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Post by Zulgyan on Apr 27, 2008 16:10:08 GMT -6
Wow, that looks great! I hope you can someday submit a full-fledge sorcerer class to Fight On!
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Post by raithe on Apr 27, 2008 17:39:25 GMT -6
Outstanding, I love the slow painstaking rituals with the bizaare components. That was one the things I thought Mongoose did best in their Conan game.
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Post by Zulgyan on Apr 27, 2008 21:41:13 GMT -6
So far, I have:
STR - Fighting-man. INT - Magic-user. WIS - Cleric. CON - Nothing yet, but that might be OK. DEX - Archer CHA - Sorcerer, Geoffrey style (needs work)
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Post by doc on Apr 27, 2008 22:18:36 GMT -6
If you are looking for a class to represent Constitution, I'd go with the Ranger; a tough individual who survives alone for long periods of time by living off the land in circumstances that are often harsh and dangerous. The ranger is more self-reliant than the fighting man, with enough grit to stand against hulking humanoids while wearing lighter forms of armor as opposed to the fighting man or paladin in their gleaming plate.
Doc
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Post by Zulgyan on May 7, 2008 19:35:58 GMT -6
Geoffrey, you who have greater knowledge in this subjects, would give us some big strokes of how this class would work? Sure. My messy notes for a sorcerer class are for my variant C&C Carcosa campaign. Converting to OD&D: HD and to hit as a cleric Save as m-u or fighter, whichever is better Alignment: any (though lawful is rare) xp for level advancement similar to magic-users Can use any weapon and wear any armor Spells is where it gets tricky. My magic "system" in Carcosa is idiosyncratic. It's not based on spell-slots. Rather, any sorcerer can cast any spell ("sorcerous ritual", in Carcosan parlance) he masters, as many times as he wills. However, sorcerous rituals take a long time to cast, typically over an hour, so time constraints alone keep sorcerers from casting a million spells per day. Plus performing rituals is dangerous for the sorcerer. There are six basic types of rituals: 1. banishing (makes Cthulhoid entities go away) 2. conjuring (summons Cthulhoid entities) 3. invoking (contacts Cthulhoid entities) 4. binding (forces Cthulhoid entities to do something) 5. imprisoning (keeps Cthulhoid entities confined to a certain space) 6. tormenting (causes great pain to imprisoned Cthulhoid entities) (Each individual ritual works against only a single species [i. e., Deep Ones] or a single unique individual [i. e., Hastur]. Hence there are lots and lots of rituals.) Cthulhoid entities get a saving throw vs any sort of ritual, except against rituals of conjuration. The higher the level of the sorcerer, the more difficult the saving throw. Material components are a BIG part of the spell system. Sorcerers will travel 100s of miles just for a single component ("the purple fungus that swells only in the Cracks of Dslath", for example). Once all the components are gathered, the sorcerer also has to procure one or more human sacrifices (for all save rituals of banishment). Then, if the sorcerer is in the right place at the right time, he can attempt the ritual. If it doesn't work, the sorcerer doesn't know why: 1. perhaps the ritual wasn't performed correctly 2. perhaps the ritual itself is faulty and can never work 3. perhaps the Cthulhoid entity made its saving throw To boost the charisma-based aspect of the class, one could make the Cthulhoid entities' saving throws more difficult when the ritual is performed by a sorcerer with a high charisma. At all places where I typed "Cthulhoid", you can substitute "other-planar creature", "extraterrestrial", or whatever. In any case, one can imagine a vile sorcerer attempting to bend Cthulhoid entities to his will through ritual and sheer force of personality (charisma). Charismatic sorcerers also would be great leaders of men, whether into battle or whether in a coven. Geoffrey, check this out: www.dungeoneersguild.com/page44.html
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Post by geoffrey on May 8, 2008 10:11:37 GMT -6
Fascinating article, Zulgyan! It reminds me of Gregory Rihn's article in The Dragon #20, "Demonology Made Easy".
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Post by Zulgyan on May 12, 2008 5:20:34 GMT -6
Interesting stuff is also to be found on White Dwarf nº 47 and 48. They've made up an AD&D class called - The demonist: "the extra-planar specialist".
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Post by apparition13 on Jun 5, 2008 12:44:57 GMT -6
Re: Charisma; how about "the envoy" or "diplomat" (I prefer the first term, but then again I like Warren Zevon ? They could get bonuses to reaction rolls and languages, and would be useful if parties decided to recruit the Orcs in room 6 to take on the Trolls in room 9 in addition to out of the dungeon when dealing with others.
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Post by coffee on Jun 5, 2008 13:19:44 GMT -6
Re: Charisma; how about "the envoy" or "diplopmat" (I prefer the first term, but then again I like Warren Zevon ? They could get bonuses to reaction rolls and languages, and would be useful if parties decided to recruit the Orcs in room 6 to take on the Trolls in room 9 in addition to out of the dungeon when dealing with others. I like it. This would also come in handy in towns, when the Barbarian-type Fighter wants to have fun but the City Watch wants him to check his axe at the gate... This function is generally filled by a Bard, when one is available, but there seems to be some resistance to having a specific Bard class. (Probably inspired by the Bard class in The Strategic Review -- woefully unbalanced). (And speaking of both Bards and Warren Zevon, now I've got that song stuck in my head, thanks.)
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Post by apparition13 on Jun 5, 2008 16:41:53 GMT -6
(And speaking of both Bards and Warren Zevon, now I've got that song stuck in my head, thanks.) There are worse songs. I could provide a couple of examples if you like...
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Post by coffee on Jun 5, 2008 17:16:30 GMT -6
There are worse songs. I could provide a couple of examples if you like... Oh, I wasn't complaining...
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Post by apparition13 on Jun 5, 2008 18:56:57 GMT -6
Oh, I wasn't complaining... I suspected as much...
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Post by apparition13 on Jun 6, 2008 23:17:02 GMT -6
Well, I went through and compiled all the suggestions so we can pick and choose to our content. If I missed anything, let me know so I can add it. Str: Fighter, Melee Fighter, Warrior (Hoplite), Warrior (one on one), Int: MU, Conjurer (material), Tactician Wis: Cleric, Druid, Psion, Enchanter (Spiritual), Paladin (Holy Warrior), Dex: Thief, Woodsman, Hobbit/Halfling, Burglar, Archer, Rogue/Nimble Fighter, Swashbuckler, Missile Fighter, Savage (Pict), Assassin, Sniper, Scout, Con: Berserker, Animal Companion (as in an actual animal/monster), Dwarf, Elf, Barbarian, Monk, Ranger, Berserker (not necessarily a Barbarian, e.g. Pit-Fighter), Beast-Master/Animal-Friend, Mercenary, Martial Artist, Pugilist, Sellsword, Traveller, Rogue, Tank-Fighter, Skirmisher (Peltast, missile), Survivalist/Naturalist, Soldier (Group), Cha: Bard, Trickster, Mountebank, Con-Artist, Elf, Hobbit/Halfling, Illusionist, Noble, Merchant-Trader (Rogue-Trader? ), Psion, Natural or Trained leaders, Cleric, Entertainer, Traveller, Enchantress/Enchanter, Mesmer (Mind), Sorcerer, Herald/Messenger, Noble (etiquette, heraldry, contacts), Envoy/Diplomat, Hero (Inspiring), I added Assassin under Dex since I don't remember seeing it come up. I also added "Sniper" under Dex; I'm thinking melee as cleric and missile as fighter, with a bonus to hit and/or damage based on level and extra rounds taken to aim/wait for a clear shot. For an all Fighter concept, Warrior(1 on 1)/Str, Soldier(group)/Con, Sniper or Scout/Dex, Tactician(Officer?)/Int, Paladin(Holy)/Wis, Hero(Inspiring)/Cha. Anyone care to tackle all M-Us, Clerics or Rogues? ;D Although my actual preference is Fighter and MU (you can get Cleric by Multi-classing), for this exercise I think I would go with Warrior, MU, Holy-Warrior (Cleric/Paladin), Archer/Sniper, Animal Companion and Merchant-Trader (or Envoy).
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