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Archetypes - Woody                   
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Archetypes seek to take each class back to it's roots in the fantasy genre. With reference points in literature and fantasy role playing, it is unimaginable to picture Aragorn (LOTR) slinging a lightning bolt or Zed (The Sword of Truth) peppering a target with arrows. In my old AD&D days, my preferred class was the Mage (duh!). I was always jealous of the fighters in our group that sported big time plate mail and carried massive swords. But, I always understood why I was denied those things and found consolation in the fact that I could blast them into nothingness in a wink if I wanted too ;) With that in mind, the following Archetype rules are very basic guidelines that any old school pen and paper role-player will appreciate.

Warriors:

Warriors are not allowed to read ANY book or scroll. The language of magic is too complex and takes years to learn.

Warriors chose to master the sword instead. Warriors may use any normal or magic item. It does not take an understanding of magic to cast a spell from a stave. Typically, trigger words on staves were written in the common tongue

Rogues:

Archers are not allowed to read ANY book or scroll. The language of magic is too complex and takes years to learn.

Rogues chose to master the bow instead. Rogues may use any normal or magic item. It does not take an understanding of magic to cast a spell from a stave. Typically, trigger words on staves were written in the common tongue.

Rogues may not wear any armor heavier than ring mail. Rogues may not use shields and helms are limited to caps, skull caps and crowns.

In addition to the bow, Rogues may carry a dagger or staff for emergencies.

Sorcerers:

Sorcerers may only use staves or daggers as weapons.

Sorcerers may not wear any armor heavier than a robe (Naj's light plate being the only exception).

Sorcerers may not use shields and helms are limited to caps, skull caps and crowns

 

 

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