Just like the MMO and D&D, WoWRPG is designed for groups to have a few roles filled. Naturally, I am not going to strongly enforce that. I'll make quests geared for your groups.
Also, Mike has spoken on behalf of the group. You guys will be independent from the faction. If there is a class you want to be that specifies a required faction, let me know and I'll decide if you can be that class. It's easy to rp that you were that faction before and have since become independent.
Aaannd ... in addition to coming up with races and classes, come up with back-stories. Some or all of you might know each other before the first module ... or maybe none of you know each other ... or maybe some of you have done a couple jobs with each other, but aren't necessarily close ... or a couple of you both put in for a merc job and only one of you got the job and now there is a little bad blood. Please start those discussions so that I can create the first module. I need to know if it will be a "some dood hires your group to do a job" or "you all just happen to be in a bar at the same time" or "you all wake up in a prison," etc.
Thinking hunter, I guess. I was a little dissapointed that the caster classes felt just like old D&D with new class names, even down to the spells. Though, I'd consider a tauren shaman if we need a healer.
-- Edited by Mattie on Friday 3rd of September 2010 05:02:06 AM
The whole spell system definitely feels the least updated. I know the first edition was almost a clone of D&D with some names changed. They've changed a lot of stuff for 2nd Edition, but you can totally feel the D&D presence with the magic.
That being said, I'm not overly upset about it. The slot system is pretty interesting. I'd probably make it a lot easier to swap out what spells a character had active/prepared, though.
Not 100% sure who I'd roll as. Don't think we need to rogues running around (or do we) Mattie going hunter has me thinking about Lock, but without looks at the spells set Im not sure yet.
Update 2: Thume Snipeshot is the quiet brother - he'd rather let his weapons do the talking. He's rather intimidating for a small guy, and generally serves as bodyguard to Faxil while traveling. Despite his more-aggressive direction in life, he still has some family business skills - he is very familiar with appraising and crafting.
Weapons: Flintlock Pistol, Repeater Pistol x2, Long Rifle, Warblade
Note: This guy can attack 4 times in one round - two with his primary weapon and two with his off-hand weapon. This is not including his Attacks of Opportunity, of which he can make 5 in one round, instead of the usual 1. It would be unwise to try to run by this guy in battle.
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Update 1: I've made the Goblin Tinker. Faxil Snipeshot, brother to Mazk Snipeshot (whom you can visit in the long building of vendors in Booty Bay on the docks to your left after you get off the boat). They are both Tinkers that specialize in making and modding weapons, but can make other stuff, too. They also have another brother in the family business - Thume Snipeshot. He's a Warrior that specializes in dual-wielding pistols. I'll make him next.
Faxil Snipeshot - Lvl 10 Goblin Tinker
Notable Skills: Appraise, Craft (Alchemy), Craft (Tech), Craft (Weapon), Disable Device, Forgery, Open Lock, Use Tech, Knowledge (Engineering)
Note: Because of the Crafty Leader feat, Faxil can craft items significantly faster when his brothers are helping.
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I plan to make a Goblin Tinker as sort of a "Q" for the group (I'll figure out why he likes you guys so much later). He will work out of Ratchet and Booty Bay permanently, but will probably have an actual shop in Booty Bay.
You are more than welcome to have a history with him if that will help you when creating your character's story.
I'll make more story soon, but basically he makes inventions for people that pay top dollar, and he hooks people up with jobs.
Edit: update 1 - Faxil Edit: update 2 - Thume
-- Edited by Monk on Monday 6th of September 2010 08:31:46 PM