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.
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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