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Post by Von on Oct 7, 2015 14:50:39 GMT -5
Domain level play is entered into at level 8.
Fighting Man A Fighting Man with Wisdom of 13 or more and Charisma of 17 or more and of Lawful alignment is a Paladin. A Fighting Man with Constitution of 16 or more and Wisdom of 13 or more and of Neutral alignment is a Ranger. A Fighting Man with Strength and Dexterity of 13 or more and Charisma of 8 or less and of Chaotic alignment is an Assassin.
Thief
Cleric
Sorcerer (replaces the Magic-User. Powers are a familiar, gained at level 1, Carcosa psionics, one power gained per level, and ritual magic which is acquired through play)
Half-Elf May level in Fighting Man or Thief up to level 7 and in Sorcerer indefinitely. Restricted to Neutral alignment.
Half-Orc May level as Thief or Cleric up to level 7 and in Fighting Man indefinitely. Restricted to Chaotic alignment.
Goblin A character with no ability score bonuses and one or more ability score penalties is a Goblin. Goblins may level up to 4 in Fighting Man, Thief or Cleric. They also receive a roll on the Goblin Attributes table and a Goblin Perk.
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Post by Von on Oct 8, 2015 2:07:13 GMT -5
As a matter of interest:
I have this core principle which states that everything about a gameable world should in some way be apparent in the actual gameables. If it is in the setting bible it should impact on play in some way; conversely, one should have a very good idea of what one's character's place in the world is from the gameable mechanics.
I would therefore be interested in knowing what you can learn about Titan from the mechanics presented in this thread.
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Post by tetramorph on Oct 9, 2015 13:27:05 GMT -5
I dig your core principle, Von. But I also think about old Tony Bath. Sometimes you just assign personality traits to cards in a deck and deal out a hand so that you can role play how a sub-commander is likely to respond to a playing character's commands. I am moving to enjoying such light mechanics, holding to merely the bare essentials, that they could be used to engage just about any campaign world. Plug and play. Let the mythos contribute to the playing of the role. That said, I like your mechanics, and, again, I do agree that the mechanics really need to fit nicely with the campaign world. The mechanics look like a very dark chaotic world. It looks scary and grittily heroic. It looks fun!
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Post by Von on Oct 9, 2015 14:28:17 GMT -5
Sometimes you just assign personality traits to cards in a deck and deal out a hand so that you can role play how a sub-commander is likely to respond to a playing character's commands. I am moving to enjoying such light mechanics, holding to merely the bare essentials, that they could be used to engage just about any campaign world. Plug and play. Let the mythos contribute to the playing of the role. Believe it or not, that's how I normally do things. (The cards thing is straight out of my usual NPC generation technique, although I use tarot cards.) Engaging with the various forms of D&D is, for me, a challenge to be heavier on mechanics than usual. Glad you like what I'm going for here.
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