Dragon Warriors

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 10:11 am 
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Kharille wrote:
Not sure, maybe try the knave role, haven't seen it being played out much in the forum games I've played. Fast talking guy. Sometimes I figure other skills like procurement and trade would be better than the skills I have seen on the book.


There is a Trader path for the Knave in Cadaver Draconis. Some of the skills from there could also be made available to a more traditional Knave...

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 10:25 am 
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Acoma wrote:
I've never played PbF ...

Me neither, I'm hoping it involves a lot of sitting in my pants eating croissants whilst playing (something with which my new gaming group probably won't let me get away...).

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 10:31 am 
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Cobwebbed Dragon wrote:
Acoma wrote:
I've never played PbF ...

Me neither, I'm hoping it involves a lot of sitting in my pants eating croissants whilst playing (something with which my new gaming group probably won't let me get away...).


Sometimes there are no pants..

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 10:33 am 
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Dreadnought wrote:
There is a Trader path for the Knave in Cadaver Draconis ...

I hadn't even thought of mining Cadaver Draconis for character inspiration - I might have a quick read-through of the sorcerer paths to see if anything inspires me. I was thinking of substituting Bedevil (from the Players' Guide) for one of my starting spells, though, as it feels like a more suitable spell for a young city-born sorcerer and in keeping with the vision I have for him - I've always preferred the subtle approach to sorcery than the big flash-bang spells.

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 12:17 pm 
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Cobwebbed Dragon wrote:
I hadn't even thought of mining Cadaver Draconis for character inspiration - I might have a quick read-through of the sorcerer paths to see if anything inspires me.


Cadaver Draconis material is available on a case by case basis. I can't see either of the Sorcerer paths really working in this case, but some of the skills scattered through the book could be.

Cobwebbed Dragon wrote:
I was thinking of substituting Bedevil (from the Players' Guide) for one of my starting spells, though, as it feels like a more suitable spell for a young city-born sorcerer and in keeping with the vision I have for him - I've always preferred the subtle approach to sorcery than the big flash-bang spells.


For a self-taught Sorcerer, substituting Bedevil for one of the 'standard' spells would be fine.

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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 1:32 pm 
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Hm, will need to read up on the trader. Might be my kind of thing. Then again, I tend to take knights so that the party has some 'protection' just in case. Played around with the idea of a bar manager / barbarian and I could still do some fast talking characterwise rather than with marvel hero powers. No rush right? Got more time since I left my last job in late July, but most of that time is gone playing warband with gekokujo mod.....


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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 2:55 pm 
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There is a Trader path for the Knave in Cadaver Draconis. Some of the skills from there could also be made available to a more traditional Knave...


I don't have the Player's Guide (although I have found Cadaver Draconis) - is there somewhere I can find the basic rules/spellbooks for the new professions and alternative spells?


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 Post subject: Re: Getting started...
PostPosted: Mon Sep 03, 2018 3:15 pm 
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I know that the description said vanilla rules from the core rulebook, but will the game feature homebrew stats like Constitution and Size rather than using Strength for multiple things?


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 Post subject: Re: Getting started...
PostPosted: Tue Sep 04, 2018 2:37 am 
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Acoma wrote:
I don't have the Player's Guide (although I have found Cadaver Draconis) - is there somewhere I can find the basic rules/spellbooks for the new professions and alternative spells?


Not really. That's kind of the point of the Players Guide :)

The Hunter and Priest probably aren't really useful for this city based game involving young characters (Hunter is more rural, Priests probably need to be older). The Knave would fit, but I think the standard professions work well.

Don't worry about the alternative spells - for the most part, they would not be available in this game. In my conception of Legend, the vast majority of Sorcerers trained in or near Ongus would have the standard spells as that is the canon taught in Albion and very little is taught outside of the canon (Sorcery is rather... moribund in many ways, not much innovation is currently happening). Cobwebbed Dragon has, by chance, come up with a reason his character might not - being self taught.

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 Post subject: Re: Getting started...
PostPosted: Tue Sep 04, 2018 2:38 am 
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Acoma wrote:
I know that the description said vanilla rules from the core rulebook, but will the game feature homebrew stats like Constitution and Size rather than using Strength for multiple things?


If there are house rules you can draw my attention to, I'll have a look at them. I rarely use them, but wouldn't rule it out until I've had a look.

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