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Ratings of the Published Schools
| School |
Idea |
Execution |
Player's Handbook
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Aldana
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Although the first edition of Aldana had a mangled
Apprentice ability, the state-of-emergency issue Compendium fixed that with
an elegegant, yet almost too powerful, ability. The Journeyman ability is
equally elegant and powerful, while the Master technique uses it's own micro-system,
which I heartily approve of.
Conceptually, the thought of a Castillian dancing with fiery passion to
a guitarista in his head, while slicing his intial(s) in his opponent's
rump, is definitely appealing (particularly for those of us obsessed with
cinematic Spain/California). |
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Ambrogia
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    |
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| Props to Wilson/Wicks for this rediculusly impossible school
(I say that because no fencer in his right mind would put his weapon behind
him, but hey, this is cinematic, not realistic). I love the way it incorporates
simple fencing ideas into the basic feel of Vodacce. The mechanics, however,
are something of a let down: starting characters seem to get the best of
the school. The Journeyman and Master abilities may be functional (don't
know, haven't playtested them), but they don't seem to have much of a spark,
in my mind. I should note, however, that I think that this particular combination
of Swordsman Knacks are the nastiest of any school. |
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Donovan
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| A standard English short sword and buckler school, Donovan
was spiced up as much as could be, since it was basically required as a
nod to an entire philosophy of fighting. The Swordsman knacks are a beautiful
combination, and the Master ability is quite elegant: you may now Interrupt
Attack. I've seen it (illegally) used, and it adds a nice touch of defensive
strategy to a duel. |
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Eisenfaust
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| Although the picture next to Eisenfaust provides far more
imagery than the discription ever could, the note about "over 70 individual
moves that students learn" is nice detail. I must agree with Kevin
Wilson, though, that the Drama Die expenditure is excessive, particularly
givent the lack of Tagging or Double Parry. The Master ability in combination
with the Apprentice ability makes them awful scary, though; almost too powerful. |
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Leegstra
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Although there is little imagination put into the description
(the imagery I get is little more than a big naked blond smashing and chopping),
the mechanics of Leegstra make up for it. Each mastery level has an ability
that goes well with the others, with the foundation being the Apprentice
technique.
It seems pretty weak against brutes and swordsmen geared towards swift,
deadly strikes, but I would think nearly all of those panzy fencers would
want a Vesten Leegstra master around when they come across those ruin monsters. |
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Valroux
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| A proper Montaigne style, Valroux has both solid concept and
solid execution. Although its Tagging and Double Parry knacks seem a bit
redundant, the Journeyman ability is a nice strategic touch, while the Master
advantage is likely the reason most characters take the school. |
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Eisen Sourcebook
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Drexel
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     |
| As evidenced by the five foils under "execution,"
I consider Drexel a (the?) prime example of what Swordsman Schools
should look like. A personality, a specialty, a combination you'd
never think of (Heavy Weapon and Dirty Fighting?!), and a micro-system
with elegant mechanics - Drexel has almost everything (I'd add a story,
but that's about it). One complaint: bonus Fear has been done before
(see Rogers). |
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Gelingen
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| A monster-fighting school was an idea I had for some time
before the Eisen book came out, and was disappointed that they presented
Gelingen as the only school of its kind in Théah. Getting over that,
I found the mechanics to be sufficiently simple and direct: gain bonuses
to killing monsters. Not much in regards for originality, but it doesn't
add extreneous rules that might distract the player. |
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Höpken
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  |
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| [Revision]
Lame. The Höpken school has no personality ("focuses on
accuracy during fighting and speed during reloading."), reuses
old material (the distance mechanincs were done in Montaigne's Rois
et Reines school, and are kinda dumb in the first place), and generally
fails to spark the imagination. The whole intent, it seems, was
to make a "crossbow school." I feel that I did a better
job with my du Ponte School, at least giving some idea to the style
of combat involved. I like the idea of a custom crossbow for the
school, but it does nothing but cost D&D style excessive amounts
of Guilders and do extra damage. Lame.
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Pösen
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| Although the description is thorough enough, Pösen
seems like "just a boar spear" school to me - "we are
nobles, we stick pigs with spears, so why not stick men with spears?"
The Journeyman and Master abilities have been seen in various forms
in other games, but they fit adequitely here. There's only so much
"you do more damage" I can take, though, and so I find the
Apprentice ability bland. |
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Vodacce Sourcebook
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Bernoulli
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[Revision]
It's arguable, but I feel that Bernoulli is possibly the worst school
published. My chief complaint: the descriptions and the mechanics
have absolutely nothing to do with each other! It spends the
intro paragraph setting up for a Crescent-based style, then pretends
as though it never mentioned anything of the sort. The main weakness
is "an overly defensive approach," which is excessively
broad, and translates poorly into mechanics (the only defensive knack
or ability is the pathetic apprentice bonus). Although I would have
to see it in action, I think the Master ability is close to worthless.,
since Masters probably won't ever miss. The Journeyman ability
is almost a cold rehash of Leegstra's Apprentice ability, and what
does a bonus point in Lunge have to do with anything? |
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Last updated:
April 1, 2004
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