Quantumboost wrote:angelfromanotherpin wrote:Alignments aren't especially popular, and Iron Age stuff tends to be very morally grey in any event. If this game's going to include any morality stuff, I think it should be based on actual philosophies; and Detect Evil becomes Detect Dishonor, or similar, where you get a line on what people may have actually done.
I'd argue that we should just toss moral alignment outright and at most have "you are this tribe; it's pretty much just a tag which says where you're a foreigner and where you aren't" and leave the detection spells to "detect monsters" and "detect fire magic" and "detect pissedoffness" sorts of things.
I actually rather like the idea of a detectable foreigness tag, as it provides the image of a person waking up, not knowing where the hell he is, and casting that, when he pings and no one around him does, he knows he is no where near home.
I imagine tribes would be things like:
Spartan, Athenean, Roman (which would ping fewer and fewer places as time went on), Celtic, Pictish, Gallic, and so on.
TarkisFlux wrote:I could see a racial or cultural powers list that wasn't ass and racial or cultural prestige classes with their special templates and what not, so it could impact advancement.
This has me thinking about things like a "Spartan Warrior" or "Athenean Hoplite" PrC, I'm tempted to combine them into a single "Grecian Badass" PrC except that they're completely different.
AngelFromAnotherPin wrote:What do these sources mean? Akhilles is the son of a nymph (a minor god) and gets his invulnerability by being dipped in the river of the dead. How is that Arcane as opposed to Divine? How is Orpheus, who is the son of a Muse and given a magic lyre by Apollo Shadow instead of Divine?
I can certainly see how one could get non-Divine power sources into the space. In particular, the witches and druids of the time seem to work on an Arcane sort of source, I'd just like some more clarification.
Honestly I think you could make anything that sprang (or otherwise got power) from Titan, Fomori, Giant or whatever "Anti-God" tribe you care to mention should be either Arcane or Shadow.
MGuy wrote:Edit for Afterthought: If we're starting from the ground up what numbers are we looking at and how do they advance? Are we changing attributes around (since there's been some debate over them lately). What do we and don't we have now? Are we still using the feat/ability/skill set up or are we changing things like that around?
Frank wrote:I am in favor of going to four base stats: Strength, Dexterity, Wisdom, Intelligence. Constitution doesn't do anything except push basic level thresholds off the RNG. Removing it improves the game. Charisma does not do anything that makes sense. Why should Nymphs be better at seducing Ogres than Ogresses are? By the time you include enough caveats and special cases to cover all that kind of crap, you're left with the Charisma stat not really doing anything. Seriously, if a Dryad isn't more intimidating than a minotaur then Charisma shouldn't be a stat. And if she is, then your game is retarded.
Actually, I think this is a great time to split Charisma into Charisma, Appearance, and Manipulation.
In addition to his high Int, Odysseus has a decent to high Manipulation.
Nymphs have high Appearance.
Perseus would likely have ungodly Charisma and Manipulation, if we decided to go with the 300 portrayal (shut up, I like the movie, to hell with accuracy)
and yes, I'm having trouble thinking of an Iron Age character who has high charisma... tricksters, usually, come to think of it...
Shadzar wrote:Localized classes would work best. If not in the far east, then don't include things FROM the far east. That will cut clutter cruft and crap out. You don't need barbarians and ninjas for example. Pick a location and keep with that location.
I agree, to a point. But if the game is Vikings, then I could easily see a justification for playing someone from the Middle East: 13th Warrior/Eaters of the Dead.
In which case you need to cover heavy swords that bash as much as much as slash, and thin, light swords that are fast and twirl around.
It's a good idea, but ultimately, I think we should just cover the basic sword archetypes (for example). Lie back and think of England, as it were.
Boolean wrote:demons and angels are interchangeable anyway.
Especially when you're talking Iron Age Greece.
Manxome wrote:"intelligent" makes me think of a bunch of divergent archetypes (trickster, scholar, leader, etc.)
Those aren't that divergent. Trickster Gods were usually also Gods of Writing and Knowledge. Leader Gods tended to have just a touch of Trickster, usually enough to know when to unleash the actual Trickster of the Pantheon.
QuantumBoost wrote:According to Wikipedia's entry, mythological dwarves are a lot more like "magical subterranean craftsmen-goths who are short". The alcoholism and beardedness is a Tolkein-distillation artifact. With enough flavor and pictures, we could totally bludgeon away that notion from the game while keeping them "dwarves".
hell, Most people of the iron age qualify as short, violent and alcoholic, and a lot of them had beards.
koumei wrote:If they run, you might actually say "Fuck this, we're chasing them and dragging this out until they die!"
shit, I think that'd be kinda the standard outlook of Iron Age Heroes, unless they're seriously hurting...
Murtak wrote:"no decision" could also mean that both sides temporarily back off to catch their breath. That gives both sides a little time to surrender, work out a deal or (especially in duels) to taunt the opponent. Then they can both go at it again. If working out a deal is preferable to wiping out the opposition at any cost (or getting wiped out) maybe a timeout is all that is needed. And if it is not, forcing surrender stinks anyways.
I like this. It's very flavourful, and seems to help represent things like the Iliad, where, IIRC, battle went to about dusk, and then the opposing armies went back to their tents and winnings and rested, letting the night allow for discussion and taunting, as well as plotting.
RE: Ambiguous evil
Having a demonologist character in Runequest right now, I can speak to being fond of a system where Detect Evil isn't handed out like candy and I'm really just "That dark guy who talks to a flying monkey. That lives in his ring. And he summons spider. Great. Big. Fucking. Spiders."