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Teryn wrote:shonuff wrote:One of the problems is that mounts are (as of now) undefined. You can finagle stats for a war horse using a riding horse, but it IMO feels thrown-together. If nothing else, how much does a war horse cost?
War horses are trained to go into combat. It's not cheap to train them either. And currently there is only one nation that will have them, Orlais. They are the only ones who use mounted units.


shonuff wrote:A second point is that I know they are expensive. How much? As I have complained before, there isn't enough of an inventory list to get a true sense of the economy. Furthermore, there is so little to actually spend money on that money is actually kind of worthless.

empyrien wrote:One thing occurred to me:
The playtest list some examples of mage staves with superior benefits. What is the weapon style that corresponds to wielding a mage staff? There is no talent that covers Arcane Lance. As far as I can tell, there is no melee talent that corresponds to wielding a quarterstaff either (I thought maybe the two-hander style but the requirements don't match).

Pytorb wrote:shonuff wrote:A second point is that I know they are expensive. How much? As I have complained before, there isn't enough of an inventory list to get a true sense of the economy. Furthermore, there is so little to actually spend money on that money is actually kind of worthless.
I very much agree on that but it is probably something were never going to see in a main rulebook, unless Green Ronin decide that from level 11 onwards that characters have enough cash to make a larger inventory list more worthwhile...
You could always take my price list (viewtopic.php?f=29&t=9894&p=95514&hilit=Updated+price#p95514) and adjust the prices for a Thedas economy and coinage rather than a Westerosi one.

Pytorb wrote:empyrien wrote:One thing occurred to me:
The playtest list some examples of mage staves with superior benefits. What is the weapon style that corresponds to wielding a mage staff? There is no talent that covers Arcane Lance. As far as I can tell, there is no melee talent that corresponds to wielding a quarterstaff either (I thought maybe the two-hander style but the requirements don't match).
I'd go with Single Weapon myself, it fits the highly defensive nature of a Quarterstaff.

shonuff wrote:Maybe Pole Weapon? Single weapon is more for one-handed weapons.


empyrien wrote:I agree with Pytorb that Single Weapon Style benefits fit the best with the quarterstaff fighting style, so maybe we just have to fudge the "single-handed weapon" requirement.

Vaelorn wrote:I'm sure this came up before on these forums, and the official GR response (if I remember correctly!) was that quarterstaves should use the Single Weapon Style.

Did a bit of research on Wikipedia, and apparently a destrier - the most expensive warhorse you could get - was valued at least at 4 times the price of a normal horse. It goes up from there to several hundred times this price (depending on the era), but given the nature of this game, I would think that a price of 500 sp sounds like a good start for the lower spectrum. Depending on the reputation of the trainer, it could go as high as several Sovereigns.shonuff wrote:A second point is that I know they are expensive. How much? As I have complained before, there isn't enough of an inventory list to get a true sense of the economy. Furthermore, there is so little to actually spend money on that money is actually kind of worthless.




zanwot wrote:Let me remind you one of the first rules of RPGs: Players tell you what kind of adventure they want with their PCs. So if they get Horseriding skills... guess what: they don't want a dungeon!


empyrien wrote:Also noticed that the at level 17 the Mage progression seems to be missing a New Talent. I'm assuming its an error.

empyrien wrote:Novice -> Long Lance (range goes to 24 yards)
Journeyman -> Power Lance (2 MP for +1d6 damage)
Master -> Stunt Bonus (Lightning Attack for 2 SP)

si1vergecko wrote:Problem with the Power Lance is it is useless since you can already use the Mighty Blow stunt with the Arcane Lance. Also the range of Arcane Lance also increases at level 7 to 24 yards anyway. Also the Lightening Attack discount is currently achieved at level 12 in the playtest.


aris wrote:Regarding materials for weapons/armors I agree with Hellebore that they are not impressive at all...
I would like to see materials influencing different qualities of the weapon instead of only boosting the noob fighter... (this is a nice idea but it shouldn' t be the end of the story). I also think that the solution is not to generally boost damage or to hit but maybe provide different bonuses such as boosting a specific stunt or allow some rerolls or something else... Generally messing with the to hit chance is a bad idea for this game. But it is clear that since materials were addressed by set 2 things will not change (at least officially)




