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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2306659" data-attributes="member: 6533"><p>Well in terms of this, the way I think about it with something like AU is that every class has one or two equivalent cultural role of niche, so:</p><p></p><p>Runethane=sage/craftsmen</p><p>Akashic=sage/diplomat or explorer</p><p>Magister=priest/wizard</p><p>Witch=mystic/outlaw</p><p>Warmain=noble soldier</p><p>Totem Warrior=hunter</p><p></p><p>and so forth. Now that's helpful because if I have a society of agriculturalists living on a relatively uncontrollable river and menaced by wandering barbarians well that comes out to:</p><p></p><p>floods need predicting=needs sage priests=magisters</p><p>cities need defending=needs heavilly armed soldiers=warmains</p><p>they're agriculturalists and they live in a very elementally aligned area=would develop something from that lifestyle=witches</p><p></p><p>My point with IH is that it's a little bit more difficult to figure out. I can certainly conclude from the above formula that the culture will probably need arimigers. I might also go with arcanists and hunters, but I really worry that that's what I'm going to get for way too many of those formula. It's good to have so many flavors of warrior, but until I see the traits I'm worried that there's not as much variety in terms of other basic roles. In the example above, for instance, the slot I filled with magisters could as easilly have been greenbonds, akashics, or runethanes and each one of those would have given you an idea of a very different society. And that's a neat world building tool.</p><p></p><p>On the other hand, the Berzerker write up in the back of transcendance gave you a much better idea of the culture that character is from than almost any write up I've seen in other DnD terms. And I take a lot of hope from that, so my only real complaint is that I want to start doing cultural write ups in those terms as soon as possible, particularly since my more common method is a wee bit stymied.</p><p> </p><p></p><p></p><p></p><p>Some DnD stuff does this already, Forgotten Realms for instance, but admittedly I hadn't thought about it too much in IH terms. You could certainly do it with something like a talent mechanic and the extra feat characters get at first level. More importantly it would be interesting to see how it worked in terms of traits which seem to do the job feats do in FR several times better.</p><p></p><p></p><p></p><p>I s'pose they'd also be the one's best at writing.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2306659, member: 6533"] Well in terms of this, the way I think about it with something like AU is that every class has one or two equivalent cultural role of niche, so: Runethane=sage/craftsmen Akashic=sage/diplomat or explorer Magister=priest/wizard Witch=mystic/outlaw Warmain=noble soldier Totem Warrior=hunter and so forth. Now that's helpful because if I have a society of agriculturalists living on a relatively uncontrollable river and menaced by wandering barbarians well that comes out to: floods need predicting=needs sage priests=magisters cities need defending=needs heavilly armed soldiers=warmains they're agriculturalists and they live in a very elementally aligned area=would develop something from that lifestyle=witches My point with IH is that it's a little bit more difficult to figure out. I can certainly conclude from the above formula that the culture will probably need arimigers. I might also go with arcanists and hunters, but I really worry that that's what I'm going to get for way too many of those formula. It's good to have so many flavors of warrior, but until I see the traits I'm worried that there's not as much variety in terms of other basic roles. In the example above, for instance, the slot I filled with magisters could as easilly have been greenbonds, akashics, or runethanes and each one of those would have given you an idea of a very different society. And that's a neat world building tool. On the other hand, the Berzerker write up in the back of transcendance gave you a much better idea of the culture that character is from than almost any write up I've seen in other DnD terms. And I take a lot of hope from that, so my only real complaint is that I want to start doing cultural write ups in those terms as soon as possible, particularly since my more common method is a wee bit stymied. Some DnD stuff does this already, Forgotten Realms for instance, but admittedly I hadn't thought about it too much in IH terms. You could certainly do it with something like a talent mechanic and the extra feat characters get at first level. More importantly it would be interesting to see how it worked in terms of traits which seem to do the job feats do in FR several times better. I s'pose they'd also be the one's best at writing. [/QUOTE]
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