Licenses and Requirements

Started by Blue41, August 15, 2013, 02:21:38 PM

Previous topic - Next topic

Big Orc Man

I do have to sympathize with Blue - the feeling of handicap in a setting where quests are almost always "group only" can feel immense.
 
However, trying to remove the roleplayed impediments can, as Howland said, reduce these occult and bizarre practices to mundane, ho-hum zombery.
 
Perhaps these illicit summoning types need a bit of a mechanical increase, so that the risk/reward is a bit more in line!

Pup

Having very recently played an "open" devil summoner, I can tell you that while challenging, it is also immensely rewarding.  He never got a license, but he also never summoned anywhere illegal.  Nearly every quest is outside of "Upper", so he was only limited to his companions, really.  Even then, many would tolerate it once they saw the potential.  A combination of greed, fear, guile, and logic allowed my char to be open about summoning devils and survive.  Almost thrive, really.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

petey512

Yeah licenses aren't really a huge protection anyway. Whether you have that slip of paper or not, if you run into someone outside or even inside of Sanctuary that doesn't agree with it, they may very well justifiably attack you. If you want to go LE with it and try to earn a license it'd be best to try to reserve it for outside of Sanctuary.

That said, it would be nice if the necromancy/spirit summoning theme was looked at. They"re not all that great of summons from what I"ve seen
"Proving concerned parents from the 80's wrong, just in time for them to be dead. "