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 Post subject: Darkness Elementalist
PostPosted: Tue Jan 23, 2018 2:32 pm 
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Hi guys,
I recently discovered Dragon Warriors and started to play with a small group. One of the player is a Darkness Elementalist and I have some question regarding this class :
- Do DE can cast the normal version of a spell ? (eg pyrotechnics ?)
- What are the common options to make this class a bit stronger ?
Thanks a lot for your answers !


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PostPosted: Tue Jan 23, 2018 9:29 pm 
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Trente wrote:
Hi guys,
I recently discovered Dragon Warriors and started to play with a small group. One of the player is a Darkness Elementalist and I have some question regarding this class :
- Do DE can cast the normal version of a spell ? (eg pyrotechnics ?)
- What are the common options to make this class a bit stronger ?
Thanks a lot for your answers !

The Darkness Elementalist as a player character is an interesting choice - but not one with which I disagree (I believe anything NPCs can do, PCs should be able to do, including play professions usually reserved for NPCs, like Darkness Elementalists and Demonologists).

As for your questions:
  • The Darkness Elementalist can only cast the darkness version of their spells - it's the cost of being a darkness elementalist. Also note how difficult it is for a darkness elementalist to acquire their orb of darkness, without which their spells cost double magic points.
  • I'm not quite sure what you mean by "stronger" - they aren't the most proficient in combat, certainly, and they probably have more to fear from reprisals and uprisings of common folk that fear their magic (given the unsavoury reputation of darkness elementalists), but "strength" could mean very different things in different situations. In what way were you thinking they were weak?

And it's great to hear of actual Dragon Warriors games being played - so keep us posted with how your games go and whether you need any advice, player aids, or anything else with which this friendly community can help.

Have fun!

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PostPosted: Wed Jan 24, 2018 8:27 am 
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Thanks for your accurate reply !
Regarding the DE weakness, it is more a feeling I have when comparing to a Sorcerer.
The first adventure of the corebook was really nice. Initially I wanted to go on with the Sleeping Gods campaign but I am not really happy with the first adventure.
I decided to adapt The Danburry Curse from Daring tales of Chivalry (Triple Ace Games) for my next game on saturday.
Cheers


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PostPosted: Wed Jan 24, 2018 10:15 am 
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Trente wrote:
Thanks for your accurate reply !
Regarding the DE weakness, it is more a feeling I have when comparing to a Sorcerer.
The first adventure of the corebook was really nice. Initially I wanted to go on with the Sleeping Gods campaign but I am not really happy with the first adventure.
I decided to adapt The Danburry Curse from Daring tales of Chivalry (Triple Ace Games) for my next game on saturday.

I think the thing to note about the Dragon Warriors professions is that they are not balanced from a game mechanics perspective, but each provides unique role-playing opportunities - this, however, can put pressure on the GM to ensure in-game consequences are followed through. The original four professions (barbarian, knight, mystic, and sorcerer) work very well together, but the advanced professions (assassin, warlock, and elementalist) tend to skew party balance (in my experience, anyway). I don't really have much experience with the new professions (hunter, knave, and priest), but whilst their mechanics could do with a tweak, feel more like the original professions to me.

If you wanted to write up your Danburry Curse conversion and share it here, I'm sure it will be well-received. Don't discount Sleeping Gods altogether, though, it can be mined for inspiring encounters and challenges with which to litter your campaign, as can the freely available adventures online (a complete index of which is available in the Cobwebbed Forest - http://www.cobwebbedforest.co.uk/library/adventure ).

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PostPosted: Wed Jan 24, 2018 11:49 am 
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I noted in the original book 4 they introduced skills of the almighty which seemed to add powers to the existing 4 professions. Really irritated with the super hero powers you get with all later professions.

Watching Russell Crowe's Robin Hood. I seriously think they need more 'archers'. There is an Archer profession pdf floating about somewhere on these forums.


I understand my own sapper profession is a bit overpowered, but hey, they did exist and were quite common. The whole selentine empire was built with them...

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PostPosted: Wed Jan 24, 2018 11:54 am 
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Kharille wrote:
Watching Russell Crowe's Robin Hood. I seriously think they need more 'archers'. There is an Archer profession pdf floating about somewhere on these forums.

There is, although what I'd prefer is a generic "fighter" profession with the ability to specialise with skills of the mighty (learned earlier than rank 8). The Knight and Barbarian are specific exceptions to this because they have to be those things by virtual of their social class and therefore make good professions, but having a separate profession for something that can be learned as a skill (albeit to impressive levels) doesn't seem to me to be enough of a distinction to warrant a new profession. It's like the hunter coming along and suddenly none of the other professions can forage for food in the wilderness (I am, of course, stretching a point to prove a point, but you see what I mean - if you allow other professions to forage, you diminish the hunter, whereas before the hunter came along, you could assume that every vagrant adventurer would likely forage when they needed to)..

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PostPosted: Wed Jan 24, 2018 12:12 pm 
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Reading some of the wiki, they say that England had some major bow culture. But even then, welsh longbow men were distinct specialists. Use of the bow took some skill and you couldn't really train a peasant to be good at it too quickly. Archers were specialized and weren't too heavily armoured for straight up fighting and I think a distinct class would be appropriate. I wouldn't mind variations, heavy infantry, light infantry, scouts.

The Hunter was interesting and expanded on dragwars, but I'd prefer a generic skill system rather than giving these to specific professions. I'd say warlock blindfighting and arrow cutting could be skills acquired by the Assassin (Way of the Tiger)...

Barbarians, not much of a social class in the civilized world. I thought maybe they could make light infantry/scouts but not with chainmail armour.

Perhaps a dragwars version 2.0 could have a generic skill system which favours some professions. Not sure how enthusiastic anybody would be about a rewrite....

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PostPosted: Wed Jan 24, 2018 12:41 pm 
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Kharille wrote:
Reading some of the wiki, they say that England had some major bow culture. But even then, welsh longbow men were distinct specialists. Use of the bow took some skill and you couldn't really train a peasant to be good at it too quickly. Archers were specialized and weren't too heavily armoured for straight up fighting and I think a distinct class would be appropriate. I wouldn't mind variations, heavy infantry, light infantry, scouts.

I wonder what the distinct role-playing opportunities of an archer profession would be, over, for example, a fighting profession that specialised in ranged weapons. I do like the idea of non-Albion professions being distinct, and that's really the idea behind the barbarian and thane professions.

Quote:
The Hunter was interesting and expanded on dragwars, but I'd prefer a generic skill system rather than giving these to specific professions. I'd say warlock blindfighting and arrow cutting could be skills acquired by the Assassin (Way of the Tiger)...

Yes, anything that can be learned as a skill should be able to be learned as a skill by any character that has the opportunity to learn it.

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Barbarians, not much of a social class in the civilized world. I thought maybe they could make light infantry/scouts but not with chainmail armour.

A barbarian is just a foreign invader - a warrior from another land. This isn't really brought out in the DW rules, per se, but the cultural difficulties such a character would have in Ellesland should be role-played to get the most from this type of character (same with the knight - the social dimension is the biggest differentiator for the knight, not that he can wear plate armour). I'm not sure about describing Legend as "civilised" tho... :D.

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Perhaps a dragwars version 2.0 could have a generic skill system which favours some professions.

One of the biggest things DW is missing is a proper skill system. And so many game systems have skill systems where the skill is less important than the random element, which diminishes the value of skills. Obviously, my approach is infinitely superior in every way shape and form :) - http://www.cobwebbedforest.co.uk/librar ... Skills.pdf

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PostPosted: Mon Jan 29, 2018 4:06 pm 
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Trente wrote:
Hi guys,
I recently discovered Dragon Warriors and started to play with a small group. One of the player is a Darkness Elementalist and I have some question regarding this class :
- Do DE can cast the normal version of a spell ? (eg pyrotechnics ?)
- What are the common options to make this class a bit stronger ?
Thanks a lot for your answers !


Hi Trente!
Dragon warriors is an awesome rpg for me : good choice!
a) I suppose DE can cast the normal version of the spell . EDIT , finally I think Lee is right, you cannot cast the regular version of the elementalist spells when you are a DE, :)
b) I am working on a new spellbook (fanmade with the help of other fans) for improving the elementalist : I hope to finish it in february or march and it would double the number of spells if it interest you.

The choice of a DE is interesting but as a game master you will have interesing roleplaying moments when people (npc you play) will be afraid of him because of magic but also Geas of darkness elementalist spells (Mark on the forehead , intangibility and so on...).

Have fun with your campaign (I will take a look on the scenario you want to adapt : lets us know how works your campaign , :) )
If you have ideas of other scenarii to adapt feel free to tell us, ;) .

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PostPosted: Sat Feb 03, 2018 12:06 pm 
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From across the myriad planes of reality and boundless aeons, the departed spirit of Wodenkrait heard the word "Archer" and clawed his way back to the mortal realm of the DW Discussion forum...

Cheers,

-Kyle


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