12-04-2022, 12:03 PM | #21 | |
Join Date: Jul 2021
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Re: Song of Command & instruments
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I think I'm going to try starting off at the 125pt level (maybe 150 which isn't an official pt level). |
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12-04-2022, 01:49 PM | #22 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Song of Command & instruments
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12-04-2022, 03:17 PM | #23 | |
Join Date: Jan 2008
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Re: Song of Command & instruments
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There's definitely an argument to be made that if you give bards a way to cast Animal spells, you should retire the druid profession and just direct players to play bards with druidic traits like Sense of Duty (Nature). Last edited by sjmdw45; 12-05-2022 at 01:14 AM. |
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12-04-2022, 04:48 PM | #24 | |
Join Date: Jul 2021
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Re: Song of Command & instruments
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12-04-2022, 04:53 PM | #25 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Song of Command & instruments
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I have long wanted a book on skalds, too. Fightin' skalds, lore skalds, and crafting skalds would all be excellent, though I've personally found that the tendency for gadgeteers, inventors, or Tech Ops (from my Black Ops game) to sit back and say "How can I solve the adventure without leaving my lab?" is pretty extreme, so I'd really (!!) want to see solid writing about how to make such things relevant during adventures ("in the Dungeon" being too narrow for how I run my own Nordlond games, and how nearly every person I've corresponded with about my setting runs theirs).
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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12-05-2022, 01:22 AM | #26 | |
Join Date: Jan 2008
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Re: Song of Command & instruments
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(Implication: I should probably allow Holy Warriors to take Weapon Master (one melee weapon).) |
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