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    1. Too Old 4 This 11 yrs ago

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As Duncan reached the rise with the bridge spanning out before them, he turned to his new recruits, the best and worst his travels had offered up for the order. "Remember, though you are not yet Grey Wardens, the men and women here will see you as such. What you say and do reflects on all of us, so be cautious. Some of these people need heroes and if fighting the Blight means acting that part, then so be it." With those brief words of advice he started off across the ancient causeway, calling behind him as he did so, "find what supplies you need, familiarize yourself with the fort, but be ready for I shall have a task for you in good time, one not without its share of danger."



9:30 Dragon, The Korcari Wilds



The eroding parapets of Ostagar hold the wartorn memories of centuries etched on their broken and scorched surfaces. Amidst their rubble and ruin, men and women from all across Ferelden and beyond prepare for the most recent in a long series of conflicts to visit the ancient fortress. Many come at the behest of their Queen, the young warrior maiden Kayla whose bravery is widely praised but who has yet to face the true horrors of war with any nation, not to speak of the oncoming horde. Other men owe more local allegiance and come at the bidding of their Lords. Chief among these men, the brooding but battle tested Loghain, hero of the revolution against Orlais. Then there are the Wardens, awaiting the expected return of their veteren leader Duncan and his fresh recruits. Scattered among these ranks, odder spectacles linger, mages of the circle, barbarians, even a golem if rumor is to believed for all have a stake in what's to come. Around them all crowds the thicket of the Korcari Wilds and creeping through it's shadowy swamps like an evil pestilence, the Blight. The Horde approaches and all can sense it, Grey Warden or not. Their peace and mayhap their lives will soon be over.
Zordon said
I kept worldly because I added geography as a skill.


You misunderstood me. I recommended taking geography as a replacement for worldly. Worldly is not an attribute because it is completely dependent on experience. Attributes must be partially innate.
@All I'm going to give stragglers a few days to get their characters in and then we'll start. Recruitment we'll stay open until we pass the ten mark which I find unlikely.

@Zordon You forgot to change worldly.
@All If people haven't noticed no character yet submitted has lockpick. For those last few trickling in, it would be helpful to have at least one character in the group with this skill. Trapcraft is also one you might want as I haven't noticed a character with it and you would need that to detect and disable traps.
@argetlam350 Looks good so far. I like that you took the time to get the terminology down. It would be nice to have a little more explanation about what made her special that she would retain her individuality when born into the Qun, but if you just want to fall back on her nature that is acceptable. The only technical flaw I see is that you need to add your level one force spell from that specialization to your spells list. It would make no sense for you to have the specialization but lack the most basic spell in the school.

@Zordon Dude, you made a dreamer and I didn't even bat my eyes. Dreamers are arguably the most powerful entity in Thedas despite not having much control over that power. I'm letting it in because the whole spirit of this game is experimentation. My issues are all nit picky. The character is excellent if a tad over-stuffed.

The attribute thing has to stand because I already asked a player to make this change and I can not apply the rules differently to different people. The wordly thing also has to stand because being worldly is pure learned knowledge. Attributes must be partially innate. You could go with adaptive if you want, which implies she acclimates to new settings and cultures quickly. You are correct about the advantage. This lets you go the battlemage route you want without messing up game balance and you would of course still get your noncombat knack. The combat style was kind of my means of making nonmages more useful (it's a balance thing) so if you want in on that at the game's start as a mage, it would require an advantage so as to keep the balance.

I would recommend that if you still want to play as a worldly character you find a way to get geography in there as a skill, but it's your call. Remember, it's like you said skills represent proficiencies, they do not limit all a character knows or can do but rather define their focus of study.
Argetlam350 said
I'm interest but must ask would you accept a Qunari?


Yes definitely. We kind of need some non humans, non elves at this point actually.
@Zordon I like it. Really well done with the geography. My only issues are the following. Worldly is a really more of a skill because it implies learned knowledge so if you want that you should take geography or languages to reflect it. Also attributes should be one word only. Finally knacks must be noncombat skills. I see you want to play more of a battle mage so why don't we have your advantage of battle mage let you take a combat style like a nonmage would. Does that work?

I think you may be trying to squeeze a bit too much into one character here. You're a mage, you're an alchemist, you're a merchant, your a worldly traveler, you're an expert staff fighter. Remember these are supposed to be the equivalent to starting characters in origins.
Wired said Huh, very interesting. I've never been in an RP where the GM hasn't had a specific character. This will be fun. :D


Yes, I've noticed it has become more prevalent. Makes it hard for me to find a game because it really drives me bonkers. CoGM god characters are the worst though because they still see themselves as players but can still bend the rules. It's like having fucking Neo in the party. Blah.
Wired said
Oh, Too, who will you be playing?


I don't play characters in my own games unless I'm REALLY desperate for players. I may need to NPC some allies such as Morrigan or Alistair if no one decides to play them, but I don't like to get emotionally attached to characters as the GM. RP is most fun for me when it is player driven because then I don't really know where things will go. This makes it more exciting. If I play a character then I have a say in PC decisions and this makes things less exciting.
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