Results 1 to 10 of 67

Thread: CWBP 2 : Era and Technology

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Guild Master Falconius's Avatar
    Join Date
    Jul 2013
    Location
    Israel
    Posts
    2,727

    Default

    I think we should first focus on functionality and leave the details to be developed in peoples modules.

  2. #2
    Guild Grand Master Azélor's Avatar
    Join Date
    Jul 2008
    Location
    Québec
    Posts
    3,363

    Default

    Guns/Canons/Gunpowder: No to all
    I would like to have some. Maybe it could be limited to the most advanced and even it that case, it's considered some sort of secret weapon. Greek fire...
    Let see, I don't think it's that overpowered compared to magic.

    Calvary: Horse, and on rare occasions other beasts

    Armour: All the way up to 16th century plate (because that stuff is boss)
    Totally true, even if it more or less match the rest

    Hand weapons: All stuff until 15th 16th century
    Bastard sword !

    Missile weapons: Bows, x-bows perhaps more advanced kinetic weapons or magically assisted weapon
    repetition crossbow
    and stuff like that Warlore - Medieval II Total War Unit: Mercenary Monster Ribault

    Navigation and travel:
    Compasses: No due to Ghostman node interference
    compasses work, except it's different

    "Boat" types: Up to 14th century sail technology
    caravels would be great too.

    Airships/airtravel: No airships, to small limited magical conveyances.
    I like the idea of some flying ship but they should not be too common

    Flying creatures for travel/transport: Yes, anything.
    they should not be too common

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •