Ironclaw: Skills & Gifts

After the most recent session, I started thinking about how a party of players should structure their characters. Here are my current thoughts:

The essential Skills and Gifts can roughly be grouped into 4 categories:
(1) Combat - melee combat, range combat, dodge etc
(2) Knowledge - academics, supernatural, heraldry, observation etc
(3) Searching - searching, tracking, observation etc
(4) Talking - gossip, negotiation, streetwise etc

My suggestion for a player is to pick one of these as a Major (to specialise) and another as a Minor (to support). To have some sort of balance, at least 4 players should have a different Major i.e. there is should be at least 1 person specialising in one of the above categories. Furthermore, if a player pick (2), (3) or (4) as a Major, then he should pick (1) as a Minor.

At least one player in the party should get the White Magic Trappings and White Magic Apprentice Gifts as part of (1), be it a Major (e.g. full fledge cleric) or a Minor (anyone with these Gifts). Even though without White Magic, a player can still 'heal' using first aid or by picking the Doctor Gift, such action is impractical during combat. The White Magic Gifts I suggested will enable the player to use the Rally action during combat to 'heal' or at least improve the condition of the sick player quickly during combat.

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