hapcelion
The Abyss gazed back
- Location
- n/a
Understood, will redo that. Switched out Precision for Basic Persuasion.@hapcelion Your plan has 4 class skills, but we can only take 3.
Understood, will redo that. Switched out Precision for Basic Persuasion.@hapcelion Your plan has 4 class skills, but we can only take 3.
you're not one yet, it's just your predicted career path
you can go into debt as much as you like as long as you're willing to take the consequences, but probably aim to keep it below 10?
Correct, you'd rank up basically. You already have basic tactics, if you're high ranked this will upgrade to the next level of tactics with ensuing narrative and mechanical effectsAnd the bolded part of that reads to me like the first class skill, and the 'minor increase' as half a skill each
It's absolutely fine if it's unclear and I'm happy to explain more. It's designed to make you pick certain things. As a general rule, you're spending points on agency. Sometimes this agency is in trait or social status form, eg a curious low rank would have more agency than a traditional high rank. Other times this agency is on items, I'll check if I've worded this correctly, but for example you could take a mount option and that would give agency because you could cover more ground and travel further independently.If that is correct, it is optimal from an abstract mechanics perspective to take one of the two more expensive backgrounds.
---
Or ...are the background option's higher agency costs written in their description in addition to the numbers we see beside their names?
(Edit: I really worry I have misunderstood your system
If you get higher raked either though work or origin you can have a party and just employ a hunter/mage/ whatever to do stuff for you as one example. If you get even more stuff you might become a clan leader etcwe'll want people who can do stuff like hunt and such to be part of our troupe
Yes I'm rather looking forward to it!
So these are 'skills', you can train them. For example you can train in Stealth if you find a trainer, which given Orcs do have rouges, shouldn't be too hard. It would be a lot more difficult to find a trainer for Arcane magic, but if you have enough time, resources and so on to devote to it you could probably get it yea. The two most difficult to acquire would be Battlesight and Elemental Connection because these would require a lot of training, meditation and connecting with the elements before you could get them. Comparably, these skills could develop into powerful ones relatively soon if you take them now. I made reference to Farseers in the Blindsight because you could become one if you trained this, basically a Jedi.Can we get the traits we didn't pick now later ? And would Basic Persuasion have any effect on elemental connection ? (since you need to convince elements to help you)
so we could be like Blademaster/Shaman? If so, I could get behind that.In regards to basic persuasion, this would indeed have an effect. Usually elemental stuff is reciprocal, contract based etc, but with persuasion you could ask for more, bargain to less, engage with them more. You could begin to inspire or persuade the elements to do stuff themselves. Compare it to managing tricky clients who all want a contract or something, or say there's two elements fighting you might be able to persuade them to stop, rather than joining one side and crushing the other which would be another option.
So as I mentioned at the start the system I'm planning to use will generally prevent multi-classing comprehensively, simply because you can't maintain the levels of attention to diverse workstreams. A Blademaster is already slightly shamanistic, mainly using fire and air. I'm going to interpret their abilities in game by saying they use arcane magic, or at least arcane magic methods, to subjugate the elements to do this... possibly... not sure. However they aren't like shamans who spend most of the time doing elementy stuff. One of the things I've disliked in other quests is the ability of the MCs to be excellent commanders, administrators, spies, mages, apparently have side businesses and so on. At some point your skills are going to atrophy. One example of this in canon would be when Thrall decides that he has to spend more time on the elements so stops being Warchief and goes off to be in the Earthen Ring.so we could be like Blademaster/Shaman? If so, I could get behind that.
So my understanding is that ordinarily advantageous choices would have an associated cost. So if you wanted to choose a noble origin that means you'd be more capable than a peasant, richer, more connected etc. There's generally few reasons to choose not to have such advantages, everyone wants to be a wizard not a tramp so in character creation the questers are trying to spend their resource points. Here the more you go into debt the worse it would get.A question though, because I'm struggling to wrap my head around it. As things stand, negative CP seems to be objectively a good thing, but most of the options reduce our CP value. That doesn't jive with the whole "The more you start with, the more you must repay" theme you have going on here.
Did you mean perhaps to say that stuff like buying more skills increases our total Obligation? That we have a baseline of 1 expected from us, and actions that make us stronger represent greater investment in our character's training (But also higher expectations from him?) Because it doesn't seem to track that the more talented our character is, the less we're tied to our origins.
Hm you might be right. Possibly my inclination to label negative CP as 'debt'. Not sure. In any case we've only got this and another update left of character creation so it won't be relevant afterward.Yeah, but that's what I"m talking about, you have positive CP associated with obligation, but CP Costs implies that CP goes down when these are picked, and that means Obligation is somehow going down.
Hm you might be right. Possibly my inclination to label negative CP as 'debt'. Not sure. In any case we've only got this and another update left of character creation so it won't be relevant afterward.
Probably not, I'd only be able to properly munchkin it if we could take excess of 1 extra skill of each kind, which rather shuts down Munchkinying. Like from a mechanics stand point, the obvious one is the one with the highest CP, but this quest isn't about mechanics.Would be interested to see if you can munchkin it any more than Important Orc already does.
Feel free to test the mechanics and themes of the quest as it is indeed my first time writing one so its a good learning experience.Like from a mechanics stand point, the obvious one is the one with the highest CP, but this quest isn't about mechanics.
Till Wednesday possibly? If there's lots of discussion I'm happy for it to continue, but if no one was commenting I'd move onto the next bit.
Basic first aid would be under survival, more advanced medical stuff would be under a new skill you don't have the option for yet.
The later, but it would give you a good standpoint of the start of historical training, for example the historical method2. Does basic scholarship fall under "things that let us learn stuff more efficiently" or "general knowledge about the world beyond Orgrimmar."
I do find this rather amusing, and if your plan wins then sure, but its interestingBut yeah that's my plan, go nuts and start from the bottom, instead of getting all the advantages like those hoity toity clan people
Basic first aid would be under survival, more advanced medical stuff would be under a new skill you don't have the option for yet.
Danke, Changed me plan to survivalist (cause living is nice) and basic persuasion (cause having friends is also nice.)The later, but it would give you a good standpoint of the start of historical training, for example the historical method
Well I hope its amusing in a fun way not a "oh god this shit" sorta wayI do find this rather amusing, and if your plan wins then sure, but its interesting
I'll note that Arcane would in general be a longer term choice which would require more investment, but would potentially also have a larger payoff. Being a stronger mage gives various non-combat utility benefits like crafting stuff, wards and various other bits of arcane magic. Comparably, unless you go the dark shaman route and start forcing the elements to do stuff (which is an entirely viable method and not even immoral imo) you'll be limited by the elements wanting to help you and stuff, though you'd still be powerful. I'll also note that elemental gives far more social bonuses to the Horde while arcane would give benefits to the Alliance races.
Well I'm also learning some new things so that's nice.
Great so far.