SubjectRe: [dq] Earth College Branches
Fromflamis@ihug.co.nz
DateFri, 22 Mar 2002 16:20:53 +1200
At 15:28 15/03/02 +1300, you wrote:
>A few years ago I got sufficiently annoyed at the Branch descriptions in
>Earth to write up a replacement.  The idea died a quiet death then but
>following a dis-satisfying discussion of the differences between the
>branches the other day I looked up what I'd put together.

I think you've captured the flavour of the branches quite well - although I 
think some intermediate modifiers for pacifistic mages would be nice. How 
about +10 for being in direct contact with a living oak tree? Just a thought.

And another thought. Do those Druidic modifiers stack with aspect 
modifiers? 'Cos death-aspected druids are going to be truly horrible.

Although somewhat other lines, while I know Dwarves have few mages, I'd 
think that with their connection to the Earth as an element, that it would 
be a favoured choice. But both the existing branches seem so very human. Is 
there room for a third branch - one less related to plants and animals, and 
more to rocks and minerals?

I've had the same problem with Water College - given that sentient 
water-critters, like merfolk, are generally wet mages, which makes sense, 
what are they doing with so many spells designed for air-breathers entering 
their element - like Ship Strength?

Jacqui


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SubjectRe: [dq] Earth College Branches
Fromstephenm@qed.co.nz
DateFri, 22 Mar 2002 17:03:15 +1200
In an old draft of this I did have another 4 or 5 modifiers based on being
underground, in proximity with oaks, etc.
They got cut to keep it simple and because they are not required.  At the
moment Earth mages can usually get +5 and very rarely get +20.  Pacifistic
get to keep that.
Druids lose the easy +5 on pulse casting, but they have easy access to
+5-10% for minute casting and rituals, and if the bandits conveniently
attack late in the afternoon then you can organise +15% for putting down
your ward around the camp.
And death aspected bad-guy Druids get to knock off the peasants in a place
of power to add 35% to their bace chances and -10 on their dice rolls.
Building a bound earth tower around your favorite place of power isn't that
hard after all, which is a useful for when the lynch mob turns up.

As for Dwarves, I think they fit into the branches just fine.  Their
pacifistic mages are the ones exploring the natural tunnels and building in
harmony with the natural rock formations.  The Druids draw their plans and
then make the mountain fit them.  "Well Grimely this looks like a tough bit
of rock, better bring some beer for the men and a goat for the Druid."

Unlike Celestial, both branches have access to all of the spells.  So
neither is more or less Animal and Plant focussed than the other.  And even
though Dwarves are salt-of-the-earth kind of guys they still need to eat, so
it's useful to have mages that are good with food (Earth college covers the
3 main food groups: Plant, Animal and Rock).


-----Original Message-----
From: Jacqui Smith [mailto:flamis@ihug.co.nz]
Sent: Friday, 22 March 2002 4:21 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Earth College Branches


At 15:28 15/03/02 +1300, you wrote:
>A few years ago I got sufficiently annoyed at the Branch descriptions in
>Earth to write up a replacement.  The idea died a quiet death then but
>following a dis-satisfying discussion of the differences between the
>branches the other day I looked up what I'd put together.

I think you've captured the flavour of the branches quite well - although I 
think some intermediate modifiers for pacifistic mages would be nice. How 
about +10 for being in direct contact with a living oak tree? Just a
thought.

And another thought. Do those Druidic modifiers stack with aspect 
modifiers? 'Cos death-aspected druids are going to be truly horrible.

Although somewhat other lines, while I know Dwarves have few mages, I'd 
think that with their connection to the Earth as an element, that it would 
be a favoured choice. But both the existing branches seem so very human. Is 
there room for a third branch - one less related to plants and animals, and 
more to rocks and minerals?

I've had the same problem with Water College - given that sentient 
water-critters, like merfolk, are generally wet mages, which makes sense, 
what are they doing with so many spells designed for air-breathers entering 
their element - like Ship Strength?

Jacqui


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