Just curious what other people did in terms of restricting Disciplines?
I've run and played ED (only 1st Edition, admittedly) since it was first published, but have always found many of the Disciplines (both the racial ones and some of the core 15) to be a little "unusual". I never got the feeling that (for example) a Weaponsmith was REALLY an adventurer, but instead someone who became famous for the legendary quality or magic of what they created.
I was recently reading a blog post on Panda Gaming about the Liberator, and it got me to thinking - wouldn't these make more sense as a "prestige class", like from D&D 3/3.5, where it's a sort of perpendicular choice to your actual Discipline? Or even just a secondary Discpline that you're permitted to add-on to your primary one?
Anyone out there tried anything like this? Any pitfalls?
Player Disciplines
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Re: Player Disciplines
I'd say no to d&d solutions, there is absolutely no mysticism in d&d unlike in earthdawn, i must also add that i am against existence of most discyiplines added after initial core book, they mostly make no sense- they are just variations of core ones that can be achieved with discipline design system. I allow ( actually require) for characters to specialise in what they do- all adpets have some generic areas and speciality areas, this is made through additional talents, expanded half magic and knacks. For example- elementalist specialising in enchanting would have thread weaving knacks that allow more precise effects and slight bonuses to enchanting half magic roll, while elementalist fighting the corruption of the scourge would be allowed to roll half magic to determine the corruption of the local elements and could probably sense tain in elementals.
Unarmed fighter could probably still strike opponents while grappling someone with 1 arm , or rip enemies armor of them with bare hands, while mercenary type could use half magic for first aid on himself. Essencialy there is more than 1 way to skin a cat, so a warrio can be an outcast if this would determine his philosophy, or windling defender not caring for personal glory, or warrior could devote his reason for being a warrior to a passion and fight for an ideal- like freedom, or fight to avenge ( although avender path of a warrior wouldnt lead far into the circles)
After year and 3 months of playing a campaign ( once a week 6-8 hours) my players managed to get to 3rd circles-( well most of them) and roughly 30k LP, and i dont think any of them wanted to add any 2nd disc, partys warrior was still figuring out if he is offensive or defensive figher, and our nethermancer was grasping blood magic and curses. I had aboslutely no inclination that advancement is too fast and requires modifications akin to d&d.
Unarmed fighter could probably still strike opponents while grappling someone with 1 arm , or rip enemies armor of them with bare hands, while mercenary type could use half magic for first aid on himself. Essencialy there is more than 1 way to skin a cat, so a warrio can be an outcast if this would determine his philosophy, or windling defender not caring for personal glory, or warrior could devote his reason for being a warrior to a passion and fight for an ideal- like freedom, or fight to avenge ( although avender path of a warrior wouldnt lead far into the circles)
After year and 3 months of playing a campaign ( once a week 6-8 hours) my players managed to get to 3rd circles-( well most of them) and roughly 30k LP, and i dont think any of them wanted to add any 2nd disc, partys warrior was still figuring out if he is offensive or defensive figher, and our nethermancer was grasping blood magic and curses. I had aboslutely no inclination that advancement is too fast and requires modifications akin to d&d.
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