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Phydea Campaign Setting, Redone

Started by Zalmoxis, May 03, 2006, 11:23:49 AM

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Cyberzombie

Okay, I'm reading out of order, so I've looked through the philosophies, but not the classes section yet.

I have a question: do the philosophies have a direct impact on game play?  The philosophies are cool and I think it would be cool if the characters' abilities were effected by their philosophy.  

It'd be neat to me if someone from the Order of Anaximenes, who believes everything is made of air, had different abilities than someone from the Order of Apollodorus, who studies botany and medicine.

Like I said, I haven't read the class section, but reading the Philosophies really made me think they should be one of the shining highlights of the setting.  :)
 

Zalmoxis

Quote from: CyberzombieOkay, I'm reading out of order, so I've looked through the philosophies, but not the classes section yet.

I have a question: do the philosophies have a direct impact on game play?  The philosophies are cool and I think it would be cool if the characters' abilities were effected by their philosophy.  

It'd be neat to me if someone from the Order of Anaximenes, who believes everything is made of air, had different abilities than someone from the Order of Apollodorus, who studies botany and medicine.

Like I said, I haven't read the class section, but reading the Philosophies really made me think they should be one of the shining highlights of the setting.  :)

My thoughts for this setting were to keep the classes (expert, spellcaster and warrior) as the only basis for actual "mechanical" differences between characters. The Paths and Philosophies are intended to give color and flavor to characters without imparting any mechanical benefits (no additional skills, feats, and so on).

With that said, some of the Paths do impart some inherent benefits... for example, if your path involves the use of specialized mounts or weaponry, it should be assumed that your character knows how to acquire such things, if he doesn't already have them. This allows GM's to be as strict or lenient as they wish and still be within the spirit of the rules. Some GM's might not mind giving a charioteer a chariot and horse to start the game, but then again others might think that to be unbalancing.

The Philosophies were also designed in a similar way, with the benefits being a little more abstract. Being a memeber of a Philosophy puts the character in an established brotherhood of like-minded folks... this can be a distinct advantage if roleplayed. Also, being a member of a Philosophical Order grants the character access to libraries, assistance and appropriate materials that might not be available to the general public (or even the basic adventurer).

To be honest, the biggest reason why I did not turn the philosophies and paths into (for lack of a better word) class kits was because I didn't want to deal with the headaches of it. I had started to do that when the game was first being put together and it bogged me down with balance-issues, second-guessing and other stuff... so I decided to apply the KISS principle. Now that the game is "done", I will be looking to expand it in certain areas, and turning the philosophies and paths into something more substantial is something I have thought about. Given the chance to focus on them, it may not end up being the headache it once was, when I had all this other stuff I was dealing with.

Sigmund

I think that also the philosophical orders might be the only place to learn some skills/feats...especially the physical orders. At least, that's how I'd GM it, so a PC who wants/needs certain skills would have to either be a member, or do the order a favor or six...maybe even both.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Zalmoxis

Quote from: SigmundI think that also the philosophical orders might be the only place to learn some skills/feats...especially the physical orders. At least, that's how I'd GM it, so a PC who wants/needs certain skills would have to either be a member, or do the order a favor or six...maybe even both.

That makes a lot of sense.

Chacal

I liked the previous "illegal" version (will it be a collector some day ? ;) ) so  I'm interested. I'm not sure I would be a good editor, but if you want to know how an international audience with passable english skills would react to your style, I'm your man :)


Chacal
.

Zalmoxis

Quote from: ChacalI liked the previous "illegal" version (will it be a collector some day ? ;) ) so  I'm interested. I'm not sure I would be a good editor, but if you want to know how an international audience with passable english skills would react to your style, I'm your man :)


Chacal

Send me an email to moogspaceport@gmail.com, and I'll shoot one your way. :)

Zalmoxis

You guys have really got me thinking about the Paths and Philosophies. The more I think about it, the more I agree that expanding them informatively and giving them some real in-game crunch would be better than descriptions alone. The question for me now is whether I want to expand them within the confines of the existing game book, or expand them out in a follow-up edition.

Sigmund

Do a follow up. Make it a source book on Philosophical Orders. That's my vote anyway.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Cyberzombie

I'm not decided yet.  I still have to finish reading it before I advise either way.

I don't know if you have them, but I'd also have some concrete rules for calling on the gods (miracles).  I know it can be done, but I think some simple guidelines would be good.  Like I said, I don't know if you have them, since I'm still jumping around in my reading.  :)
 

Zalmoxis

Quote from: CyberzombieI'm not decided yet.  I still have to finish reading it before I advise either way.

I am already exploring the possibilities of giving suggested skills and feats to each of the Paths and allocating certain skills and feats to certain philosophies (meaning if you want the skill or feat you have to be trained by/be a member of that philosophy). In neither case would the skills or feats be "bonuses"... nothing is for free, although I do like the idea of having the philosophies grant access to restricted feats and/or skills.

QuoteI don't know if you have them, but I'd also have some concrete rules for calling on the gods (miracles).  I know it can be done, but I think some simple guidelines would be good.  Like I said, I don't know if you have them, since I'm still jumping around in my reading.  :)

Those rules are listed on page 99 and the Divine Favor feat is geared specifically for this purpose. Those who take Divine Favor are, in essence, devoting their life to a particular deity. Such devotion gains the attention of the deity, which has benefits and drawbacks.

Sigmund

Quote from: ZalmoxisThose rules are listed on page 99 and the Divine Favor feat is geared specifically for this purpose. Those who take Divine Favor are, in essence, devoting their life to a particular deity. Such devotion gains the attention of the deity, which has benefits and drawbacks.

And any of us who've read any greek mythology know how immature and spiteful the greek gods can be :) Good fun.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Zalmoxis

I've been scouring for errors, although I've been occupied the past few days trying to get my house ready for sale. I am assigning recommended feats and skills for the Paths. I am also assigning special material for each Philosophy. They will have access to unique feats, unique skills, or unique equipment.

Sigmund

Quote from: ZalmoxisI've been scouring for errors, although I've been occupied the past few days trying to get my house ready for sale. I am assigning recommended feats and skills for the Paths. I am also assigning special material for each Philosophy. They will have access to unique feats, unique skills, or unique equipment.

Awesome, I can't wait to see the new stuff. I've been really looking too, but so far you're lookin real good...that last go-through fixed ya right up I think.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

kanegrundar

I haven't had anything to add, since CZ and Sigmund has brought up everything I've seen or would like to see so far (still have the last couple of chapters to read).  You've done one helluva job, Zalmoxis.
My blog: The development of a Runebound-style D&D boardgame.
http://www.nutkinland.com/blog/49

Cyberzombie

I'm still reading and I'm going to print off a copy for Darlena this week, so she can start thinking about artwork.

I will have a list of comments to give you eventually, but I'm trying to read more so I don't suggest something you've already covered.  :)  I think it's already better than a lot of books that I've paid money for.