04-10-2021, 12:53 AM
A quick update:
-Clarified that applications will receive opinions from the leader(s) of whatever branch they're applying for.
-Added a bit to the Military Document in response to Kameron8's question. I'll also explain that down below.
That being said, here's a quick flurry of responses:
@Turadis
1. This 'capability' is meant to be shown in RP, rather than mechanically. A small buff given to Church Knight characters on duty is possible later on.
2. The Black Wind can pass for a Church Knight, assuming they're in heavy armor when using it. Shapeshifting is questionable, but might work, unless you're being reckless with it. Blood Magic probably isn't something you want to do. Spellthief's skills heavily depend on how you use them, but in general, actively 'stealing' spells is going to be considered a no-no.
@Kameron8
The capture rule is strictly for the military side. The non-military side should follow the standard combat rules for permissions in case of victory. That being said, this is largely meant to give the military side the proper permission to arrest someone on defeat; they aren't supposed to use these rules to avoid retaliation in case of loss. If any disagreement occurs, it's best to pause the scene and grab a GM to settle things.
@Druby
The ranks/corps are set to provide a sense of scale, with the idea that NPCs are inevitably going to be involved, and there's some brevity to the number of ranks to prevent unnecessary bloat, which is the main reason that 'enlisted' ranks basically consist of soldier and maybe lieutenant.
I'm open to any suggestions regarding ranks, as long as they don't require making up a ton of ranks for the sake of separating officers and non-officers.
@Lolzytripd
Whatever moral/ethical argument there might be, combining 'guards' into 'military' is ultimately a huge headache saver at the end of the day, and I'm sure some people would appreciate not having to create a guard AND a military character just to get involved in the defense (or invasion) of whatever nation.
On a more general note, 'wars don't really happen' is something that, in all likelihood, can very well change as things progress, especially with military roles coming up, and whatever roles may lay beyond that (primarily political roles, but that's for another topic).
-Clarified that applications will receive opinions from the leader(s) of whatever branch they're applying for.
-Added a bit to the Military Document in response to Kameron8's question. I'll also explain that down below.
That being said, here's a quick flurry of responses:
@Turadis
1. This 'capability' is meant to be shown in RP, rather than mechanically. A small buff given to Church Knight characters on duty is possible later on.
2. The Black Wind can pass for a Church Knight, assuming they're in heavy armor when using it. Shapeshifting is questionable, but might work, unless you're being reckless with it. Blood Magic probably isn't something you want to do. Spellthief's skills heavily depend on how you use them, but in general, actively 'stealing' spells is going to be considered a no-no.
@Kameron8
The capture rule is strictly for the military side. The non-military side should follow the standard combat rules for permissions in case of victory. That being said, this is largely meant to give the military side the proper permission to arrest someone on defeat; they aren't supposed to use these rules to avoid retaliation in case of loss. If any disagreement occurs, it's best to pause the scene and grab a GM to settle things.
@Druby
The ranks/corps are set to provide a sense of scale, with the idea that NPCs are inevitably going to be involved, and there's some brevity to the number of ranks to prevent unnecessary bloat, which is the main reason that 'enlisted' ranks basically consist of soldier and maybe lieutenant.
I'm open to any suggestions regarding ranks, as long as they don't require making up a ton of ranks for the sake of separating officers and non-officers.
@Lolzytripd
Whatever moral/ethical argument there might be, combining 'guards' into 'military' is ultimately a huge headache saver at the end of the day, and I'm sure some people would appreciate not having to create a guard AND a military character just to get involved in the defense (or invasion) of whatever nation.
On a more general note, 'wars don't really happen' is something that, in all likelihood, can very well change as things progress, especially with military roles coming up, and whatever roles may lay beyond that (primarily political roles, but that's for another topic).
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye