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Player's Guide Update Part III
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<blockquote data-quote="Jraynack" data-source="post: 3921612" data-attributes="member: 13894"><p>Finished putting together the "New Rules for Cthonia" section. Although, these rules are not new for some, they are important to the overall setting.</p><p></p><p>The first is Blood Points: They act exactly like Action Points, however we have much more uses for them in a Feudal Lords setting. Since WotC announced Action Points are in 4th, we are excited to see how their reinterpretation will fit in a 4th Edition Feudal Lords Campaign. Feats, and later Bloodlines, make the most use of Blood Points. Also, nobility use them when controlling their feudal lands or extorting additional funds from them. This last use will unlikely be in the guide because the rules we insert are those we fully developed and playtested over the last year. With that said, there may still be room for rules, or version of them, we might insert for you all to playtest - sort of what Unearthed Arcana is about. </p><p></p><p>Second is Occupations: Occupations are for humans only. Although we do not like to restrict players, like saying you can only play humans, we believe this extra incentive will drive players to natural choose humans over other races. Whether this stays in 4th, we are not sure. However, we will continue to give humans an advantage over other races (they are the dominant race and continue to gain momentum).</p><p></p><p>Third is Allegiances: Allegiances play a very important role in the setting and humans, as well as Faerie-kin, are bound by at least one Allegiance. Some feats, prestige classes, occupations, and other benefits, is dependent on your Allegiance. Having the same religious Allegiance as the cleric in your group also helps in receiving beneficial magic from them.</p><p></p><p>In a normal 3.5 atmosphere, we always thought it queer that clerics traveled with people from a variety of faiths (unless trying to convert them). People naturally tend to travel with companions that shall similar faiths and backgrounds. It also puts a greater emphasis on religion since it used to be only important to those who cast divine spells. Now, if you do not devote at least one Allegiance to a faith, you run the risk of not receiving beneficial divine magic.</p><p></p><p>Anyway, that is it for now - feats are next on our list, equipment, some spells, magic items, etc. Please fell free to comment.</p></blockquote><p></p>
[QUOTE="Jraynack, post: 3921612, member: 13894"] Finished putting together the "New Rules for Cthonia" section. Although, these rules are not new for some, they are important to the overall setting. The first is Blood Points: They act exactly like Action Points, however we have much more uses for them in a Feudal Lords setting. Since WotC announced Action Points are in 4th, we are excited to see how their reinterpretation will fit in a 4th Edition Feudal Lords Campaign. Feats, and later Bloodlines, make the most use of Blood Points. Also, nobility use them when controlling their feudal lands or extorting additional funds from them. This last use will unlikely be in the guide because the rules we insert are those we fully developed and playtested over the last year. With that said, there may still be room for rules, or version of them, we might insert for you all to playtest - sort of what Unearthed Arcana is about. Second is Occupations: Occupations are for humans only. Although we do not like to restrict players, like saying you can only play humans, we believe this extra incentive will drive players to natural choose humans over other races. Whether this stays in 4th, we are not sure. However, we will continue to give humans an advantage over other races (they are the dominant race and continue to gain momentum). Third is Allegiances: Allegiances play a very important role in the setting and humans, as well as Faerie-kin, are bound by at least one Allegiance. Some feats, prestige classes, occupations, and other benefits, is dependent on your Allegiance. Having the same religious Allegiance as the cleric in your group also helps in receiving beneficial magic from them. In a normal 3.5 atmosphere, we always thought it queer that clerics traveled with people from a variety of faiths (unless trying to convert them). People naturally tend to travel with companions that shall similar faiths and backgrounds. It also puts a greater emphasis on religion since it used to be only important to those who cast divine spells. Now, if you do not devote at least one Allegiance to a faith, you run the risk of not receiving beneficial divine magic. Anyway, that is it for now - feats are next on our list, equipment, some spells, magic items, etc. Please fell free to comment. [/QUOTE]
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