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<blockquote data-quote="Calico_Jack73" data-source="post: 2996652" data-attributes="member: 14403"><p>Regarding Armor:</p><p></p><p>There is no reason that a starting character couldn't have it. You buy equipment like everything else at character creation. However, it is harder to "fly under the radar" if you are seen running around in a chain shirt and lugging a greatsword.</p><p></p><p>The key to the setting is that unlike most settings the "establishment" is against the heros. They'll have to play smarter. My group likened it to a fantasy "special forces" game. Every player made sure their "stealth" skills were maxed and the party picked targets for their raids VERY carefully to ensure their survival. Sending a rogue out to do some information gathering on an orkish caravan could mean the difference between life and death when choosing the target since in most cases the party wouldn't be in a position to run if the attack failed since they were on foot.</p><p></p><p>Regarding the Bartering System:</p><p></p><p>My group actually got into this. Food and barter goods are more valuable than gold and jewels in the setting. Iron ingots were their favorite loot since they are easily transportable and almost anyone is willing to trade just about anything to get them. It is an easy system really... the gp value of items is in most cases equal to the "Value Points" of the item. There is no coin so the party ends up collecting odds and ends that they think will be valuable for trade.</p><p></p><p>It really is a great setting and I HIGHLY reccomend it. It is in my opinion, however, up to the DM to make it as harsh as he/she wants it. My group started out as escaped slaves with nothing but the chains that bound their feet. They discovered that one of their member was a lost dornish heir when they hid in the ruins of a haunted city where the orks feared to go due to the undead forces guarding the place. The undead forces owed fealty to the heir but only to the point that they would protect the city. This gave the party a home base to work out of. Some would say I wasn't harsh enough but the group loved the game.</p><p></p><p>Edit: How did the undead defeat Izrador's Legates you may ask? Simple... check out page 116 in Libris Mortis... several Quell nullified the clerical divine abilities of the Legates leaving them easy prey for Evolved Wraiths. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 2996652, member: 14403"] Regarding Armor: There is no reason that a starting character couldn't have it. You buy equipment like everything else at character creation. However, it is harder to "fly under the radar" if you are seen running around in a chain shirt and lugging a greatsword. The key to the setting is that unlike most settings the "establishment" is against the heros. They'll have to play smarter. My group likened it to a fantasy "special forces" game. Every player made sure their "stealth" skills were maxed and the party picked targets for their raids VERY carefully to ensure their survival. Sending a rogue out to do some information gathering on an orkish caravan could mean the difference between life and death when choosing the target since in most cases the party wouldn't be in a position to run if the attack failed since they were on foot. Regarding the Bartering System: My group actually got into this. Food and barter goods are more valuable than gold and jewels in the setting. Iron ingots were their favorite loot since they are easily transportable and almost anyone is willing to trade just about anything to get them. It is an easy system really... the gp value of items is in most cases equal to the "Value Points" of the item. There is no coin so the party ends up collecting odds and ends that they think will be valuable for trade. It really is a great setting and I HIGHLY reccomend it. It is in my opinion, however, up to the DM to make it as harsh as he/she wants it. My group started out as escaped slaves with nothing but the chains that bound their feet. They discovered that one of their member was a lost dornish heir when they hid in the ruins of a haunted city where the orks feared to go due to the undead forces guarding the place. The undead forces owed fealty to the heir but only to the point that they would protect the city. This gave the party a home base to work out of. Some would say I wasn't harsh enough but the group loved the game. Edit: How did the undead defeat Izrador's Legates you may ask? Simple... check out page 116 in Libris Mortis... several Quell nullified the clerical divine abilities of the Legates leaving them easy prey for Evolved Wraiths. :] [/QUOTE]
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