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Re: stuff and plot
> Also of note, the 'fighting schools' would be fairly elite, for the people
> hoping to go into the Master and Guildmaster ranks(13+).
Yep. And the school could impose their moral code on the student.
(eg School A is entirely against killing sentient races except in
self defense.... a student of school A who is seen to murder someone
indiscriminately would be dismissed and/or punished. If that person
is a 'graduate' of the school, others of the same school might hunt
him down as a matter of honor).
> Also possibly
> adventures of competitions between schools, or possibly actual honest
> to god fighting styles. i.e. the students of the Tynian School of
> favor a much more offensive approach, they teach the broad sword, long
> sword, great sword, etc..(big weapons) and their students to show this
> receive a +1 to attack rolls for ever 4 levels of weapon skill learned
> with that weapon, or ever 5 or something. Then you have the MacDugal
> school of fencing that favors a more defensive stance to fighting, they
> prefer lighter weapons(short sword, rapiers, sabers, scimitars, etc..)
> and their members receive a +1/4-5 ranks to their CDV and GDV. i.e.
> not major things, just something to differentiate style, and give
> depth to the warriorly types.
Hrm... you start falling back on changing rules and giving bonuses.
Rather, I'd stay within the rules and maybe give each school some
restricted skill that only they teach. Perhaps one of the schools
specializes in 'flourentine' and require students to learn it.
Perhaps a different school teaches the use of the net. I really
don't like modifying existing rules and creating exceptions.
Creating new skills (especially restricted ones) happens all the
time. Document them. Perhaps a 'disarming' skill?
Disarm: The person using this skill rolls a number of d6 against
this skill. His opponent must make a roll of an equal number of
d6 against his strength or his weapon is dropped. This is applicable
only to one handed weapons. If the oponents weapon is gripped in
two hands he may remove 1 die from the check.
Skills are easy. Write 'em up, give them a base cost and then get
Dan to give them the nod.
Perhaps Jovo, Master Potter of Southham, has a nack for creating
bone china with a purplish tint. His secret known only to him and
his most devoted followers.
As I see it the only _rule_ change we are introducing is that we
need errata to specifically _SAY_ that base cost for skills assumes
that you have a teacher who can teach you (ie is 4 ranks higher),
otherwise the base cost is 3-5 times higher. Clarification rather
than change.
Campaign wise we can then ignore the requirement for anything less
than 12 (8 for priestly spells... or hell, maybe just call it 8
clear across the board for consistency) and then we require a teacher.
Since we have a list of teachers (and whoever's actor that is should
maintain a list of students) its pretty easy to check on someone.
As soon as I get the nod from Dan that the above clarification can
is made, I _WILL_ implement this in Centralia and start documenting
teachers and schools.
> As far as priests go. *nod* this is a touchy subject. May be for
> those high rank spells(8+) you have to go on a spiritual quest or
> sorts to get closer to your god. Or do something major. Or may be
> for those seeking such powerful knowledge, there is a modified
> version of the 'Commune' spell that only high priests know that
Again a modification. We can just simply state that to learn them
you must either seek divine inspiration or be granted them by a
higher up within the church. Rules already exist. Advancement in
the Enclave is based on a senior priest giving you the nod and
then *BOOM* all of your drills come more easily to you.
-Steve