JVisgaitis said:
Just so you know, I wasn't ignoring your questions, I just wanted to take the time and devote a whole response to this as it will give people a better idea of what we are doing. I don't mind telling anyone what we are going to have in the Avadnu Primer. I was going to save this for an official Avadnu Primer preview thread, but I'll start it off here.
Heh.

I thought you were just being careful in what you announced.
All in all, your post made me very excited about this product. Particular commentary follows:
JVisgaitis said:
-All New Races. The core races are not part of the Violet Dawn setting (humans withstanding) and we introduce our own races. Ones appearing from Denizens of Avadnu are the mistji, mi'thu, ngakoi, skarren, sulwynarii, and zeidians. A new one introduced in the Primer called the vulnar. We only have one or two subraces (and they are pretty much their own races) so no crazy half this and half that.
For any other product with any other publisher, I'd be wary about this -- it's a fair amount of work for less benefit than other changes, and it can put people off. After seeing some of your other work, though, I have to say I'm fairly excited to see what the new races are like. I think in particular of
Legends of Avadnu's true mistiji vs. the
Avadnu Primer's mistiji.
JVisgaitis said:
-Racial Feats. Each race has a selection of feats to augment existing powers or give them new ones. We also worked really hard on our racial mechanics so each offers something new and exciting. I personally am not a fan of new races with just skill bonuses and attribute modifiers.
Yet again, proof that the way you're doing this is the 'right' way to do something hard....
JVisgaitis said:
-Specific Items and Equipment. We have all new armor, some new mundane pieces of equipment, and racial weapons. We also have some new special materials. You can still use D&D armors if you like, but we do have our own.
Interesting; good. Easy to integrate, flavorful, but also easy to ignore for those who don't want to bother.
JVisgaitis said:
-Slight changes to some of the classes ala Iron Kingdoms. Just slight tweaks to special abilities or spell lists. Nothing major, but we do have some cool changes like signature items for wizards and sorcerers, and new bard songs.
Is this similar to the core class changes in
Unearthed Arcana (WotC's book, not MCAE)?
JVisgaitis said:
-Removing the Cleric as a core class and replacing it with the Devout. More on this is in a preview download of the Devout on our Violet Dawn website. Here's a
link.
I wasn't a fan of the class, as I recall. :\
JVisgaitis said:
-Rules for faith based rituals for all classes that allow PCs to gain benefits for devotion to their religions.
Excellent! These are always good.
JVisgaitis said:
-Feats dealing with the Green River, the source of natural magic.
-Rules for incorporating taint into Violet Dawn games.
-Special rules for enviromental conditions in various regions.
These sound good. I'll wait to see the tain system before I pass judgement, but the others should be really good. (The last may be competing with WotC's Environment series books, but as I don't own them, it seems good to me!)
All things considered, I think that you should put the setting rules material in the Primer. It looks good, and I don't think it will alienate your core audience. The most contraversial parts seem easy to drop, if one is so inclined. For the most part, I think people who would buy your product are tired of "same old, same old" and the new mechanics to fit the setting will be good.