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Gaming W/Jemal - FinalFantasy D&D (Going Again!)
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<blockquote data-quote="Jemal" data-source="post: 3565005" data-attributes="member: 9026"><p>Warlocklord - I like Mazerka, The Kingdom of William, and Templedom. 600XP after we start.</p><p></p><p>To you & Avalon: I like the idea of the Rogue Army pirate and the Necromancer on the Airship. Keep in mind, though, that with two of you (and some undead) the CR of the encounter as Villaisn will be fairly high, and I'd want you both the same level.</p><p></p><p>Arkhandus - I like Mikken. Good background, nice concept. The secondary Swordsman/Younger Cousin is perfect, if you wanna just stick with this. A secod relative IS allright, I was saying 'just one' b/c I was looking for the 'mentor/guide/OlderGuy' role. Your character fits a different role, but it DOES fit. </p><p></p><p>Hmm, now All We have to do is figure out how Aluf taught two Swordsmen who both appear to prefer Japaneese weapons... </p><p></p><p>Brother_Allard, thoughts? Was Aluf a 'japaneese swordsman' as well, or is he more traditional "great sword" or "sword/Sheild"?</p><p></p><p>Shayuri - Yes, the 'magical engineer' type that you sugested earlier is welcome. If you're looking for actual MagiTek though, that's only produced by the Southern Kingdom. Other countries have some, but only they possess the secrets to creating such wonders. As such, if you want to use MagiTek, it can be arranged, but nor for a while.</p><p></p><p>Thaedrus - I will not be allowing Bo9S classes. Feats will be on a case-by-case basis, if accompanied by full explanation of feat and use.</p><p></p><p>Psionics are OK, but I'd need a run down of what the class does, and which powers you're taking (to make sure they're suitable to the campaign). </p><p></p><p></p><p>On that note, When I post char. creation rules (in about 6-8 hours), I'll be including a list of non-allowed spells & Abilities that I don't think are suitable for a RPG-styled game.</p><p>Some examples would be Flight(Exception:Airship) and Teleportation (Though Levitation and Dimension door are ok). FinalFantasy is about the adventure + the getting from here to there, and what happens on the way. Spells & Abilities that cut down on that travel are thus innapropriate. (Though later they may be allowed for specific circumstances, such as teleport circles from one city you've been to leading to another, and the aforementioned Airship.)</p></blockquote><p></p>
[QUOTE="Jemal, post: 3565005, member: 9026"] Warlocklord - I like Mazerka, The Kingdom of William, and Templedom. 600XP after we start. To you & Avalon: I like the idea of the Rogue Army pirate and the Necromancer on the Airship. Keep in mind, though, that with two of you (and some undead) the CR of the encounter as Villaisn will be fairly high, and I'd want you both the same level. Arkhandus - I like Mikken. Good background, nice concept. The secondary Swordsman/Younger Cousin is perfect, if you wanna just stick with this. A secod relative IS allright, I was saying 'just one' b/c I was looking for the 'mentor/guide/OlderGuy' role. Your character fits a different role, but it DOES fit. Hmm, now All We have to do is figure out how Aluf taught two Swordsmen who both appear to prefer Japaneese weapons... Brother_Allard, thoughts? Was Aluf a 'japaneese swordsman' as well, or is he more traditional "great sword" or "sword/Sheild"? Shayuri - Yes, the 'magical engineer' type that you sugested earlier is welcome. If you're looking for actual MagiTek though, that's only produced by the Southern Kingdom. Other countries have some, but only they possess the secrets to creating such wonders. As such, if you want to use MagiTek, it can be arranged, but nor for a while. Thaedrus - I will not be allowing Bo9S classes. Feats will be on a case-by-case basis, if accompanied by full explanation of feat and use. Psionics are OK, but I'd need a run down of what the class does, and which powers you're taking (to make sure they're suitable to the campaign). On that note, When I post char. creation rules (in about 6-8 hours), I'll be including a list of non-allowed spells & Abilities that I don't think are suitable for a RPG-styled game. Some examples would be Flight(Exception:Airship) and Teleportation (Though Levitation and Dimension door are ok). FinalFantasy is about the adventure + the getting from here to there, and what happens on the way. Spells & Abilities that cut down on that travel are thus innapropriate. (Though later they may be allowed for specific circumstances, such as teleport circles from one city you've been to leading to another, and the aforementioned Airship.) [/QUOTE]
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