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    1. Bugoycmike 11 yrs ago

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For anyone subscribed to this forum post, I want to clarify that at the moment I have little time to dedicate to running or creating a roleplay. I was simply curious on WHO would be willing to create and run a roleplay that was scheduled, organized etc.

If there's someone who'd be willing to start a D&D 3.5 Roleplay up, I assume we'd be happy to join?
Kadaeux said
What page is it on mate?


Page 4, "Galdia"
What remains to be detailed in mine before it is accepted?
I took a look at Jorick's. What exactly constitutes a "confirmed nation"? I believe mine has the same statistics and details filled out.
Would it be too much to ask for a confirmed nation's list, history & the like IP but everything else technically prepared? :D
I volunteer for the "Carnival of Chaos" mission if it's still available and I'm considered able!
Iarumas said
Ah thanks, i'll get to that.Another question:-The *cults of xxxx* seems to be a much better flaw to choose than Dangerous Cults, whats the difference between them?


I like to think of the former as an opposing ideology group that's relatively powerless, i.e., propaganda, slander campaigns and fundraisers. The latter engages in a more action-oriented and militant agenda agenda, pushing issues like segregation or independence of specific races.
Basically finished, just needing to 'fluff' out the history and be verified.

EDIT: Picture reformatted, history to come.






Signature: Bugoycmike
ASTA said
No, any idiot cannot use a gun. Even modern firearms, though easier to handle and being of superior technological background, cannot be utilized correctly by any random smuck that chances upon one. Like any weapon, firearms require a certain level of experience, talent and finesse to use correctly and efficiently. While the firearm (generally) boasts more stopping power than the crossbow, shortbow or longbow, early firearms were prone to catastrophic failure, which in turn often resulted in the death of the operator or the loss of his hands. You also need to ask yourself just what 'type' of gunpowder weapon you're working with. Gunpowder technology is not just limited to muskets. You also had early gunpowder weaponry dating all the way back to the 11th and 12th centuries, like hand-cannons, hand-held bombs (which were basically an early form of grenade), rockets (which later evolved into primitive rocket artillery, which was extremely effective during the era it was used), and mines (these existed, but were only effective when under the care of a man watching the mine, who would trigger it when an enemy walked over it). Cannons ranged from gargantuan (and rather dangerous) brass-forged 'superguns' firing stone balls to the iconic smoothbore breech-loading cannons that we're all so familiar with. Mortars existed as well. I'm not going to go into a massive history lesson here, but in order to seriously understand capability of the firearm and the tactics employed by those armies that chose to adopt it (most notable that of the early 'Pike and Shot' strategy and formations), as well as the different types of firing mechanisms later and more advanced smoothbore muskets used. The wheellock, matchlock and flintlock come to mind. If you're worrying about firearms being overpowered, then direct your gaze to flintlocks utilizing rifled barrels, weapons firing Minié balls and flintlocks utilizing percussion cap technology. Combined, a weapon of this make can, in a sense, be considered 'overpowered' for a setting featuring mages and archers, as a man equipped with one of these and two weeks of training is more or less a force to be reckoned with. In addition, if you're worried about the relative ease-of-use associated with the firearm, I suggest you remove crossbows from the game as well. They, like their gunpowder counterparts, required little training to use and could be given to conscripts withdrawn from the regional peasantry in times of conflict. They were also highly destructive (and deadly accurate), if not lacking in rate-of-fire. However, If used correctly, they were powerful tools. There's also this: http://en.wikipedia.org/wiki/Arbalest ...Which is basically a crossbow on steroids and will gut a plate-armored knight and probably the man standing behind him at a distance of 300m. Rate of fire? Two bolts per minute (provided the user was seasoned and of sufficient strength and agility). Two shots per minute was about the same rate-of-fire an early firearm user could expect (though, this was probably truer for those that used early matchlock firearms like the Arquebus).


I assume the reasoning behind not putting gunpowder isn't just a historical one but a in-game mechanic one as well. Although along those grounds I'd argue on the incorporation on Magic given it's essentially game-changing nature. I mean muskets, rifles and cannons can misfire; magic only so if the user is pushed or pushes themselves beyond their limits/knowledge. That being said, it is a Fantasy game. *shrugs*

On that note, does an Army necessarily have to be experienced? I've been seeing a lot of Nations featuring armies without any sort of 'fresh' regiments and am a little concerned. Unless of course my math's a little off...






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