Difference between revisions of "Journey: Crafting Disciplines"

From Trinity Wiki
Jump to: navigation, search
(Created page with '{{Code_Yellow}} This page is still in its infancy. Brainstorming for now, essentially, but a basic framework is forthcoming... =Basics= Artisan specials are doing to be very ti…')
 
(Redirected page to Journey: Artisan Disciplines)
 
Line 1: Line 1:
{{Code_Yellow}}
+
#REDIRECT [[Journey:_Artisan_Disciplines]]
 
+
This page is still in its infancy. Brainstorming for now, essentially, but a basic framework is forthcoming...
+
 
+
=Basics=
+
Artisan specials are doing to be very tightly designed. Because of this, they will almost all be very low-costed, in terms of XP. Gaining versatility as an artisan will be more difficult, but ultimately more rewarding because of the impact of a more versatile artisan.
+
 
+
I have a feeling, based upon our experiences with Warrior disciplines, that all non-Lorist roles are going to be significantly more narrow in scope. I think this accurately reflects what we're expecting Journey play to look like: the Lorist is the jack-of-all-trades, capable of doing anything and filling any role, while the remaining roles are significantly more focused and specialized.
+
 
+
For artisans, in particular, their disciplines will all wind up looking incredibly similar. In fact it may be possible to summarize their specials in just a few basic discipline templates, with the player filling in the necessary details.
+
 
+
I am worried that this will wind up being boring to play. I am not looking to design something uninteresting, here... I want players to want to play artisans. I don't want them to be the D&D cleric, where you have to have one or else you're screwed: I want a player to make the conscious decision of "I want to play an artisan," and have that choice be more rewarding than just... a singular list.
+
 
+
{{Journey}}
+

Latest revision as of 01:34, 30 April 2012