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Select 3 new O.L.D. Traditions
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<blockquote data-quote="TiwazTyrsfist" data-source="post: 6296308" data-attributes="member: 70582"><p>I would call Cleric, Druid, and Mage "basic" magic classes, and Diabolist, Necromancer, and Inquisitor "advanced" magic classes, not because the second set are more complex really, but rather because you HAVE to take a "basic" class at least once to qualify for the more advanced classes. That said, it seems to me that the Advanced magic classes are well, if not neccessarily EVIL, at least prone to evil leanings. I mean, even Inquisitor which is the only one of the three that doesn't eventually result in you gaining the Evil virtue (undead are still auto evil virtue if I read things correctly), even inquisitor puts you firmly into the dark side of 'good' at best.</p><p></p><p>The "I will protect our people by torturing this guy endlessly until he gives me info where is my waterboarding equipment" kind of 'Good'...</p><p></p><p></p><p>So, I'd like to have at least one advanced Magic class that is either neutral without compromised morals built into it, or actually outright "good". </p><p></p><p>Secondly, I'd like to see a few more light casting classes. Traditions that fall into non-Magical classes like Military or Martial, or Criminal, that have access to a small number of spell lists, or even single spell lists as a class feature. A Spell Sword that can take Evoke [Element] spell lists, and gains powers that encourage it's use primarily as a weapon buff for melee combat. A super-Catburgler class that gets Move Space because Teleporting. And maybe Transmute Ooze at a higher level because melt strongroom door and scoop a hole through. Or, you know, Paladins.</p><p></p><p></p><p>Lastly, as an addendum, I'd really like to see Prison and it's N.E.W. equivalent (also Prison? I forget) have some sort of granted powers, and more skills. Within fiction, and even in the real world, people meet people in prison. People learn new (criminal) skills, people establish contact with not just individuals but networks or criminal organizations. As it stands, the possibility of HAVING to take the Prison tradition each time you take a Criminal Tradition/Career, seems like a punishment to the player, not just a backstory 'things didn't go like you expected' thing. </p><p></p><p>So, I don't know exactly, but certainly adding things like Lock Picking, Forgery, and other 'criminal' skills to the list for Prison would be a good start.</p></blockquote><p></p>
[QUOTE="TiwazTyrsfist, post: 6296308, member: 70582"] I would call Cleric, Druid, and Mage "basic" magic classes, and Diabolist, Necromancer, and Inquisitor "advanced" magic classes, not because the second set are more complex really, but rather because you HAVE to take a "basic" class at least once to qualify for the more advanced classes. That said, it seems to me that the Advanced magic classes are well, if not neccessarily EVIL, at least prone to evil leanings. I mean, even Inquisitor which is the only one of the three that doesn't eventually result in you gaining the Evil virtue (undead are still auto evil virtue if I read things correctly), even inquisitor puts you firmly into the dark side of 'good' at best. The "I will protect our people by torturing this guy endlessly until he gives me info where is my waterboarding equipment" kind of 'Good'... So, I'd like to have at least one advanced Magic class that is either neutral without compromised morals built into it, or actually outright "good". Secondly, I'd like to see a few more light casting classes. Traditions that fall into non-Magical classes like Military or Martial, or Criminal, that have access to a small number of spell lists, or even single spell lists as a class feature. A Spell Sword that can take Evoke [Element] spell lists, and gains powers that encourage it's use primarily as a weapon buff for melee combat. A super-Catburgler class that gets Move Space because Teleporting. And maybe Transmute Ooze at a higher level because melt strongroom door and scoop a hole through. Or, you know, Paladins. Lastly, as an addendum, I'd really like to see Prison and it's N.E.W. equivalent (also Prison? I forget) have some sort of granted powers, and more skills. Within fiction, and even in the real world, people meet people in prison. People learn new (criminal) skills, people establish contact with not just individuals but networks or criminal organizations. As it stands, the possibility of HAVING to take the Prison tradition each time you take a Criminal Tradition/Career, seems like a punishment to the player, not just a backstory 'things didn't go like you expected' thing. So, I don't know exactly, but certainly adding things like Lock Picking, Forgery, and other 'criminal' skills to the list for Prison would be a good start. [/QUOTE]
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