Author Topic: How Norbayne Currently Stands  (Read 879 times)

comrade_general

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Re: How Norbayne Currently Stands
« Reply #15 on: January 16, 2017, 01:54:56 PM »
Satan = santa. Same letters, same guy.

Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #16 on: January 16, 2017, 02:38:11 PM »
Pretty sure I saw an episode of House where Hugh Laurie said much the same thing. :P

The Jeleni will be the Island Peoples, hailing from the island chain the people of Norbayne call the Westrand, part of the archipelago where the Great Maw campaign takes place. They are great travellers and have spread quite a way from their ancestral homelands, with communities to be found along the west coasts of Norbayne and Sothbayne, though not Unterguardt as it is too cold for their liking. There may even be some in Lemaria.

In appearance they are slightly built, covered in thin, bristly fur, ranging between about 5' and 5'8" in height. They have small bony horns, a far cry from the massive crowns the Feartarbh bear. Their faces are not exactly goat-like but not human either. Going to need portrait illustrations for each race I think.

Their hearing is exceptional, but their other senses are only average. They are very fast, and quite agile, even acrobatic in combat. They are however, not particularly strong.

Dev and I had a very long chat today, trying to come up with something. We tossed a few ideas around, including bringing back the race which eventually became the Leathe.

The 'Jackals' were an idea regarding a smaller race of anthropomorphic canines, the goblin to the Invarrian's orc if you will. Second-class thralls of the Invarrians.

We looked at a winged race, but turned that down due to the six-limbed vertebrate thing. On the other hand, the Mountain Clans of the Leathe picked up something quite interesting. Mountain Leathe are now not so much possums as they are sugar-gliders...

We also considered a relative of the Bruin, basically polar bear-men. Gameplay wise though they would probably be a bit too similar to the Northmenn or the Feartarbh.

We also considered making both the Wrothdar and the Toraa playable races, but turned both down, for separate reasons.

In the end we went with the Jeleni, in part because I really like satyrs and always wanted a satyr analogue, and partly because it was the best we could come up with, especially considering the part of the world we wanted to try and fill.
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Pentagathus

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Re: How Norbayne Currently Stands
« Reply #17 on: January 16, 2017, 06:24:09 PM »
I saw a video of a cow (or it might have been a bull, can't remember) charging at a goat, they clashed heads and the goat dropped the bovine. Will these goat people be this badass?

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Re: How Norbayne Currently Stands
« Reply #18 on: January 16, 2017, 08:57:29 PM »
That was it exactly :P

Is this the sort of thing you're imagining?
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #19 on: January 16, 2017, 11:10:33 PM »
They will be quite badass yes. ;)

Pretty close Clockwork, but perhaps finer features.

Spoiler (click to show/hide)

I am quite liking the shape of the face on this carving. The Jeleni do have some deer-like qualities as well.

Hope that picture works. It was hard to try to do on my phone.
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #20 on: February 07, 2017, 04:05:34 PM »
Hey there,

A lot of progress has been made over the last few weeks. We've seen no small amount of work go into the background of the setting, with plenty more on the way too.

In addition to this, changes to the class system have been considered quite heavily.

For quite some time we had 14 classes, with a 'hidden' Swordmage class which I had worked on for a bit and then dropped as a concept. Sins found that work and really put a lot of time into it, building it up to the unique class we have now, which has seen a couple of name changes, but is currently found under the label Binder.

This continued for a while, but eventually the odd number of classes got on my nerves enough that I added the Alchemist, which currently has an interesting and unique play-style too, pushing us up to 16 classes.

I then put together a collection of specialisations, instigated by the multiple archetypes covered by the Warrior's Major Talent list, which allowed a player to pick one thing a class was good at and ramp up its efficiency in that area, in the process reducing that character's effectiveness in all others.

Unfortunately, Sins has found himself distressed by the 16 classes, much as I was with 15, as he likes things to be divisible by 5. Some conversation was had, in which the base class list has pillaged a few of the specialisations which may have enough material to warrant a full class, leaving us with 20/21 full classes, which I am not entirely happy with at the moment.

My concern is mainly that of those 4/5 only 1 or 2 (the Berserker and maybe the Enchanter) have enough material to warrant a full class.

I've also looked into dropping the number of classes to 10, reducing 6 of our current classes to specialisations themselves, but ideally I don't want to do that. I think at the moment I am leaning towards the 16 we have currently being the classes available in the base game, or perhaps even just the original 14, with the Alchemist, Swordmage/Binder/Warden, perhaps Berserker and whatever else can be thought up added in an expansion or something.

I am, ultimately, not sure. :P
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Jubal

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Re: How Norbayne Currently Stands
« Reply #21 on: February 07, 2017, 10:26:43 PM »
Hm. I can't comment sensibly as I don't know how many other bits to character creation there are. I'd generally suggest decrease your complexity rather than increase as a rule of thumb, especially for core rules; you can always add other stuff in at some future point.
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #22 on: February 08, 2017, 12:12:04 AM »
With character creation, you essentially pick a race, pick a class, roll your stats, apply your class-based modifiers and spend your initial Advance Pts on stats, talents and skills. Sort out your spells if you're a caster and your starting equipment and then you're done.

So character creation at the moment is pretty simple, by the standards of many games anyway. You choose from 12 races, apply a sub-race if applicable, and choose from, at the moment 16 classes, which I don't think is too intimidating. I am concerned however that 20 classes could be.
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #23 on: February 08, 2017, 12:15:43 AM »
I agree with decreasing complexity rather than increasing. It is always a good rule to follow in this regard.

The question though, is 16 classes too many? Or is it too few? At the moment I think I am leaning towards it being too many...
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Jubal

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Re: How Norbayne Currently Stands
« Reply #24 on: February 08, 2017, 12:19:01 AM »
I'd say 16 is about right, but if you're going to go in a direction, go downwards - 20 I think is too many.
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #25 on: February 08, 2017, 01:13:57 AM »
I agree. 20 is too many, for the base game at least.
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Phoenixguard09

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Re: How Norbayne Currently Stands
« Reply #26 on: April 11, 2017, 04:47:39 PM »
As it is now April, obviously things have fallen behind a bit with regards to progress on the Norbayne project. :P

Nevertheless, Dev, Ladyhawk and I have been able to implement a few changes over the last few months, a couple of which we are quite excited about.

CHANGES:
- Classes: We're going with a base of 12 classes for the initial release, with further classes and the specialisations to be added with further releases.

- Casting: Soulfire is now a precious resource, used to fuel your powerful spells. Anything requiring only a single d10 to cast no longer uses Soulfire, but every d10 beyond the first drains a point. It was tested extensively, with spell casting values and costs rebalanced. Ladyhawk was hesitant about the change at first, but both she and Dev found the changes easy to understand immediately, and the result of their confrontation in the Arena Test Combat was in my opinion, directly due to Ladyhawk's superior management of her caster's abilities and resources.

- Spells: We've seen a heap of new spells implemented, with some Talents as well. Not quite at a full list yet, but we are getting there. This is the bit we need. Once we have a satisfactory number of spells/talents/abilities/maneuvers/etcetera, we can work on release.

THREE COINS
- We have had an approximately two month hiatus, in which I have achieved practically nothing with regards to writing up the immense backlog of sessions I have on my hard drive. I believe a full 2 sessions of 3 Coins, along with probably 4 sessions of Great Maw and at least 1 Whispers game still need to be finished. We intend to play again on the weekend after Easter, so I should start to churn out some material soon. Unfortunately, Ladyhawk's faithful computer has finally given up the ghost and I was therefore unable to do any writing over there in the last month or so.

PLANS:
- We really are close to release. We've had some small pieces of art done, not much, but something. We've also got some plans in place regarding promotional material and pledge incentives which is nice.

Honestly, it just needs to be compiled, with completed Spell Spheres and Talent lists and we are good to go.

Cheers,
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