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Pnumadesi Player's Companion Feedback and Updates
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<blockquote data-quote="malcolm_n" data-source="post: 5235114" data-attributes="member: 63154"><p>Welcome back from your respective weekends, if anybody was celebrating the 4th. I spent most of my weekend with the family while working on some of the initial scratch work for my next Pnumadesi book.</p><p></p><p>Having taken the weekend away from finishing up this book helped me organize my thoughts a bit, so I'm coming back to it with a fresh mind. I've had a couple PMs about the work so far, but nothing really posted here, so I'll cover some things that were brought up through that method.</p><p></p><p>[sblock=Signature Powers]<strong>SIGNATURE POWERS</strong> <em>You heard right. I am the one who perfected the Iron Crusher. Want me to show you?</em></p><p> <strong>Signature Powers Defined</strong></p><p> As you grow in power, you become known to the common folk for several amazing acts you have performed over your career as a hero. Sometimes, this takes the form of a signature move; one which everybody knows to associate with you.</p><p> When you gain the appropriate level in your class, you can choose one signature power of that level.</p><p> [/sblock] The idea behind signature powers was to help give your character a more unique in-game representation. You're no longer just a warlord, you're the dwarf who invented the hammer-tongue technique. A lot of the feel of heroes in Pnumadesi comes from being recognized by NPCs and villains alike. Many human kingdoms will not deign to speak with common folk, but when they hear that dwarf from above just came into town, they may request a personal audience with him and his party because of problems on the elemental border that the regular guard face. Similarly, while your party adventures, talk of your passing through town may aid in somebody, or something, tracking you. Out of game, that may not immediately sound like the greatest of ideas, but it helps move the story along, and plays as a good balance to the story benefits you gain in being able to speak on your own terms with nobility.</p><p></p><p>The Pnumadesi Player's Companion includes at least 2 signature powers for each class available via the SRD, as well as signature powers for the Sentinel and the Totemist. In the upcoming Pnumadesi World Companion (the DMG/MM), There are also rules to help the DM and his players create their own signature powers; after all, it's not very special when you're the 12th fighter through town who mastered the run-them-through technique.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 5235114, member: 63154"] Welcome back from your respective weekends, if anybody was celebrating the 4th. I spent most of my weekend with the family while working on some of the initial scratch work for my next Pnumadesi book. Having taken the weekend away from finishing up this book helped me organize my thoughts a bit, so I'm coming back to it with a fresh mind. I've had a couple PMs about the work so far, but nothing really posted here, so I'll cover some things that were brought up through that method. [sblock=Signature Powers][B]SIGNATURE POWERS[/B] [I]You heard right. I am the one who perfected the Iron Crusher. Want me to show you?[/I] [B]Signature Powers Defined[/B] As you grow in power, you become known to the common folk for several amazing acts you have performed over your career as a hero. Sometimes, this takes the form of a signature move; one which everybody knows to associate with you. When you gain the appropriate level in your class, you can choose one signature power of that level. [/sblock] The idea behind signature powers was to help give your character a more unique in-game representation. You're no longer just a warlord, you're the dwarf who invented the hammer-tongue technique. A lot of the feel of heroes in Pnumadesi comes from being recognized by NPCs and villains alike. Many human kingdoms will not deign to speak with common folk, but when they hear that dwarf from above just came into town, they may request a personal audience with him and his party because of problems on the elemental border that the regular guard face. Similarly, while your party adventures, talk of your passing through town may aid in somebody, or something, tracking you. Out of game, that may not immediately sound like the greatest of ideas, but it helps move the story along, and plays as a good balance to the story benefits you gain in being able to speak on your own terms with nobility. The Pnumadesi Player's Companion includes at least 2 signature powers for each class available via the SRD, as well as signature powers for the Sentinel and the Totemist. In the upcoming Pnumadesi World Companion (the DMG/MM), There are also rules to help the DM and his players create their own signature powers; after all, it's not very special when you're the 12th fighter through town who mastered the run-them-through technique. [/QUOTE]
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