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Old 04-09-2016, 12:02 PM   #51
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Default Re: Pyramid #3/89: Alternate Dungeons II

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So... with the absolute need to use available arable land for food crops... what are these people wearing?
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* No seriously, where are they getting clothes from?
Maybe they're nudists by nature? :)

That said, I agree that hemp is probably one of those multipurpose crops they raise.
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Old 04-09-2016, 12:03 PM   #52
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Default Re: Pyramid #3/89: Alternate Dungeons II

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Well hemp is a pretty nutritious oilseed crop that produces useful fibers too. And some other desirable secondary products, so I've heard.
I had flax in mind. Bamboo isn't bad, either.
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Old 04-09-2016, 12:04 PM   #53
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Default Re: Pyramid #3/89: Alternate Dungeons II

Eastern Adventures

There is nothing about this I don't love. Specially Balanced Sticks, Spirit Wood, and Weapon Fencer which nicely solves a small set of questions I was working answer myself!
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Old 04-09-2016, 12:08 PM   #54
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Default Re: Pyramid #3/89: Alternate Dungeons II

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Maybe they're nudists by nature? :)
Or everyone wears armor all the time?

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I had flax in mind. Bamboo isn't bad, either.
Or maybe it's just a game I should just relax? ;)
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Old 04-09-2016, 01:00 PM   #55
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Default Re: Pyramid #3/89: Alternate Dungeons II

The Titan's House is very nifty. Not sure I can use it as a "slot in"... but as a "backdrop" piece of scenery in a starting campaign it could grow in legend and eventually be the crowning adventure to cap the hero's careers!
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Old 04-09-2016, 01:10 PM   #56
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Default Re: Pyramid #3/89: Alternate Dungeons II

The Secret of the Explorers (RTT) was very nifty. This is more likely to inspire something in my fantasy games (I'm not much of a person to run 'normal' DF).

Very nice.





Overall... I can see the complaints of "Felt too short", but as almost every article is/could be of use to me (unlike many other Pyramids where it's only 50-60% useful) I'm happy with the 'length'.
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Old 04-09-2016, 04:30 PM   #57
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Default Re: Pyramid #3/89: Alternate Dungeons II

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Originally Posted by evileeyore View Post
...Weapon Fencer which nicely solves a small set of questions I was working answer myself!
I know. I saw your thread. Thought I'd lend a hand. :-)
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Old 04-21-2016, 01:49 PM   #58
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Default Re: Pyramid #3/89: Alternate Dungeons II

I was going through Eastern Adventures again, I keep doing that for some reason. I noticed something I hope could be explained a bit better, but why in Knifehand is the first level a Wildcard technique of Exotic Hand Strike! Skill+0 [3]?

Sure you can probably then use that with both boxing and brawling skills to punch someone, but when you've got a pre-req of Karate then you probably won't have/need the other two.
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Old 04-21-2016, 02:48 PM   #59
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Default Re: Pyramid #3/89: Alternate Dungeons II

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I was going through Eastern Adventures again, I keep doing that for some reason. I noticed something I hope could be explained a bit better, but why in Knifehand is the first level a Wildcard technique of Exotic Hand Strike! Skill+0 [3]?

Sure you can probably then use that with both boxing and brawling skills to punch someone, but when you've got a pre-req of Karate then you probably won't have/need the other two.
The idea is that it's useful with any unarmed combat striking skill - not just Karate.
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Old 04-21-2016, 02:50 PM   #60
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Default Re: Pyramid #3/89: Alternate Dungeons II

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The idea is that it's useful with any unarmed combat striking skill - not just Karate.
I see Ternas' point, though -- if you have Karate, why would you even bother learning Boxing or Brawling? (There's some justification for the latter, but not much, and no reason to pick up the former.)
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