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Frayed Knights - The Manual: Spells, Part 1
The Rampant Coyote has kicked up the first part of the Spells manual for Frayed Knights:
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Amusingly, many players will never see 1/3 - 1/2 the spells in the game except on the receiving end. A couple of testers have preferred to turn Arianna into a Paladin to get access to those divine spells, particularly healing / restoration and anti-undead spells.
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I haven't been following this closely enough, how far out are you now??
And you don't get to make your own party? |
I'm terrible at estimating time. However, it's coming out this year fer sher, and I really want to beat the Christmas rush. So there's your window. At this point, it's more of a discussion of weeks rather than months.
And no, this game uses pre-gens. Very customizable, but they are pre-gens. It really couldn't have been any other way with this game. |
I'm looking forward to it. It's been ages since I've played this style of game with a pre gen party. In fact, I think Arcana (SNES) was the last game I remember to do something along those lines. It certainly has potential to add another dimension from a storyline perspective.
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Part Two is now up. It includes a dozen spells each from the Nature and Sorcery branches of magic.
I like games where I can create my entire party - for the rare games that let you play a party (instead of one character + one to three NPC henchmen). I'm deviating a bit from the old-school western RPG ideal by going the way that I am, but I hope and expect that people who really prefer it the other way will get more than enough old-school goodness and uniquely fun stuff inherent in this idea to make up for it. |
One question Jay, why did you decide that Nature spells would be the default? Why not allow the player to choose which one of the three you'd prefer. To experience all 3 types, you need to make everyone a caster. I might anyway!! :)
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Heh - well, originally it came from the idea of a complete misfit bunch of adventurers - a dainty warrior, a space-cadet wizard, a rogue who doesn't sneak, and a cleric who didn't have the traditional cleric arsenal of serious healing & anti-undead spells.
That situation still exists in their personalities and dialogs, though naturally the player is fully able set the stats of the characters however they want. And only three would need to be casters - you can always give Chloe priest spells as well as her natural sorcery abilities. It's actually a pretty decent mix, as a lot of the spellcasting feats are appropriate for all spells. The problem is the same as that with anybody else doubling up on abilities - they need to split their focus (and character points). Do you wear some +Charm gear to improve your priestly spellcasting, or +Brains gear to improve your sorcery? Etc. |
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