Difference between revisions of "Darkon"
(New page: ===Information=== They have separate abilities for quests and for battlegames, like how we have quest-only monsters, but theirs applies to the players. They may wear two bucklers, or j...) |
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They have separate abilities for quests and for battlegames, like how we have quest-only monsters, but theirs applies to the players. | They have separate abilities for quests and for battlegames, like how we have quest-only monsters, but theirs applies to the players. | ||
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====Their classlist is similar when including our 5 alternate classes: ==== | ====Their classlist is similar when including our 5 alternate classes: ==== | ||
− | Fighters | + | *Fighters |
− | Rangers | + | *Rangers |
− | Clerics | + | *Clerics |
− | Druids | + | *Druids |
− | Mages | + | *Mages |
− | Thieves | + | *Thieves |
− | Assassins | + | *Assassins |
− | Monks | + | *Monks |
− | Cavaliers | + | *Cavaliers |
− | Non-Player Characters | + | *Non-Player Characters |
Magic has many similarities, but is definitely more "AD&D". Several of our spells were directly adopted, and many were taken from adventure games or made up directly for the game. The balance seems alright, and just like us, it is what makes their game 'fantasy'. Magic casters must have a spellbook or scroll with the spell, and must write their own spell for the effect. A minimum word limit must be observed, being anything from 30-1000 words long! | Magic has many similarities, but is definitely more "AD&D". Several of our spells were directly adopted, and many were taken from adventure games or made up directly for the game. The balance seems alright, and just like us, it is what makes their game 'fantasy'. Magic casters must have a spellbook or scroll with the spell, and must write their own spell for the effect. A minimum word limit must be observed, being anything from 30-1000 words long! |
Revision as of 16:29, 23 October 2007
Information
They have separate abilities for quests and for battlegames, like how we have quest-only monsters, but theirs applies to the players.
They may wear two bucklers, or just one shield of small size or larger.
The hits zones are comparable, with the back of the head and neck being legal, as well as the crown of the head.
They have shield bashing, shield kicking, but no shield rubbing.
Siege rules are about the same, but only catapults and ballistae count. Battering rams are a special device used only for breaking open doors and take 5 unwounded men to do.
They use the word "Hold!" and "Lay On" the same.
They can go back to Nirvana to heal, or use special abilities, so it seems they spend a lot of time in Hell getting patched up. I'd imagine these battlegames go on for a while. Ditching seems to be a very special type of battlegame that is very rarely done.
You don't get to play if you aren't in garb, ala Bel/Dag style.
Their classlist is similar when including our 5 alternate classes:
- Fighters
- Rangers
- Clerics
- Druids
- Mages
- Thieves
- Assassins
- Monks
- Cavaliers
- Non-Player Characters
Magic has many similarities, but is definitely more "AD&D". Several of our spells were directly adopted, and many were taken from adventure games or made up directly for the game. The balance seems alright, and just like us, it is what makes their game 'fantasy'. Magic casters must have a spellbook or scroll with the spell, and must write their own spell for the effect. A minimum word limit must be observed, being anything from 30-1000 words long!
They have well-developed territory rules, and the fighting companies are already set.
Basically, Darkon is Amtgard made by flurb-jocks.
this information provided by Bangor