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The Black Company (aka Rawr, the Lady)
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<blockquote data-quote="Bendris Noulg" data-source="post: 347897" data-attributes="member: 6398"><p>I'm personally not too concerned about matching D&D's Balance where this is concerned. As I indicated earlier, I've developed a number of rules specifically to generate a similar feel of a harsh and dark world. While these go against the default balance of "heroic fantasy", it has worked wonders to keep things more gritty and harsh, grounding the characters in a more concrete sense of reality (i.e., more like real people in fantastical situations as opposed to fantastical people in a high-magic world).</p><p></p><p>1. A Birth Feat to become an Arcane Caster (take at Character Creation or forget it).</p><p>2. No Gods (thus no Clerics).</p><p>3. Wounds & Vitality (with some tweaks to fit D&D a bit better, but frees the need for Divine Healing HPs enforce on a game).</p><p>4. Aptitude Cap on Skills (Max Rank = Ability Score).</p><p>5. Magic Item Creation made 10x more difficult and expensive (including a required sympathetic relationship in which the item must also be Crafted by the Spellcaster).</p><p></p><p>Yes, in a generic sense, none of this fits the default balance, but these don't apply to a default setting, but to my world.</p><p></p><p>In the same sense, this thread isn't about a generic setting. We are talking about <em>The Black Company</em>. It's demands regarding balance are definately different.</p><p></p><p>Recently, I was in a debate on the Dark Sun Board at WotC discussing DS's Advanced Beings. In 2E, becoming these required a character of Wiz20/Psi20. Many felt that as 20/20 is "less powerful" than a Wiz40 or a Psi40, that these requirements should in fact be reduced. Many of these proposed ideas, however, were completely rediculous (including a Prestige Class that dual-advanced Wizard and Psion Levels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> ). To me, though, changing the requirements at all changed the setting from what it was, and reduced Dragons (the penultimate villains of the setting) to munchkin bait.</p><p></p><p>While everyone is generally free to do as they wish in regards to this topic (as, obviously, I have), I'd generally (as a DM) only use rules that captured TBC as-written. Any rules that "balance" Taken (and Spellcasters in general) with other character types wouldn't enter my game, since I wouldn't feel that I was playing in a BC campaign, just a watered down version of it made to appeal to many people (most of whom likely never read the books).</p><p></p><p>No offense to anyone, just my views in the matter.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 347897, member: 6398"] I'm personally not too concerned about matching D&D's Balance where this is concerned. As I indicated earlier, I've developed a number of rules specifically to generate a similar feel of a harsh and dark world. While these go against the default balance of "heroic fantasy", it has worked wonders to keep things more gritty and harsh, grounding the characters in a more concrete sense of reality (i.e., more like real people in fantastical situations as opposed to fantastical people in a high-magic world). 1. A Birth Feat to become an Arcane Caster (take at Character Creation or forget it). 2. No Gods (thus no Clerics). 3. Wounds & Vitality (with some tweaks to fit D&D a bit better, but frees the need for Divine Healing HPs enforce on a game). 4. Aptitude Cap on Skills (Max Rank = Ability Score). 5. Magic Item Creation made 10x more difficult and expensive (including a required sympathetic relationship in which the item must also be Crafted by the Spellcaster). Yes, in a generic sense, none of this fits the default balance, but these don't apply to a default setting, but to my world. In the same sense, this thread isn't about a generic setting. We are talking about [i]The Black Company[/i]. It's demands regarding balance are definately different. Recently, I was in a debate on the Dark Sun Board at WotC discussing DS's Advanced Beings. In 2E, becoming these required a character of Wiz20/Psi20. Many felt that as 20/20 is "less powerful" than a Wiz40 or a Psi40, that these requirements should in fact be reduced. Many of these proposed ideas, however, were completely rediculous (including a Prestige Class that dual-advanced Wizard and Psion Levels :rolleyes: ). To me, though, changing the requirements at all changed the setting from what it was, and reduced Dragons (the penultimate villains of the setting) to munchkin bait. While everyone is generally free to do as they wish in regards to this topic (as, obviously, I have), I'd generally (as a DM) only use rules that captured TBC as-written. Any rules that "balance" Taken (and Spellcasters in general) with other character types wouldn't enter my game, since I wouldn't feel that I was playing in a BC campaign, just a watered down version of it made to appeal to many people (most of whom likely never read the books). No offense to anyone, just my views in the matter. :) [/QUOTE]
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