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General Tabletop Discussion
*Dungeons & Dragons
Mechanics of Revived Settings; your thoughts?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7387667" data-attributes="member: 6677017"><p>I think the idea of factions to represent those groups has merit (hopefully there's a WotC lurker here, because that's the sort of think I see Mike Mearls latching on to).</p><p></p><p>However, I really think we do need some mechanics for the Knights of Solamina. The different editions represented the mechanical differences amongst the orders differently, but what they all agreed on was that there <em>were</em> differences. Knights of the Sword cast spells, for instance. The problem is that Knights of Solamnia were the proto-prestige classes of 1e (along with the bard). We need some way of modeling the fact that the orders are different and you have to move up through them in sequence, such that a player can start with a Knight of the Crown (or Squire of the Crown) and then progress the way a knight would, choosing whether to advance orders or not.</p><p></p><p></p><p></p><p>That's the sales pitch, but the setting itself--independent of the whole divine rulers assumed play mode--is pretty cool. It's hard to express exactly what the feel of it is, but it's different from Forgotten Realms or Greyhawk, while still feeling like it hits a "core fantasy" niche. It's kind of like a stew made of Celtic, Arthurian, Germanic, and various other flavors, topped with a brooding, mystical, gritty sauce.</p><p></p><p>It definitely is well worth experiencing just as a regular adventurer. The divine bloodlines and stuff are essential to the setting details, but their inclusion in your character creation or adventuring really aren't.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7387667, member: 6677017"] I think the idea of factions to represent those groups has merit (hopefully there's a WotC lurker here, because that's the sort of think I see Mike Mearls latching on to). However, I really think we do need some mechanics for the Knights of Solamina. The different editions represented the mechanical differences amongst the orders differently, but what they all agreed on was that there [I]were[/I] differences. Knights of the Sword cast spells, for instance. The problem is that Knights of Solamnia were the proto-prestige classes of 1e (along with the bard). We need some way of modeling the fact that the orders are different and you have to move up through them in sequence, such that a player can start with a Knight of the Crown (or Squire of the Crown) and then progress the way a knight would, choosing whether to advance orders or not. That's the sales pitch, but the setting itself--independent of the whole divine rulers assumed play mode--is pretty cool. It's hard to express exactly what the feel of it is, but it's different from Forgotten Realms or Greyhawk, while still feeling like it hits a "core fantasy" niche. It's kind of like a stew made of Celtic, Arthurian, Germanic, and various other flavors, topped with a brooding, mystical, gritty sauce. It definitely is well worth experiencing just as a regular adventurer. The divine bloodlines and stuff are essential to the setting details, but their inclusion in your character creation or adventuring really aren't. [/QUOTE]
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