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TOPIC: Armour
#3103
Re:Armour 8 Years, 7 Months ago Karma: 6  
I knew I should have never brought up archetypes as everyone has their own standards of 'wizardishness' or what a warrior *should* be.

The HQ rules are designed, were designed and are intended to allow you to play any concept or archetype you wish and that it will be balanced against everyone else. It succeeds quite admirably in this respect, in that not all wizards are seven stone weaklings and not all priests are mace-wielding full-plate wearers.

I don't think that this is about enforcing archetypes at all in other words - the variety of concepts is a brilliant part of the system.
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#3114
Re:Armour 8 Years, 7 Months ago Karma: 26  
patmcnally wrote:
I don't think that this is about enforcing archetypes at all in other words - the variety of concepts is a brilliant part of the system.
Hopefully this won't be considered off-topic... but that was one thing I particularly liked about all the magic schools & sect invocations you/HQ made available a few years ago, they allow for so much flavour and a character can really hone up on their 'area' of specialism.
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#3115
Re:Armour 8 Years, 7 Months ago Karma: 6  
Not at all off-topic. Flattering praise is always appropriate.

Yes the schools/guild work was done to give a framework on which people could develop their own concepts. After all if you want to play something different you first need to know what is considered standard.

This is the reason that the status skills were written in such a way to offer choice - every character should have something to offer (a unique spell, higher damage, exceptional skill at throat-slitting) that no-one else on the party is quite as good at as them. This makes a party member feel special and a valuable member of the team. To keep that uniqueness characters cannot be allowed to do everything well so as to leave more of the spotlight for everyone else. There have to be choices. I don't consider "live long enough to gain every skill in the book" to be a valid character concept (not that I think anyone ever could - there are not enough events ).

When mixed ranks are involved it becomes every more difficult to offer a mix of skills that will allow the low level characters to be unique and beautiful snowflakes amid the blizzard of high level abilities. I know mechanics are not intrinsic to role-playing but it is always nice to feel that you can do something special isn't it ).

And now I've forgotten why I started this post. Oh yes flattering praise. Time to go to bed I think.
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Last Edit: 2009/06/27 01:59 By patmcnally.
 
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#3175
Re:Armour 8 Years, 7 Months ago Karma: 0  
I agree with Sarah and pat - i think it is one of the strongest parts of the system, particularly the newer changes made to it.

The use of Status to control/open up skill/invocation/spell access is one of the best tools for character balancing and flavour I have seen in any ga,es system.
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