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<blockquote data-quote="Eisenhiem" data-source="post: 4871080" data-attributes="member: 84215"><p>Wow. The real world distracts me for a few days and I return to find that the post has clearly not been forgotten. Ha.</p><p></p><p>I'm really enjoying all the banter on the topic. </p><p></p><p>So. I've settled on my first campaign being a low-magic fantasy sort of world, perhaps using the magic system from the Solomon Kane series to represent that sort of ..darker more insidious magic rather than "GLOMP! FIREBALL!"</p><p></p><p>I havent picked up the Shaintar ..or..whatever it's called.. book yet.. though I certainly need to. One thing I have noticed, just flipping through the core rules (I have the explorer's guide now) is that they don't seem too condusive to building different "Archetypal" characters. I also remember reading somewhere someone's comment that the system isn't great for creating "classic classes" in characters (Fighter, Ranger, etc etc as archetypes.) Has anyone had any experience with this, opinions on it or work-arounds they've homebrewed, etc?</p><p></p><p>*Also - given the more.. minimalist approach to weapon stats that I've seen so far.. any suggestions if one were to incorporate more weapon variety into it? One thing I do miss is in games like The Riddle of Steel and other more period researched works (Like the excellent Codex Martialis for d20) how many different weapons there are that all have different advantages, disadvantages, and purposes. I don't necessarily want to over-complicated the beautiful simplicity the game has to bother.. but it would be nice if a norse-pattern broadsword and a scimitar have different qualities, given how different the two weapons actually were. </p><p></p><p>Look forward to hearing from you!</p></blockquote><p></p>
[QUOTE="Eisenhiem, post: 4871080, member: 84215"] Wow. The real world distracts me for a few days and I return to find that the post has clearly not been forgotten. Ha. I'm really enjoying all the banter on the topic. So. I've settled on my first campaign being a low-magic fantasy sort of world, perhaps using the magic system from the Solomon Kane series to represent that sort of ..darker more insidious magic rather than "GLOMP! FIREBALL!" I havent picked up the Shaintar ..or..whatever it's called.. book yet.. though I certainly need to. One thing I have noticed, just flipping through the core rules (I have the explorer's guide now) is that they don't seem too condusive to building different "Archetypal" characters. I also remember reading somewhere someone's comment that the system isn't great for creating "classic classes" in characters (Fighter, Ranger, etc etc as archetypes.) Has anyone had any experience with this, opinions on it or work-arounds they've homebrewed, etc? *Also - given the more.. minimalist approach to weapon stats that I've seen so far.. any suggestions if one were to incorporate more weapon variety into it? One thing I do miss is in games like The Riddle of Steel and other more period researched works (Like the excellent Codex Martialis for d20) how many different weapons there are that all have different advantages, disadvantages, and purposes. I don't necessarily want to over-complicated the beautiful simplicity the game has to bother.. but it would be nice if a norse-pattern broadsword and a scimitar have different qualities, given how different the two weapons actually were. Look forward to hearing from you! [/QUOTE]
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