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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Mac Callum" data-source="post: 2253336" data-attributes="member: 17035"><p>Maybe for "most people" you'd be right, but not for me. I'm talking humans with a decent Int (for a Fighter). Not enough. I want my Knight to know his lineage back 12 generations and know how he's related to three different Kings (Knowledge (Royalty) 3 Ranks). I don't expect him to forge his own plate armor, but he should be able to fix a broken harness or a broken crossbow, shouldn't he? (Craft (Armorsmith & Weaponsmithing) 1 Rank each). He doesn't just ride his mount with skill, he trained the beast himself and is responsible for its care (Ride, Handle Animal, 6 ranks each).</p><p></p><p>In short, he's a professional.</p><p></p><p>My Samurai should have several Ranks in Perform (Haiku), and even more ranks in Knowledge (Royalty), plus some in Diplomacy. He isn't some uncouth yahoo from the countryside. Besides being a peerless horseman and dangerous fighter he is a respectable gentleman who knows the 4 ways of pouring tea.</p><p></p><p>I want my Rangers to sing ancient ballads in languages that haven't been spoken in a thousand years about people whom the oldest of the elves have almost forgotten. I want a Paladin who owns a vinyard and, when not adventuring, brews a mean bottle of sacramental wine. When adventuring he can speak with the Druid intelligently about the six best kinds of soil.</p><p></p><p>That's what <strong>I</strong> meant by rounding out. D&D doesn't let me do that.</p><p></p><p></p><p>As others said, not to co-opt, but to cover for. Every class should be dispensible, so no one is forced into a role. That means more than one class has to have more than crappy access to Disable Device, Sneak, Diplomacy, etc.</p><p></p><p>There's a good argument for that. Assume Max ranks in these skills, distribute the rest of your skills as you see fit. </p><p></p><p><em>Preach it</em>.</p><p></p><p>I really hope Iron Lore allows me to do the kind of adventures I read about as a kid. I've been dying to do a campaign set in Midkemia, Ray Feist's world from the Riftwar series. That world's pretty magical, with dragons, immortal warriors, undead, spellcasters, etc., but D&D is so way beyond that I can't even bring the two within shouting distance of each other. For one thing, I think there's one magical sword in the whole series, and it's only magical because a quasi-God hid a spark of his essence it it. There sure aren't any humans running around making Flaming Longswords +2 at the drop of a hat. The one other magical item I can recall off the top of my head duplicated (in essence) an minor Weather effect which created fog over a square mile max; and using it almost killed the Magician.</p><p></p><p>For God's sake, I can't even run <em>The Wizard of Earthsea</em> with D&D, and a Wizard was the main frickin' character.</p><p></p><p>Anyway, my point is I TOTALLY agree with you here.</p><p></p><p>(I guess luckily for WoTC they have games like <em>Neverwinter Nights</em> to draw in new fans, and authors like Ray Salvatore faithfully cranking out their d20 Soaps)</p><p></p><p></p><p>Hm, good bet. Giving them access to spells or a high BAB doesn't make sense, so in IL, what else is there? Maybe that's what their tokens do.</p><p></p><p>I can see that. I wonder what else being a specialist gets you. Given the limited nature of spellcasting, maybe only Necromancers can make undead? AU/AE has spoiled me into thinking that spellcasters are incredibly broad and flexible, but perhaps not this time.</p><p></p><p>I know, it almost seems too many. I left out some stuff I thought would be a good fit to include the "People Skills", because the character description said he has a silver tongue.</p><p></p><p>Wherever "Decipher Script" goes, I bet it's grouped with "Forgery."</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 2253336, member: 17035"] Maybe for "most people" you'd be right, but not for me. I'm talking humans with a decent Int (for a Fighter). Not enough. I want my Knight to know his lineage back 12 generations and know how he's related to three different Kings (Knowledge (Royalty) 3 Ranks). I don't expect him to forge his own plate armor, but he should be able to fix a broken harness or a broken crossbow, shouldn't he? (Craft (Armorsmith & Weaponsmithing) 1 Rank each). He doesn't just ride his mount with skill, he trained the beast himself and is responsible for its care (Ride, Handle Animal, 6 ranks each). In short, he's a professional. My Samurai should have several Ranks in Perform (Haiku), and even more ranks in Knowledge (Royalty), plus some in Diplomacy. He isn't some uncouth yahoo from the countryside. Besides being a peerless horseman and dangerous fighter he is a respectable gentleman who knows the 4 ways of pouring tea. I want my Rangers to sing ancient ballads in languages that haven't been spoken in a thousand years about people whom the oldest of the elves have almost forgotten. I want a Paladin who owns a vinyard and, when not adventuring, brews a mean bottle of sacramental wine. When adventuring he can speak with the Druid intelligently about the six best kinds of soil. That's what [B]I[/B] meant by rounding out. D&D doesn't let me do that. As others said, not to co-opt, but to cover for. Every class should be dispensible, so no one is forced into a role. That means more than one class has to have more than crappy access to Disable Device, Sneak, Diplomacy, etc. There's a good argument for that. Assume Max ranks in these skills, distribute the rest of your skills as you see fit. [I]Preach it[/I]. I really hope Iron Lore allows me to do the kind of adventures I read about as a kid. I've been dying to do a campaign set in Midkemia, Ray Feist's world from the Riftwar series. That world's pretty magical, with dragons, immortal warriors, undead, spellcasters, etc., but D&D is so way beyond that I can't even bring the two within shouting distance of each other. For one thing, I think there's one magical sword in the whole series, and it's only magical because a quasi-God hid a spark of his essence it it. There sure aren't any humans running around making Flaming Longswords +2 at the drop of a hat. The one other magical item I can recall off the top of my head duplicated (in essence) an minor Weather effect which created fog over a square mile max; and using it almost killed the Magician. For God's sake, I can't even run [I]The Wizard of Earthsea[/I] with D&D, and a Wizard was the main frickin' character. Anyway, my point is I TOTALLY agree with you here. (I guess luckily for WoTC they have games like [I]Neverwinter Nights[/I] to draw in new fans, and authors like Ray Salvatore faithfully cranking out their d20 Soaps) Hm, good bet. Giving them access to spells or a high BAB doesn't make sense, so in IL, what else is there? Maybe that's what their tokens do. I can see that. I wonder what else being a specialist gets you. Given the limited nature of spellcasting, maybe only Necromancers can make undead? AU/AE has spoiled me into thinking that spellcasters are incredibly broad and flexible, but perhaps not this time. I know, it almost seems too many. I left out some stuff I thought would be a good fit to include the "People Skills", because the character description said he has a silver tongue. Wherever "Decipher Script" goes, I bet it's grouped with "Forgery." [/QUOTE]
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