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Southern Cross Nemesis Vice Captain
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Posted: Sun Dec 25, 2011 10:37 am
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Posted: Sun Dec 25, 2011 10:41 am
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Southern Cross Nemesis Vice Captain
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Romantic Conversationalist
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Posted: Sun Dec 25, 2011 11:58 am
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Posted: Sun Dec 25, 2011 12:12 pm
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Southern Cross Nemesis Vice Captain
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Posted: Sun Dec 25, 2011 2:17 pm
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Posted: Sun Dec 25, 2011 7:32 pm
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Posted: Sun Dec 25, 2011 7:36 pm
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Posted: Sun Dec 25, 2011 7:40 pm
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Dion Necurat Arc Vembris Dion Necurat 4th would make for an interesting set-up, especially with the tribal feats. Particularly given that they consider primal to be its own power source. Nayr Ventess ran a tribes vs civilization game for a while, that was pretty fun. Only trouble is that primal classes are painfully short on radiant damage. Runepriest could work as a primal-flavored class. A runepriest that works entirely in Celtic Knotwork
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Southern Cross Nemesis Vice Captain
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Posted: Sun Dec 25, 2011 8:02 pm
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Posted: Sun Dec 25, 2011 8:33 pm
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Posted: Mon Dec 26, 2011 10:56 am
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Posted: Mon Dec 26, 2011 11:57 am
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Posted: Mon Dec 26, 2011 12:37 pm
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Posted: Mon Dec 26, 2011 1:03 pm
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Suicidesoldier#1 Arc Vembris Of course not only primal classes, but primal stuff lends a great flavor to a tribal game. Martial classes as well, and really the only arcane classes I might limit would be int-based ones, save for the witch. Witch is built for low-tech societies and "from an RP-perspective" it's meant to be some of the earliest forms of arcane magic. A lot of psionic stuff seems off-tone for a game like this, but everything in Heroes of the Feywild is built for this. Yeah, psionic stuff seems to be a bit more religious flavored in any case; and I don't know about holy. Given the establishment behind something like a paladin or cleric it would be questionable.
There's no class mechanic that demands an establishment behind a cleric or paladin. It could go either way depending on whether we go stone age or iron age. It's the shift from animism to theism that would color the balance between primal and divine classes.
I think a bigger factor might be race limiters. A tribal party will be more homogeneous and less cosmopolitan than typical D&D fare, but you don't wanna shut players down too much.
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Posted: Mon Dec 26, 2011 1:27 pm
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Arc Vembris Suicidesoldier#1 Arc Vembris Of course not only primal classes, but primal stuff lends a great flavor to a tribal game. Martial classes as well, and really the only arcane classes I might limit would be int-based ones, save for the witch. Witch is built for low-tech societies and "from an RP-perspective" it's meant to be some of the earliest forms of arcane magic. A lot of psionic stuff seems off-tone for a game like this, but everything in Heroes of the Feywild is built for this. Yeah, psionic stuff seems to be a bit more religious flavored in any case; and I don't know about holy. Given the establishment behind something like a paladin or cleric it would be questionable. There's no class mechanic that demands an establishment behind a cleric or paladin. It could go either way depending on whether we go stone age or iron age. It's the shift from animism to theism that would color the balance between primal and divine classes. I think a bigger factor might be race limiters. A tribal party will be more homogeneous and less cosmopolitan than typical D&D fare, but you don't wanna shut players down too much.
Well yesh, if your religion was naturesz it would totally be possible.
Where one would find metal armor and weapons, idk though.
I think a monk would do well though.
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