Mark
Excellent stuff. -That's crazy rich.
Are the Duurans explained in any place specifically? It's just not clear what they are. -Never mind, I'll wait until you've finished rather than you have to explain things in the works.
As for the general nature of it, I think it's extremely good. There are going to be a few example characters in the book. Some of them should be from the Narbohring setting. Vox Ebeneezer might need to be higher than 10th. I think 5-6th circle is the best he could do at that point. Maybe 13-14th level?
Tie-ins to the rules, creatures and items are great.
After the setting is complete, perhaps we should commission a couple of illustrations specifically for the setting section. Possibly a rendering of Threnzor deep, etc. We should definitely get a good map, too.
...
One thought I had last night: As it stands, the system allows you to build NPCs that can be high level, but have little martial skill. For example, you could make a sage that has crazy knowledge proficiency skills, but little to no combat potential. (i.e. he just pumps his APs into Proficiency skills) It's not a big deal, but it is something that bothered me about D&D. Experience always meant improving saves, THACO, hps, etc. However, some NPCs should be very uneven. Here you can make a 11th level NPC that's basically a 1st level mundane, but maybe he has some crazy magic resistance or willpower or something like that.
Basically, what I am getting at is that you can imagine an NPC personality, and pretty much make it happen, regardless of how quirky it is. I guess that's the upshot of most skill systems.
BTW, the GM section has skill cost matrices to make NPC creation easy. (For example, Weapon Mastery I, II and III costs 36sp straight-up) Also, NPCs aren't tied down to the "improving an ability skill only once per level" as PCs are. -It allows for much quicker NPC generation, some GM fiat, and quirkier personalities. The difference in NPC/PC possibilities isn't huge, however. It just reflects the fact that NPCs don't need to be so practical in their advancement.
...
I made a fun Hedge spell last night: Simulation. It temporarily makes an individual illusory. As a result, the individual's attacks and spells may be disbelieved. -Oof.
Are the Duurans explained in any place specifically? It's just not clear what they are. -Never mind, I'll wait until you've finished rather than you have to explain things in the works.
As for the general nature of it, I think it's extremely good. There are going to be a few example characters in the book. Some of them should be from the Narbohring setting. Vox Ebeneezer might need to be higher than 10th. I think 5-6th circle is the best he could do at that point. Maybe 13-14th level?
Tie-ins to the rules, creatures and items are great.
After the setting is complete, perhaps we should commission a couple of illustrations specifically for the setting section. Possibly a rendering of Threnzor deep, etc. We should definitely get a good map, too.
...
One thought I had last night: As it stands, the system allows you to build NPCs that can be high level, but have little martial skill. For example, you could make a sage that has crazy knowledge proficiency skills, but little to no combat potential. (i.e. he just pumps his APs into Proficiency skills) It's not a big deal, but it is something that bothered me about D&D. Experience always meant improving saves, THACO, hps, etc. However, some NPCs should be very uneven. Here you can make a 11th level NPC that's basically a 1st level mundane, but maybe he has some crazy magic resistance or willpower or something like that.
Basically, what I am getting at is that you can imagine an NPC personality, and pretty much make it happen, regardless of how quirky it is. I guess that's the upshot of most skill systems.
BTW, the GM section has skill cost matrices to make NPC creation easy. (For example, Weapon Mastery I, II and III costs 36sp straight-up) Also, NPCs aren't tied down to the "improving an ability skill only once per level" as PCs are. -It allows for much quicker NPC generation, some GM fiat, and quirkier personalities. The difference in NPC/PC possibilities isn't huge, however. It just reflects the fact that NPCs don't need to be so practical in their advancement.
...
I made a fun Hedge spell last night: Simulation. It temporarily makes an individual illusory. As a result, the individual's attacks and spells may be disbelieved. -Oof.
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