
I’m making this new thread mainly to focus on content relating only to book 1. There’s a lot of it and it needs to be organized. I don’t have any graphics for book 1 yet unfortunately aside from the older stuff I’ve already posted on other threads. Ill try to add some soon.
I’m not exactly sure where to put this bit so ill put it here. Since I’ve addressed modern firearms and artillery on my other thread I wanted to go more in depth about how I plan to play that. Litheria will be the primary faction that uses firearms in a modern sense, standard musket type firearms (mostly pistols and derringers for surprises, or cannons and fixed emplacements) would be quite widespread. It wouldn’t be uncommon for a trader to encounter several individuals in their travels who have either fashioned their own steampunk style firearms or used more traditional modern weaponry, but that will be the exception to the rule and at a reduced technological capacity to maintain the “Fantasy Flavor”. I’m not going to be Nerfing Firearms, at least not explicitly, guns still shoot just as hard and far and do as much damage upon impact, they just exist in a wildly different environment. There are several contributing factors as follows;
1: [Badass Everyman:](http://tvtropes.org/pmwiki/pmwiki.php/Main/WorldOfBadass) Wizards, Sorcerers, and Psions are still physically fit, moderately strong by our standards, just "normal" and not [supercharged like many other classes](http://tvtropes.org/pmwiki/pmwiki.php/Main/HadToBeSharp). They could still place in a marathon, could even win if they trained hard enough. The average body can generate more force making melee weapons (especially if they are magic) far more combat effective in the hands of beefy possibly magically souped up melee characters. Leaving one to say "BIGGER GUNS!" which while true to an extent results in diminishing returns and exponentially increasing logistical complexity. (This mechanic is also explained by the D&D tie in, its a planet full of [player characters](http://tvtropes.org/pmwiki/pmwiki.php/Main/PlayerCharacter) not [NPCs and bystanders](http://tvtropes.org/pmwiki/pmwiki.php/Main/NonPlayerCharacter)) 2: Non-Human Targets. Bullets don't work well against oozes, ghosts, and many other subtypes of fantasy creature, its hard to target the individual bones of a skeleton with no flesh to wound. Targets may have thicker skin, exoskeleton, regeneration, psychic powers, illusions, [Deflection spells](http://tvtropes.org/pmwiki/pmwiki.php/Main/DeflectorShields), you name it on and on not to mention the fact that on top of that they have potions and healers etc. Being "wounded" isn't anywhere near the same as in our reality. Sure if the gun is big enough or so rapid fire it just blows them to bits ala Jason goes to Hell it does the job, but then your viewing the firearm in a totally different scope in terms of ammo usage and mobility. 3: Weapon Complexity: Its just easier to make a sword or a hammer, they have nearly unlimited uses and no ammo. Even if your a ranger its easier to reproduce arrows than to manufacture new cartridge ammo and new powder. Stockpiles of powder would be prime targets for destruction as well as any stockpiles of weapons, as magic users would view them as threats or simply detest them because of their "low brow simplicity". 4: [Damage type:](http://tvtropes.org/pmwiki/pmwiki.php/Main/DamageTyping) [Some creatures need to be beheaded](http://tvtropes.org/pmwiki/pmwiki.php/Main/ImmuneToBullets), or at least have their brains or other location outright destroyed. This works if your firing 105mm shells at a Titans face, less so if your firing 9mm or even Magnum shells at those skeletal archers bearing down on you. Depending on the power of the magic animating them decapitation may not be enough, destruction of each joint may be required to ensure destruction. In which case you would be happy to have a hammer, not an SMG.
Ive decided to pull my old D&D character portfolio out since I've done some preliminary work on the other 5 members of Davids party. About 3 years ago I went nuts on character design and did the conceptual work for probably 100 or more multi-classed playable characters and the groups they belong to in 3.5. I did a lot of work and thinking about team dynamics regarding setting up my 6 man group. This is how Litheria would organize its squads, David and party are level 5 recruits meant to teleport to the Home-World to help man the towers defenses and finish their training before potentially being sent away from the towers on special missions with a "side B" counterpart.
The idea is working in pairs is emphasized both within the team and by splitting the 12 man unit into two entities. Each 6 man group is half of a full squad with squads separated by tactical usage. We will be focusing on the "Squad A" side of this for now. Within the 6 man squad it is divided into 3 categories; Front-line Fighter, Arcane Offense and Support, and Special Tactics/Scouts.
[u]Front-Line Fighter:[/u] Consists of an offensive melee specialist (DPS) and a defensive melee specialist (Tank) responsible for point defense of casters. Ideally Tank and Wizard slow the enemy progression to a rate equal to or less than the rate at which DPS can deal with them while AoE thins the herd with Scout and Psion picking off any that make it through the previous defensive layers.
[u]Arcane Offense and Support: [/u]Consists of an offensive arcane specialist (AoE), sub-school specialists may vary widely but their chosen element would always be factored in to team placement. Typically a Sorcerer for "on demand" offensive Magic. Followed by a strategic support magic specialist (boosts and status), typically a wizard due to the need for broad specialization. [i](This greatly reduces the Wizards vulnerability in preparing spells ahead of time, lots of specific buffs and an "OH CRAP!" or two and your good.)
[/i]
[u]Special Tactics and Scouts: [/u]Typically the fastest members of the team emphasizing the need to gather Intel an avoid enemies (Reveal weakness, reveal location). Also fills the role of survivalist and naturalist.
I’m roughly following the 5 man (plus one) formula outlined here. Though I actually had the character types all worked out before I knew the tropes website existed, it still fits pretty well.
Five and anything beyond that point tend to vary quite widely in makeup, as the personality and physical traits by this point can be pretty arbitrarily mixed and matched without worrying about maintaining a “balance” in the cast. Typically, The Hero stops being a label and becomes a physically distinct character type that leads the ensemble’s members. It’s quite common for a group of five to consist of two trios (and an optional extra), often based on gender - these may or may not conform to the Three Faces Of Adam and the Three Faces of Eve.
Of course instead of two trios I use three pair then pair that team up again with a counterpart. So each member works as part of a duo within the structure and each team does the same.
[My preliminary setup for the 6 man group is as follows](http://tvtropes.org/pmwiki/pmwiki.php/Main/AnAdventurerIsYou);
[i][Male Half-Orc Barbarian](http://tvtropes.org/pmwiki/pmwiki.php/Main/DualWielding):[/i] for DPS focusing on STR
[[i]Male Human Knight[/i]:](http://tvtropes.org/pmwiki/pmwiki.php/Main/StoneWall) for Tank focusing on CON
[[i]Male Elf Wizard:[/i]](http://tvtropes.org/pmwiki/pmwiki.php/Main/VancianMagic) for Status/Boost focusing on INT
[[i]Female Human Sorcerer[/i]:](http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon) for AOE [focusing on CHA](http://tvtropes.org/pmwiki/pmwiki.php/Main/ShootTheMageFirst) (I want Karren Gillian as the fire mage turned elemental)
[[i]Female Elf Scout[/i]:](http://tvtropes.org/pmwiki/pmwiki.php/Main/TheSneakyGuy) for recon and visual Intel [focusing on DEX](http://tvtropes.org/pmwiki/pmwiki.php/Main/FragileSpeedster) and feet per round (Davids possible love interest.)
[i][Male Human Psion](http://tvtropes.org/pmwiki/pmwiki.php/Main/PsychicPowers):[/i] focusing on INT and WIS for Intel and location (Similar to [Shikamaru](http://naruto.wikia.com/wiki/Shikamaru_Nara))
Stemming from his naturally calm nature and rare loss of composure, Shikamaru is surprisingly astute for his age, well-aware of his surroundings and able to see through most deceptionsand from that can make accurate choices during intense moments. From these traits, he can easily focus on all data acquired to quickly and effectively analyse the situation to discern how handle it, anticipate enemy actions, and quickly form effective plans. Once completely focused (seen from his habit of closing his eyes and cupping his fingers) he can quickly think ten moves ahead of his opponent and devise over a hundred strategies plus chose the best one from them.[28] Likewise, he is highly adaptable, regularly able to out-think his opponents, even manipulate them into a pre-set trap with various misdirections. Shikamaru is very resourceful, able to easily adjust or switch his plan and use the most random of tools to his advantage to minimise injuries to himself or allies if not avoid a direct fight completely.
Ive got very little conceptual work done on all but the fire mage but I plan to change that soon, the races and classes of the party members may well change but the overall theme of two members working as a pair and interweaving squad logistics around that fact will remain.
EDIT: If your wondering "WHERES THE HEALERS!!" please flip the tape to "side B" :P








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