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[GE] A Game Of Elves, ElfQuest d20, OOC
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<blockquote data-quote="Guilt Puppy" data-source="post: 597107" data-attributes="member: 6521"><p>Heh, I did such a double-take when I first read that... My primary handle is Skywise, and since you were responding to me, I thought you were making some point of weird <em>emphasis</em> toward me... Took me a while to sort that out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Argent!)</p></blockquote><p><strong></strong></p><p><strong>I may actualy make each race a seperate "class" and have different feats and skills show the difference between members of that race. Seeing as how there would not be a "multi class option" in Elf Quest any way. </strong>[/QUOTE]</p><p></p><p>No multi-classing? Really, I see multi-classing being a lot heavier... I mean, Scouter is definitely not a fighter in the sense that Strongbow is, nor is Cutter, but they'd probably be modelled as having levels in Fighter nonetheless.</p><p></p><p>Making magic into a feat system might make them too easy to take, IMO... The multi-class system seems to work exceptionally well with Elfquest and magic, IMO... Try to complement one shaping class with another, and you start running into XP penalties... Even buffing up a magic class with a fighting class is difficult... <em>Unless</em> it's your favored class (and favored class means a lot more in Elfquest: Wolf-Riders all do seem to have the same focused set of skills, as do Go-Backs, et cetera.)</p><p></p><p>Further, I'd keep the magic of spell-casting classes fairly weak, with some decent Skills to balance it out (usually a slow BAB, however)... Magic shouldn't start being really useful until around fourth level, to discourage excessive magical multi-classing... Could be difficult to balance, however.</p><p></p><p>Some favored class thoughts:</p><p></p><p>Wolf-Riders: Ranger (definitely need a variant... TWF, Favored Enemy, and spells don't really fit the wolfriders, but the whole "Ranger" concept is ideal).</p><p></p><p>Go-Backs: Fighter (easy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Sun Villagers: Something akin to Expert, as best as I can tell</p><p></p><p>Bird-Riders: Monk variant? Really tough to say...</p><p></p><p>Dart's Riders: Fighter?</p><p></p><p>Mountain Trolls: Fighter? Maybe Rogue?</p><p></p><p>Frost Trolls: Barbarian?</p><p></p><p>It's pretty tough to fit all this into a class system... Anyway, this could become a whole conversion project well before it could be a playable game. Maybe another thread should get started?</p><p>[/QUOTE]</p>
[QUOTE="Guilt Puppy, post: 597107, member: 6521"] Heh, I did such a double-take when I first read that... My primary handle is Skywise, and since you were responding to me, I thought you were making some point of weird [i]emphasis[/i] toward me... Took me a while to sort that out :) (Argent!) [/quote][b] I may actualy make each race a seperate "class" and have different feats and skills show the difference between members of that race. Seeing as how there would not be a "multi class option" in Elf Quest any way. [/B][/QUOTE] No multi-classing? Really, I see multi-classing being a lot heavier... I mean, Scouter is definitely not a fighter in the sense that Strongbow is, nor is Cutter, but they'd probably be modelled as having levels in Fighter nonetheless. Making magic into a feat system might make them too easy to take, IMO... The multi-class system seems to work exceptionally well with Elfquest and magic, IMO... Try to complement one shaping class with another, and you start running into XP penalties... Even buffing up a magic class with a fighting class is difficult... [i]Unless[/i] it's your favored class (and favored class means a lot more in Elfquest: Wolf-Riders all do seem to have the same focused set of skills, as do Go-Backs, et cetera.) Further, I'd keep the magic of spell-casting classes fairly weak, with some decent Skills to balance it out (usually a slow BAB, however)... Magic shouldn't start being really useful until around fourth level, to discourage excessive magical multi-classing... Could be difficult to balance, however. Some favored class thoughts: Wolf-Riders: Ranger (definitely need a variant... TWF, Favored Enemy, and spells don't really fit the wolfriders, but the whole "Ranger" concept is ideal). Go-Backs: Fighter (easy :) ) Sun Villagers: Something akin to Expert, as best as I can tell Bird-Riders: Monk variant? Really tough to say... Dart's Riders: Fighter? Mountain Trolls: Fighter? Maybe Rogue? Frost Trolls: Barbarian? It's pretty tough to fit all this into a class system... Anyway, this could become a whole conversion project well before it could be a playable game. Maybe another thread should get started? [/QUOTE]
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