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Re: Guild book discussion

PostPosted: Mon Jun 23, 2014 9:12 am
by Tomothy
You must select one weapon type which is symbolic to you.

This must be a one or two handed sword or mace. Not spears, staves, halberds or daggers.

Once this choice is made (and can never be changed) all future requirements of weapon ability will relate to that weapon.

All personages are expected to have/carry either a family weapon, or their own honour weapon.
They may only use this weapon when fighting duels.



How about something like that? It permits an aspirant to be more tailored to the style of the character, yet keeps a restriction in place, while adding a roleplay feel to it.

For example, the Templars often used two handed swords/hammers, so I think you can still be knightly without Having to use a one hander.

Re: Guild book discussion

PostPosted: Mon Jun 23, 2014 11:40 am
by AnthonyK
that is fairly long winded.

simply putting the requirement to an open choice of any weapon or even single/double handed mace or sword would have the same effect as almost always what you would choose you would then take on to be your best weapon which then you would use all the time...

Re: Guild book discussion

PostPosted: Tue Jun 24, 2014 5:31 am
by Tomothy
Ok - "You must have expertise with a sword or mace."

I simply cannot see the reason that an order of knights would insist on a particular type of weapon.

Priests, yes (because of power effects only working on blunts). Legion having several, yes. Fellowship insisting on sword skills, yes; but knights seem to be more of a "what works for you, providing it's a reasonable weapon. No, not a commoner's weapon, or a rank and file soldier's weapon, use something more noble."

Re: Guild book discussion

PostPosted: Tue Jun 24, 2014 6:31 am
by AnthonyK
well the paladins power weapons only work on maces too, until ritual ranked..
but I figure people will suck it up and go for the power weapon blades at ritual or choose maces, if its a choice then trying to take swords and bemoaning would be silly

Re: Guild book discussion

PostPosted: Tue Jun 24, 2014 10:02 am
by Tomothy
It depends on the view you are taking. I was thinking "Knights" but you are right, it's Paladins.

Re: Guild book discussion

PostPosted: Tue Jun 24, 2014 11:51 am
by AnthonyK
The way that I'm leaning is
Order of the Divine Light - Blunt - Best for undead fighting
Order of the Cleaning Flame - Sword - its there symbol a sword
Dark Paladins - Sword or Mace
Temple Martial - Sword or Mace

Re: Guild book discussion

PostPosted: Wed Jun 25, 2014 10:15 am
by Tomothy
Isn't there a higher level evil invocation that powers an axe, similar to sword of law?

That would give some variation for evil?

Re: Guild book discussion

PostPosted: Wed Jun 25, 2014 12:49 pm
by AnthonyK
You are correct it need a bit of a rewrite because it doesn't work with the way unholy weapon was written but yes.
Perhaps as per my above post but removing Sword or Mace for any weapon to allow for all options?

Re: Guild book discussion

PostPosted: Thu Jul 03, 2014 12:56 pm
by AnthonyK
Ok,

In attempt to get cracking on the actual rules, I'll be breaking down sections and releasing WIP Rules.

the first up is Armour Section as I've had a couple of queries and it was a source of discussion at may, and confusion when people took away different things from the discussion.

Its up in the dropbox

Re: Guild book discussion

PostPosted: Sun Jul 13, 2014 8:51 pm
by bitofall
Thought I'd add my 2 pence to the debate on paladin guilds.

I think that the requirement should be weapon use in the representative weapon, i.e. sword for the order of the cleansing flame, and expertise in a weapon of your choice. This allows the guild to have it's weapon represented, displays that you belong to a martial guild and give the player some freedom with their points all at the same time.