Dragon Warriors

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PostPosted: Fri Aug 07, 2015 1:29 pm 
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Location: Canberra, Australia
Profession: Knight
A nice addition to the dragon warriors world. I think most of us have had a hunter or ranger house rule at some time. So here are my thoughts on this new profession.

Start Stats.
I think these are reasonable. If I did anything differently I would have lowered attack to 12 but given +1 with favoured weapon, to really show that is the one weapon they use the most.

Skills/Abilities
A nice mix here to reflect the lifestyle of a wilderness warrior.

Track: Makes perfect sense

Bowyer & Fletcher: is in character.

Precise Shot: I do like this skill but would have limited to favoured weapon only

Favoured Weapon: I like the concept but would have increased its value as noted in other areas. Still it works fine as is.

Favoured Terrain: Again makes sense and is in character

Set Traps: I like the idea and have no problems with the rules but would like to see them used in game a few more times before I was sure.

Forage: Pretty simple rule to reflect an important role for the hunter. I think the difficulty rating for the terrains may be a little low but as GM I can always add in other factors.

Stillness: An interesting skill which could be useful for ambushing foes or hiding from pursuit.

Hunters Mind: Not so big a fan of this one. By itself it’s ok but in combination with the other skills it just becomes yet another way to adjust your stealth and perception.

False Trail: This one seems like a nice string to the hunters bow... (ok I’m tired forgive the puns)

Climb: nice hunter version of the assassin skill.

Sneak attack: A nice way to use all those stealth skills

Soldier: A nice choice for those that like their AF higher.

Penetrating shot: a very powerful skill that reflects the hunter is a ranged specialist.

Master Fletcher: A nice concept however wooden arrows (described as simple) and flint arrows (described as easily made) do not belong as an 8th rank skill of the mighty. In fact bowyer and fletcher (1st rank skill)describes using flint heads to make arrows!! These 2 will get house ruled down. I’m still wondering how they got added here in the first place.

Fast Shot: this is a very deadly and useful high ranking skill. Sure to be popular.


Anyway just my thoughts on this! As always I'd love to hear what others think.


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PostPosted: Fri Aug 07, 2015 2:45 pm 
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Profession: Barbarian
One thing that troubles me is that an npc will have much less skills. Only major, senior figures might harass a gaming party with all the skills covered. I can't recall when they start getting all these skills but I do think that the skill progression should be reduced.

I understand that a ranked character, 1st rank is quite far apart from a hotblood/civilian/peasant, but I still think a group of 1st-2nd rank players shouldn't have the entire set of skills. Maybe if they had a 6th rank leader, or 8th rank will they have the leadership to totally harass players.

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PostPosted: Fri Aug 07, 2015 10:29 pm 
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I think that is fair comment. The new professions do get a lot of skills straight up.

In the play testing I did though they did struggle at lower ranks but really came into their own once they got to 6th rank or higher.

They really do need the support of the traditional professions to survive so in that sense they are a nice addition to a team, not a replacement.


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PostPosted: Sat Aug 08, 2015 2:08 am 
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Can't recall but I was sure that 1st rank players in the new edition have too many skills at the beginning. Guess I was right.

Its best if these skills are acquired gradually. Statistically there must be a high ration of 1st rank vs 6th or 8th rank players. So their very presence should be something to be feared, and a band of woodsman should be known by their leader. Like Robin Hood or whatever. A mass of unruly 1st-2nd rank bands shouldn't get all these fun abilities to play with. Otherwise, the 6th and 10th rank hunters would be merely better marksmen with better stats and might not become the leader of a group.

I realize that social factors are also a major factor in rank and authority but at least the experienced and knowledgeable types will be given a special place and extra responsibilities since they can change situations.

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PostPosted: Sat Aug 08, 2015 2:46 am 
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Profession: Hunter
I'm more of the opinion that appearances can be deceiving, lets look at the a 1st Rank Hunter.

Now there are 8 Skills there which looks a lot but :

Bowyer & Fletcher (Crossbow & Bolts) (PB14)
Favoured Terrain (Arctic) (PB15)
Favoured Weapon (Crossbow) (PB14)
Forage (PB15)
Precise Shot (PB14)
Set Traps (PB15)
Stillness (PB16)
Track (p48)

Only 1 ( Precise Shot) is directly applicable to combat, I suppose Set Traps could be considered a Combat Ability but it requires quite a bit of downtime to be useful in that way.

B&F, Favoured Terrain and Favoured Weapon have no direct effects at this Rank.

Stillness is good for hiding from enemies, or watching prey.
Forage lets you feed yourself ( and friends)

Not exactly a fearsome threat. ;)

Also remember most of your band of Woodsmen shouldn't even have a Profession but be Hotbloods or similar level combatants. :)

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PostPosted: Sat Aug 08, 2015 2:48 am 
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rumtap wrote:
I think that is fair comment. The new professions do get a lot of skills straight up.

In the play testing I did though they did struggle at lower ranks but really came into their own once they got to 6th rank or higher.

They really do need the support of the traditional professions to survive so in that sense they are a nice addition to a team, not a replacement.



I do note that the majority of Professions who are not Knights tend to be easily smeared at low ranks even the supposedly overpowered Warlock and Assassin don't tend to last long compared to the average Ironclad. :)

Even Barbarians tend to have issues.

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PostPosted: Sat Aug 08, 2015 8:14 am 
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Damian May wrote:


I do note that the majority of Professions who are not Knights tend to be easily smeared at low ranks even the supposedly overpowered Warlock and Assassin don't tend to last long compared to the average Ironclad. :)

Even Barbarians tend to have issues.



That's the truth. It's all about the AF.


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PostPosted: Sat Aug 08, 2015 11:54 am 
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Damian May wrote:
I'm more of the opinion that appearances can be deceiving, lets look at the a 1st Rank Hunter.

Now there are 8 Skills there which looks a lot but :
SNIP

Exactly my thoughts. I'm a fan of the Hunter and I'd also argue that there's nothing glaringly overpowered in the profession at rank 1. Most of the skills are for living, not D&D style power-ups.

I do think the Hunter should be better in archery and worse in melee, but that's my bias.

Cheers,

-Kyle


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PostPosted: Sat Aug 08, 2015 12:42 pm 
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WodenKrait wrote:
SNIP

Exactly my thoughts. I'm a fan of the Hunter and I'd also argue that there's nothing glaringly overpowered in the profession at rank 1. Most of the skills are for living, not D&D style power-ups.

I do think the Hunter should be better in archery and worse in melee, but that's my bias.

Cheers,

-Kyle


Yeah that's why I'd have changed preferred weapon to include an attack bonus.


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PostPosted: Sun Aug 09, 2015 1:36 am 
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Having thought about this a little more I really think that start attack should be 12. This reflects that knights and barbarians are the melee specialists so have higher attacks, 13 & 14.

To reflect that hunters are range specialists I would definitely go with a preferred weapon attack bonus. maybe even +2 to give them the same attack as a Barbarian who is currently the best archer in the game due to the dual purpose of the Attack score. Perhaps even scale the bonus over time, +1 at 1st rank, +2 at 4th and +3 at 8th?


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