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Inactive Forums => The Riddle of Steel => Topic started by: Shadeling on January 07, 2003, 12:37:57 AM

Title: Gelure national modifiers
Post by: Shadeling on January 07, 2003, 12:37:57 AM
I was curious about the Geluroise national modifiers in the book. It says gifted recieve +3 proficiency points-these would go into vagaries they buy, correct?

It then says anyone with military background recieves -1 to any military skill packet, and +1 waepon proficiency point.

Now what about a Gifted, who also serves some time in the military, would both of these benefits apply??
Title: Re: Gelure national modifiers
Post by: Bob Richter on January 07, 2003, 01:06:19 AM
Quote from: Shadeling
Now what about a Gifted, who also serves some time in the military, would both of these benefits apply??

Yup.

Resist munchkinism.
Title: Gelure national modifiers
Post by: Shadeling on January 07, 2003, 01:07:41 AM
Why is it munchkinism if it makes sense for my character?
Title: Gelure national modifiers
Post by: prophet118 on January 07, 2003, 01:12:13 AM
because some ST/DM/GM/Seneschal/people view a variety of favorable choices as twink/munchkin...

take for instance someone that is great as an archer, but makes sure as a sorceror they have the armor of air spell on them (av 8)... well i think bob would classify that person as a twink/munchkin....

you'll learn quickly that bob has a very narrow idea of what other players do, or want.

again though, my opinion, and as such i am free to state it

bob tends to get a bit snippy as well
Title: Gelure national modifiers
Post by: Shadeling on January 07, 2003, 01:18:40 AM
My character si a gifted, who learned some magic, but desired to be a soldier or warrior, and as such, joined up with the military for a while before leaving Gelure due to his family's dark secret.
Title: Gelure national modifiers
Post by: Jake Norwood on January 07, 2003, 02:03:13 AM
prophet-

lay off on Bob, you're not helping.

Shadeling-

The bonuses in Gelure are very large, and it has nothing to do with munchkining. The deal is that Gelure has more money for this than anywhere else. But what you're missing is the fact that Uglub is not going to just let warrior or wizard types just run around doing as they please. Where do you think the extra points came from? Superior genetics?

Nah, it comes from government funded training. Why does the government fund training? So that it can use you (I grew up in the Military...I know all about this stuff). Whether your character is "officially" connected to Uggie or not, Gelure owns his ass, no mistake about it. Remember that Uglub has access to the most organized and powerful group of wizards on Weyrth (maybe he is one...or worse!), and with TROS magic he could melt your head from anywhere in the world if you garnered enough attention for him or one of his more powerful underlings to notice you.

Happy running.

Jake
Title: Gelure national modifiers
Post by: prophet118 on January 07, 2003, 02:06:37 AM
you're probably right jake...

i never meant to insult his character any further than he has shown to me.
Title: Gelure national modifiers
Post by: Shadeling on January 07, 2003, 03:16:55 AM
Have I done something wrong...all I was saying is what I was thinking about my character.

Quote from: Jake Norwoodprophet-

lay off on Bob, you're not helping.

Shadeling-

The bonuses in Gelure are very large, and it has nothing to do with munchkining. The deal is that Gelure has more money for this than anywhere else. But what you're missing is the fact that Uglub is not going to just let warrior or wizard types just run around doing as they please. Where do you think the extra points came from? Superior genetics?

Nah, it comes from government funded training. Why does the government fund training? So that it can use you (I grew up in the Military...I know all about this stuff). Whether your character is "officially" connected to Uggie or not, Gelure owns his ass, no mistake about it. Remember that Uglub has access to the most organized and powerful group of wizards on Weyrth (maybe he is one...or worse!), and with TROS magic he could melt your head from anywhere in the world if you garnered enough attention for him or one of his more powerful underlings to notice you.

Happy running.

Jake
Title: Gelure national modifiers
Post by: prophet118 on January 07, 2003, 04:35:45 AM
it wasnt you shadeling, he was poking at me, for my poke at bob
Title: Gelure national modifiers
Post by: Bob Richter on January 07, 2003, 06:06:41 AM
Quote from: ShadelingWhy is it munchkinism if it makes sense for my character?

Oops. Insert smiley after Munchkinism. :)

It's just that that's one of the best ways to Get a Lot of Points when making a Sorceror character, and so it's something a Munchkin would do.

Not that you couldn't do it for OTHER reasons. :)
Title: Gelure national modifiers
Post by: Bob Richter on January 07, 2003, 06:08:36 AM
Quote from: prophet118take for instance someone that is great as an archer, but makes sure as a sorceror they have the armor of air spell on them (av 8)... well i think bob would classify that person as a twink/munchkin....

Actually, I'd classify them as DEAD. >:)

Armor of Air lasts for weeks and prevents new air from coming in. You'd suffocate in a matter of minutes.

As to Munchkinism -- my title on another board is "Munchkin God-King." :)
Title: Gelure national modifiers
Post by: Henry Fitch on January 08, 2003, 11:34:58 PM
QuoteArmor of Air lasts for weeks and prevents new air from coming in. You'd suffocate in a matter of minutes.

*blink*

So the spell is just a deathtrap? Not useful at all?

Shoulda been in the description.

(edited to fix the bbcode)
Title: Gelure national modifiers
Post by: Shadeling on January 09, 2003, 12:45:50 AM
Quote from: Bob Richter
Actually, I'd classify them as DEAD. >:)
Armor of Air lasts for weeks and prevents new air from coming in. You'd suffocate in a matter of minutes.
It doesn't say anywhere that armor of air prevents new air from coming in...
Title: Gelure national modifiers
Post by: prophet118 on January 09, 2003, 05:54:34 AM
i think i'll agree with the that.... i dont recall armor of air saying anytyhing about air being a problem, and even if it was... well just have a half dome, cover you from head to knees.... air still gettin in...
Title: Gelure national modifiers
Post by: Jake Norwood on January 09, 2003, 08:14:42 AM
Or with a little gap in some random (invisble) spot over your butt or left knee or something. Just not that hard of an issue to overcome, eh.

Jake
Title: Gelure national modifiers
Post by: prophet118 on January 09, 2003, 09:31:02 AM
yeh, and its just hard air, so its not really visible..lol, to be honest i never thought that there would be any sort of air limitation, i mean sheesh, the spell was designed to last weeks at a time, i think it'd be fairly useless if they'd die after casting it...


i could see though enforcing it if someone, (in a desperate situation) casts it, and has it go over their entire body.......say falling in lava, or an acid stream... or any number of full emersion kinds of things.......or even a quick underwater excursion........though it does say you can create something from nothing.......strictly speaking, carbon dioxide would have 2 oxygen atoms, and 1 carbon, all you need is 1 hydrogen atom, and couldnt you just replenish the air?....or does that go too far?