[OOC Thread] Pint Sized Sword & Sorcery (House Rules)


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Looks like a good time to describe the Navan Priests and Templars in greater detail.

The priests are organized into varying ranks. At the low end are the apprentice priests and the teachers (of both the apprentices and of anyone who stops by to listen). Apprentices are dressed in simple brown robes, like you might imagine medieval monks to be wearing. Teachers get to add a white belt to this garb.

Above these are the "Missionaries" who have a slightly more elaborate robe which is mostly white, except with embroidered green trim, and brown belts which are inlaid with silver. These are the priests that you see the most of in Erdafel, and are possibly the ones who waylaid Edwina.

Templars are the guards and soldiers of the Temple. The stay more or less silent, do not answer questions, and do whatever a Missionary or higher rank tells them to do. Their uniforms are white and green with brown belts. They do not always carry weapons, and if you weren't careful with your description, you could confuse them for the missionaries. At a glance, however, the difference between a missionary and a templar is very evident. It is possible that templars were the ones who stole the seed.

Edwina will know when she sees them, but will likely have troubles describing them well enough for Vandir to know which it is. Either way though, it's darn clear that the Navan temple is behind the theft.

Inside the Temple itself are the Priests and High Priests. Most people have not seen them, and tend to call the missionaries priests. They wear very fine rich clothing made in white and green (often in silk) and wear tall hats like the pope. They adorn themselves with jewelry, mostly silver and emeralds. They keep out of sight mostly and give orders and make policy decisions for the rest of the church.
 


They don't yet have much influence. There are some missionaries on a few streets, but much of the population goes about never having seen them. There are some templars by the gates (without weapons) who have been watching people going in and out. The regular guard doesn't trust them much though.
 

Is there any additional information you need from me right now? There seems to be a lot of "What do you want to do?" "I don't know, what do YOU want to do?" etc etc etc going on.
 

I think we've decided what we're gonna do next, we just need Ed to say "Yes, sure I'll show you where I was when the priests stole the acorn" and then we all troop off there and you get to describe a whole new scene full of NPCs for us to harrass :)
 

Granted, you haven't been playing long... the only real conflict has been entirely verbal... BUT...

Any comments on the rules so far? My thought has been that the Bright class may need a charisma bonus. You're playing him with a considerable force of will, which seems entirely reasonable for the character, but your actual cha stat is abysmal. That needs to be fixed...
 

Well, I'll admit that in a perfect world, Garreth would be much more reticent, but the group appears to need a forcefull personality and so he stepped into the role. It's not that he's a great leader, more like the brains behind the scene.

The group itself reacts well to him, again partially in the name of group unity, but also because of unusual circumstances. The low charisma could represent the way standard children would react to a smart kid who told them all what to do. Some adults could also react negatively towards a mere child who presumed to be more intelligent than they are (because of course, he is :) ). So, I believe that Garreth's charisma score can still be justified given that he's only interacted with one NPC who he pandered to in order to pump him for information.

As regards the rules in general, the stat adjustments and pre-classes raise a few issues with me. Nothing bad, just my opinions and or questions. For example, what happens to them as time passes? Do they go away when you gain 1000 xp and gain your class level? Will Garreth suddenly become an 8 int wizard? Or do they stay until the character ages, and if so, when do they go away? When the character hits adult age, or before? What happens to my +4 int, does it suddenly drop one day, or does my score gradually raise according to age/adult age until I reach my base stat level when it stops growing (this seems to make the most sense, but when do I gain my charisma penalty back then?). I realize that your primary goal for this rule set are to create viable rules for playing children, and not neccesarily for playing characters from childhood into adult hood.

Also, the bonuses and penalties can cause wierd comparitive stats where the 18 base int roughhouser child has an int score of 5 while the 10 base int smart child has a 9 int. Your stat bonuses are chosen by the class you want to go into. An elven archer might want to be a fighter, but as a child will have strength and con bonuses. A brilliant general could be a fighter as well, but have a barely sentient intelligence level.

A possible thought I had is to not neccesarily lock children into a class based on their aptitudes. They pick up a class level at 1000xp in whatever class they like. This means instead of needing a child classification for each class, you just have six, one designed around each stat, like the d20 modern classes. Then you have a sort of background chosen for the child's home and family. This would differentiate between the rural, farm boy strong kid, and the urban, street bully strong kid.
 

This is interesting . . . I'll have to think more about it, because I agree that the child PC classes need work. I'll post my thoughts later, but they do run along the same lines as hafrogman's.
 

Oops, confusion... those of you infiltrating: Where do you THINK you are? We may be having a coginative dissonance...
 

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