Emirikol the city and Fencing Styles
Oct. 1st, 2006 05:55 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I would have been better served not naming the damn city something that uses a key that sticks on my keyboard. 20 seconds to type one E....
Anyway, spent some time yesterday going through all my old Dungeon Adventures modules to find things I always wanted to use but haven't yet. This netted a nice array of intrigue/mystery based city adventures, a few water based ones for the port and a real dearth of dungeons, because 2E was all about getting out of the dungeon. Looks like I'm building the tombs myself. I a fit of high octane lazy, I decided that Emirikol the city is called 'The Chaotic' because it's actually 5 or 6 smaller nobleman's townships that all grew together to take advantage of the port. This means 5 or 6 different architectural styles encased in 5 or 6 different walled areas, with one big wall around the outside.
Why is this decision lazy? So I don't have to go in and change the names of the non-generic towns in the adventure notes - all of these 'cities' are just parts of the big, main city. How sloth leads to creativity!
To keep from having to do too much development of areas in the empire outside of Emirikol, I'll probably name the fencing styles after each of these sections, to further emphasize their distinct feel.
ladegard has offered to help with the fencing styles, but just looking at the PHB I know there are some obvious ones.
A STR based style built off of Power Attack and Sunder, where practitioners use longswords or gt exotic weapon proficiency with bastard sword to switch between one and two handed strikes.
An INT based style built off of Expertise, all about avoiding being hit as you disarm and trip your opponent.
A CON based style for wizards and sorcerers built around the Concentration skill, Combat Casting and Still Spell (no somatic component means no chance of spell failure in armor...).
A DEX based style built off of Dodge, Improved Initiative and the Tumbling skill, all about moving in and out of range to attack.
A CHA based style built around the new Improved Feint feat, with a high Bluff score. This one needs more options added to it.
While it would be spiffy to add a WIS based style, nothing comes to mind, and I don't want to force anything to make the world model game mechanics.
Plus, there are the obvious Two Weapon and Weapon and Shield styles (especially with some new Shield feats cribbed from various sources). I'd like to give a few more skills combat effects, only accessible with 5+ ranks and maybe formal training, just to broaden out the options and flavor some. This is the sort of thing I'll need Ladegard's help on, because I don't know real fencing for diddly.
Anyway, spent some time yesterday going through all my old Dungeon Adventures modules to find things I always wanted to use but haven't yet. This netted a nice array of intrigue/mystery based city adventures, a few water based ones for the port and a real dearth of dungeons, because 2E was all about getting out of the dungeon. Looks like I'm building the tombs myself. I a fit of high octane lazy, I decided that Emirikol the city is called 'The Chaotic' because it's actually 5 or 6 smaller nobleman's townships that all grew together to take advantage of the port. This means 5 or 6 different architectural styles encased in 5 or 6 different walled areas, with one big wall around the outside.
Why is this decision lazy? So I don't have to go in and change the names of the non-generic towns in the adventure notes - all of these 'cities' are just parts of the big, main city. How sloth leads to creativity!
To keep from having to do too much development of areas in the empire outside of Emirikol, I'll probably name the fencing styles after each of these sections, to further emphasize their distinct feel.
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A STR based style built off of Power Attack and Sunder, where practitioners use longswords or gt exotic weapon proficiency with bastard sword to switch between one and two handed strikes.
An INT based style built off of Expertise, all about avoiding being hit as you disarm and trip your opponent.
A CON based style for wizards and sorcerers built around the Concentration skill, Combat Casting and Still Spell (no somatic component means no chance of spell failure in armor...).
A DEX based style built off of Dodge, Improved Initiative and the Tumbling skill, all about moving in and out of range to attack.
A CHA based style built around the new Improved Feint feat, with a high Bluff score. This one needs more options added to it.
While it would be spiffy to add a WIS based style, nothing comes to mind, and I don't want to force anything to make the world model game mechanics.
Plus, there are the obvious Two Weapon and Weapon and Shield styles (especially with some new Shield feats cribbed from various sources). I'd like to give a few more skills combat effects, only accessible with 5+ ranks and maybe formal training, just to broaden out the options and flavor some. This is the sort of thing I'll need Ladegard's help on, because I don't know real fencing for diddly.
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Date: 2006-10-02 01:02 am (UTC)Well, they were also intended to only be accessible to PCs of 5th level and up. Since the campaign is only running to 6th level I could include a pile of them and still not have any appear. Besides, I like the standard classes - they balance well, they're iconic and they're well tested. I'm not much for prestige classes that can be duplicated by a simple multi-classing (such as a Fighter/Sorcerer who gets access to buffing and touch attack spells).
Remember also that this is a 3.0, not 3.5 game (why? all the players own 3.0, ad I don't own 3.5). The more I mine from more contemporary sources the greater the chance I have to stumble some unexpected problem. Paladin, Assassin and Shadowdancer all make good target prestige classes for PCs to aim for (though Assassin is less than ideal, as it duplicated by taking Knowledge - Poisons and a level in Wizard every once in a while).
Re lack of undead: No undead pirates? I agree that the usual squad of of undead scum aren't amazingly appropriate, but there certainly are types that are.
Not this time around - I've done that before. I'm planning to have the chaos monsters be human/animal crossbreeds, so I can have sahaugin pirates if I need pirates more monstrous than human.
I don't really understand canal style
The main point is to illustrate the philosophical differences between styles, and how they evolve over time. The Ferratino master didn't believe in feinting, but some people who built on him did, and they teach Improved Feint and expect their students to learn some Bluff to back it up - there needed to be some way to get Sorcerers access to feats and tactics that supported their high Charisma scores while giving a in-game rationale. Now there's a reason for style-sneering between wizard and sorcerer fencers.
The fake touch attack is included just as a bit of color - it is less than ideal, but it does have some potential. Also, at low level vs. low level opponents with legal reasons to not kill, making a surprise punch could well end the fight. But yes, the whole point is to get in a sucker punch without drawing a attack of opportunity.
As for there not being a lot of touch attacks: Shocking Grasp, Ghoul Touch, Vampiric Touch. That's one a level up to 3rd, which is as high as the game will see. Not tons, but more than 'Ray' has in 3E. And any cleric can cast Cause Wounds - they just have to pray for it rather than default to it.
Also, what are you trying to do re ranged attacks?
There are firearms, but they're expensive and controlled by the military, so I won't have to worry about them right away. Plus, the standard D&D Crossbows, which have a low enough reload time to be acceptable. By ending the game at 6th I don't have to worry too much about the big boom ranged spells, so my main concern is actually Sleep. That's no way for a Swashbuckler to win a fight.
From what Bec told me her sorcerer is going to start with Mage Armor, Magic Missile and Ray of Frost, so she will clearly have some ranged capability. Hr having a decent magical AC backed by a good weapon, tactical savvy and a heroic attitude will keep her in play longer.