</p><p></p><p>What if we use this to create a new Wizard build off of a weave implement? Or the dreaded Geomancer off of the sorceror? Or even create a new bard build off the Barber? </p><p></p><p></p><p></p><p>And then make this the Hakima? I make this suggestion because while it's absolutely true that if anything besides the Sha'ir needed a write up it would be the Hakima:</p><p></p><p>1.) The Hakima probably isn't enough for a full class. If for no other reason than that it has no defined combat role.</p><p></p><p>2.) The Hakima is also very different from other classes. It was put into cleric in the old edition because of the tradition of specialty priests, but it has no real divine emphasis. It's hard to think of a class that directly fits what the Hakima is working to do.</p><p></p><p>3.) It's really too little for a full class, and too different for a build. So Multi-Class seems like a decent solution.</p><p></p><p>Maybe what we do is keep the Multi-Class as Child of Fate and then split it into 2 sub-builds - as was true of the spell scarred - with one build representing the Hakima and the other a masculine equivalent, a mystic or ghazi perhaps?</p><p></p><p></p><p></p><p>I think we should do it by station. We could have regionally aligned feats, but on the whole I think that one of the interesting things about the setting was how it emphasized caste over geography as your origin.</p><p></p><p>Set it up so that each class has a few obvious choices, but also so that the kits they reflect become more flexible.</p><p></p><p>I mean Corsairs - for instance - were defined as fighters or rangers in the old game, but in 4e there's no reason Rogues, Str based Clerics, Paladins, Warlords, or even Barbarians couldn't join in on the fun.</p><p></p><p>And conceptually there's no reason almost any class couldn't become a Corsair. A wizard who wants to be free on the water can make a fine pirate captain. A warlock with a cutlass in one hand and a pact-blade in the other could chill the blood of any fat merchant captain.</p><p></p><p>And surely all of those characters are more brothers in the sea than they are citizens of any one city?</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 4663780, member: 6533"] Sure, I just thought that working through the template would provide us with a conceptual refresher. On that point: what if we retooled the Background Features to make them about Station rather than geography and then used that to simulate most of the kits. The feat section could then expand on them. Naturally this wouldn't work for all of the kits, but plenty of them are mechanically light enough that we could run them through some sort of station system. Which is something I'm loathe to drop completely from the core game. That could work. Though it'd also be tempting to introduce something new and exotic. Perhaps a Ghul themed race? It's certainly true that there just isn't much of anything in the way of Zhakaran themed races. Could be we just replace this section with a section on station or expand the build section. Agreed. The Shaman actually seems like a good model for the Sha'ir. Maybe make the Gen a less combatitive version of the Spirit Companion and then add in lots of the new Summoning mechanics. It's also very tempting to use Elemental as the source for Sha'irs since Arcane appears to be locked down. Hakima works. Or... What if we use this to create a new Wizard build off of a weave implement? Or the dreaded Geomancer off of the sorceror? Or even create a new bard build off the Barber? And then make this the Hakima? I make this suggestion because while it's absolutely true that if anything besides the Sha'ir needed a write up it would be the Hakima: 1.) The Hakima probably isn't enough for a full class. If for no other reason than that it has no defined combat role. 2.) The Hakima is also very different from other classes. It was put into cleric in the old edition because of the tradition of specialty priests, but it has no real divine emphasis. It's hard to think of a class that directly fits what the Hakima is working to do. 3.) It's really too little for a full class, and too different for a build. So Multi-Class seems like a decent solution. Maybe what we do is keep the Multi-Class as Child of Fate and then split it into 2 sub-builds - as was true of the spell scarred - with one build representing the Hakima and the other a masculine equivalent, a mystic or ghazi perhaps? I think we should do it by station. We could have regionally aligned feats, but on the whole I think that one of the interesting things about the setting was how it emphasized caste over geography as your origin. Set it up so that each class has a few obvious choices, but also so that the kits they reflect become more flexible. I mean Corsairs - for instance - were defined as fighters or rangers in the old game, but in 4e there's no reason Rogues, Str based Clerics, Paladins, Warlords, or even Barbarians couldn't join in on the fun. And conceptually there's no reason almost any class couldn't become a Corsair. A wizard who wants to be free on the water can make a fine pirate captain. A warlock with a cutlass in one hand and a pact-blade in the other could chill the blood of any fat merchant captain. And surely all of those characters are more brothers in the sea than they are citizens of any one city? [/QUOTE]
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Forked Thread: Al-Qadim, Land of Fate 4e
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