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Iron Age Celtic setting ideas...
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<blockquote data-quote="gamerprinter" data-source="post: 5260066" data-attributes="member: 50895"><p><strong>I was afraid of going too powerful...</strong></p><p></p><p>And I don't want them to be weaker than the base classes, at the same time I don't want to be accused of breaking the game by creating a set of classes that are too good. Its a bit of a tightrope walk.</p><p> </p><p>The one aspect I pulled from my Runemaster, was the idea that runes cast on a runestaff might last longer than a day. That would mean especially at lower levels more utility spells could be taken if your nova spell is still around form casting it yesterday. This could account for additional scrolls a spellcaster might have access to in addition to their daily allowance of spells.</p><p> </p><p>But how much more. Originally it was 1 day + 1 hour per caster level x the spell level, so though a 1st level caster with a 1st level spell is only gaining 1 hour more than a day - hardly anything at all, a 10th level caster casting a 5th level spell is 1 day + 50 hours (3 days and 2 hours). The higher level you go, the more extreme this gets, eventually you'll have a spell arsenal way over-powered compared to a wizard. Perhaps I could cut that down to 1 hour per caster level x the spell level, minimum of 1 day. This might give the missing edge the Runecaster needs to be more desireable.</p><p> </p><p>The clan warrior is a concept I really like and feel belongs to the setting. I can't improve his armor, as that isn't appropriate to the setting. I don't want to steal Weapon Training from fighters. Some people thought the Favored Enemy was too powerful compared to a fighter - I didn't think so, but does give him an edge. Having used FE, I don't want to steal Combat Style from the Ranger - taking one major class feature is enough.</p><p> </p><p>I was hoping that Ancestral Lineage Talents would give Clan Warrior the needed 'oomph' to make it work and desireable. Its almost like a cross between Rogue Talents and Sorcerer Bloodline Powers.</p><p> </p><p>The one thing that's kind of hanging for the CW, is the concepts of Glory, and the Weapons of Glory - which I agree should remain optional for using the CW in non-Celtic settings, or settings outside of the one he's been designed for.</p><p> </p><p>In the Celtic world reputation and perception was far more important than the truth. Heroes often thrown their lives away into a desperate fight to die a hero to prevent the reputations from being sullied. How you appeared to the rest of the clan, tribe and kingdom was more important to your self worth than anything else. Glory is a measure of reputation.</p><p> </p><p>The Weapons of Glory (and Items of Glory) was my original intent, to give 'oomph' to the setting as much as of the included classes. Think Weapons of Legacy from 3.5 where a magic sword powers up with a ritual so a +1 sword becoms a +2 sword, with six or seven power ups this could mean your masterwork great sword at 1st level is a +5 Holy Sword with Bane at 20th level.</p><p> </p><p>Rather than being based on an odd power ritual mechanic as in Weapons of Legacy, these items/weapons power up at varying levels, following a code of conduct and a triggered event (a kind of mini-adventure requirement - so a good storybuilding fluff tool as well.) - the Clan Warrior's masterwork short sword gains a +1 at 2nd level, if she defeats an opponent from another clan in single combat...</p><p> </p><p>The idea for the setting is that every starting character receives a granted Weapon or Item of Glory following character generation and originally intended to be tied into the classes themselves.</p><p> </p><p>The glory mechanic was intended to give PCs the reputation that activates these higher powers in addition to level acquisition and event triggering. Even if I pull the Glory mechanic as too alien for a typical adventure outside the setting - I still want to keep the power-up items tied to the classes.</p><p> </p><p>If every clan warrior PC starts with a weapon of glory as part of her starting equipment, and so tied directly to the class - that should be the real 'oomph' it needs. However all that hinges on an optional rule.</p><p> </p><p>Note an item of glory might be a bard's instrument, or an Oracles bronze brewing cauldron, a single item that has the potential to serve as themed sets of spell powers to further enhance each PCs basic equipment.</p><p> </p><p>Is that too much 'oomph' or just too alien an addition to make the classes usable in general use?</p><p> </p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5260066, member: 50895"] [b]I was afraid of going too powerful...[/b] And I don't want them to be weaker than the base classes, at the same time I don't want to be accused of breaking the game by creating a set of classes that are too good. Its a bit of a tightrope walk. The one aspect I pulled from my Runemaster, was the idea that runes cast on a runestaff might last longer than a day. That would mean especially at lower levels more utility spells could be taken if your nova spell is still around form casting it yesterday. This could account for additional scrolls a spellcaster might have access to in addition to their daily allowance of spells. But how much more. Originally it was 1 day + 1 hour per caster level x the spell level, so though a 1st level caster with a 1st level spell is only gaining 1 hour more than a day - hardly anything at all, a 10th level caster casting a 5th level spell is 1 day + 50 hours (3 days and 2 hours). The higher level you go, the more extreme this gets, eventually you'll have a spell arsenal way over-powered compared to a wizard. Perhaps I could cut that down to 1 hour per caster level x the spell level, minimum of 1 day. This might give the missing edge the Runecaster needs to be more desireable. The clan warrior is a concept I really like and feel belongs to the setting. I can't improve his armor, as that isn't appropriate to the setting. I don't want to steal Weapon Training from fighters. Some people thought the Favored Enemy was too powerful compared to a fighter - I didn't think so, but does give him an edge. Having used FE, I don't want to steal Combat Style from the Ranger - taking one major class feature is enough. I was hoping that Ancestral Lineage Talents would give Clan Warrior the needed 'oomph' to make it work and desireable. Its almost like a cross between Rogue Talents and Sorcerer Bloodline Powers. The one thing that's kind of hanging for the CW, is the concepts of Glory, and the Weapons of Glory - which I agree should remain optional for using the CW in non-Celtic settings, or settings outside of the one he's been designed for. In the Celtic world reputation and perception was far more important than the truth. Heroes often thrown their lives away into a desperate fight to die a hero to prevent the reputations from being sullied. How you appeared to the rest of the clan, tribe and kingdom was more important to your self worth than anything else. Glory is a measure of reputation. The Weapons of Glory (and Items of Glory) was my original intent, to give 'oomph' to the setting as much as of the included classes. Think Weapons of Legacy from 3.5 where a magic sword powers up with a ritual so a +1 sword becoms a +2 sword, with six or seven power ups this could mean your masterwork great sword at 1st level is a +5 Holy Sword with Bane at 20th level. Rather than being based on an odd power ritual mechanic as in Weapons of Legacy, these items/weapons power up at varying levels, following a code of conduct and a triggered event (a kind of mini-adventure requirement - so a good storybuilding fluff tool as well.) - the Clan Warrior's masterwork short sword gains a +1 at 2nd level, if she defeats an opponent from another clan in single combat... The idea for the setting is that every starting character receives a granted Weapon or Item of Glory following character generation and originally intended to be tied into the classes themselves. The glory mechanic was intended to give PCs the reputation that activates these higher powers in addition to level acquisition and event triggering. Even if I pull the Glory mechanic as too alien for a typical adventure outside the setting - I still want to keep the power-up items tied to the classes. If every clan warrior PC starts with a weapon of glory as part of her starting equipment, and so tied directly to the class - that should be the real 'oomph' it needs. However all that hinges on an optional rule. Note an item of glory might be a bard's instrument, or an Oracles bronze brewing cauldron, a single item that has the potential to serve as themed sets of spell powers to further enhance each PCs basic equipment. Is that too much 'oomph' or just too alien an addition to make the classes usable in general use? GP [/QUOTE]
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