Ndreare Posted July 28, 2014 Report Share Posted July 28, 2014 Overall the guidelines look good. 1: Increased Endurance should be -1/2. 2: the design you having basically places a very heavy point tax on every character especially magic users because of the package cost. For a 150 point game is that deliberate? After all a normal soldier will be about 80 points just in combat abilities. A PC however will want a lot of non combat related stuff so effectively your players will start slightly below the average mage or thief and slightly above the average priest. (Based on Fantasy Hero 6th "pages 460+) Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 28, 2014 Author Report Share Posted July 28, 2014 I'm sorry, I should have been more clear. My group still uses 5th Ed. I see a 100+50 fantasy character breaking down thusly: 60 points in Stats 45 points in skills 45 points in "other stuff" That other stuff could be feats, magic MP and spell slots, extra skills, or extra stats. A character with 90 points in stats & 60 points in skills, and no other powers, talents or "funky stuff," will be damn effective in this setting. Quote Link to comment Share on other sites More sharing options...
Ndreare Posted July 29, 2014 Report Share Posted July 29, 2014 I see, well I think what you have will work. What will you name your city and setting? Have you pitched it to your players? Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 29, 2014 Author Report Share Posted July 29, 2014 Several cities. They will start in the town of Farmingham, outside of Laketon which is on the shores of the Inland Sea. Laketon is a minor walled city, but a major trading hub for the various races. Up river to the west are the mountains of the Dwarves. South is the forests of the Elves. North across the river from Laketon are the vast planes of the Lancers. Down river to the east is the hill country of the halflings and the city of Riverford, a walled city of the Old Men. North along the coast from Riverford is Slot Statka, first and proudest of the walled Manish cities. Quote Link to comment Share on other sites More sharing options...
Ndreare Posted July 29, 2014 Report Share Posted July 29, 2014 Sounds like you are set. Let us know how it goes. Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 29, 2014 Author Report Share Posted July 29, 2014 I've got a plot outlined around an Ork uprising near Farmingham. The PCs get involved (1 SP bounty on Ork heads, rescue the farmer's daughter, etc.). They find out the local tribe is just part of a much LARGER Ork uprising. See, in many worlds Orks are dumb. In my world Orks are NOT dumb. They are simply realistic and RUTHLESS. Orks understand that humans can live 60 years of more, and Dwarves & Elves even longer. Baring misadventure an Ork will go from birth to full maturity in just 2 years, and live a long & full life, only to die at the ripe old age of FIFTEEN. Orks simply can't live long enough to become master craftsmen working in steel or iron, or pottery or cloth or even farming. So instead that study fighting, and TAKE everything else form the other "weathy" races. The Orks start out with raggy cloth armor & clubs. They raid farms around Farmingham in small bands in search of leather and steel tools. Once they have decent equipment, then they start raiding in larger bands. This will be where the PCs come in. Depending on the player's actions, an Ork attack on Farmingham either will or will not happen, and if it happens then it either will or will not succeed. If Farmingham gets sacked by Orks then all the loot, e.g. steel swords & chain armor in large quantities, will end up in Ork hands. The Orks will then be able to launch an unprecedented attack on a walled city - Laketon. If the PCs do well then they will prevent the attack on Farmingham and become small-time, local heroes. It they screw the pooch and let Farmingham fall and hundreds of people die, then they have a chance of stopping a major Ork attack on a large city and become major heroes. Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 I made some test characters using my campaign guidelines. I think i'm gonna up the point cap to 125+50. Quote Link to comment Share on other sites More sharing options...
Ndreare Posted August 1, 2014 Report Share Posted August 1, 2014 Have you pitched the idea to the players yet? Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 Example Fighter STATS STR 18 8 BOD 15 10 CON 15 10 DEX 18 24 INT 15 5 EGO 15 10 PRE 15 5 COM 14 2 PD 6 2 ED 6 3 SPD 4 12 REC 7 - END 30 - STUN 32 - SUB TOTAL 91 POWERS 4 STR ½ END 1 1 Weapon Familiarity (Common Melee Weapons) 1 Weapon Familiarity (Lance) 10 +2 Melee Skill Levels 12 +4 Skill Levels Swords 6 +3 Inches Running 1 34 SUB TOTAL SKILLS 3 Riding (13) 3 Stealth (13) 3 Climbing (13) 3 Weaponsmith (12) 3 Concealment (12) 3 Armorsmith (12) 3 Shadowing (13) 2 History (12) 3 Conversation (12) 2 Heraldry (12) 3 Persuasion (12) 3 Paramedic (12) 3 Deduction (12) 3 High Society (12) 3 Acting (12) 2 Kinghts & Nobles (12) 3 Fast Draw CMW (13) 1 Literacy 49 SUB TOTAL DISADDS Various Disadd 50 STATS 91 POWERS 34 SKILLS 49 UNSPENT 1 DISADDS -50 TOTAL 125 Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 Example Mage STATS STR 10 - BOD 12 4 CON 15 10 DEX 15 15 INT 18 8 EGO 18 16 PRE 15 5 COM 8 -1 PD 4 2 ED 4 1 SPD 3 5 REC 5 - END 30 - STUN 26 - SUB TOTAL 65 POWERS 27 60 pip Magic MP, 1-H Gestures, Incantations, Skill Roll, x2 END 2 Healing Spell 2 Utility Spell 1 Utility Spell 1 Utility Spell 2 Attack Spell 2 0 END Attack Spell 2 AOE Attack Spell 5 Detect Magic 44 SUB TOTAL SKILLS 3 Riding (12) - Stealth (8) - Climbing (8) 2 History (14) 3 Concealment (12) 3 Paramedic (14) - Shadowing (8) 5 Sorcery (15) - Conversation (8) 2 KS: Knights & Nobles (14) - Persuasion (8) - Acting (8) 3 Deduction (14) 1 Literacy 2 LS: High Elvish 3 Analyse Magic (14) 1 Weapon Familiarity (Common Melee Weapons) 4 Social Rank – Initiate 4 Access – Restricted Library 2 PS: Magi (14) 6 +2 OCV with Attack Spells 6 +2 Skill Levels to resist Counter Spelling 6 +2 Skill Levels vs. Counter Spelling range penalty 6 +2 Skill Levels vs. Dispelling range penalty 62 SUB TOTAL DISADDS Various Disadd 50 STATS 65 POWERS 44 SKILLS 56 UNSPENT 4 DISADDS -50 TOTAL 125 Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 Have you pitched the idea to the players yet? We're still in the middle of a Weird War II campaign. When that GM runs out of ideas we'll change GMs. I'll pitch my campaign idea then. Quote Link to comment Share on other sites More sharing options...
Ndreare Posted August 1, 2014 Report Share Posted August 1, 2014 I thought your magic system required x2 endurance, but I noticed your spells include a 0 endurance version and generally do not have the increased endurance? Was this deliberate or simply a mistake. Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 I thought your magic system required x2 endurance, but I noticed your spells include a 0 endurance version and generally do not have the increased endurance? Was this deliberate or simply a mistake. Well, maybe i'm doing it wrong, but this is how I understand it. x2 END is a disadd applied to the cost of the pool. Then every slot inherits the X2 END disadd. So a 45 active point slot, i.e. a 9d6 EB which would normally cost 2 END per use, would then cost 4 END per use. AOE is a 1/2 advantage, so that EB could be bought as a 6d6 AOE EB and it would also cost 4 END in a x2 END MP. 1/2 END is a 1/4 advantage, so the player could buy a 45 active point slot in a x2 END multipower as a 7d6 EB and ONLY pay the normal 3 END for that 7d6 EB. 0 END is a 1/2 advantage, so a 45 active point slot could be a 6d6 EB 0 END even though the multipower as a whole is a x2 END multipower. Quote Link to comment Share on other sites More sharing options...
phydaux Posted August 1, 2014 Author Report Share Posted August 1, 2014 Perhaps it is considered poor form buying a 0 END slot in a x2 END multipower, but the way I look at it that's how the player wants to spend his active points, so I let them. I make up for it by being VERY restrictive when players go for the "Magic Powers Only" disadd. My understanding of that disadd is a LOT more restrictive than most peoples. But then, I don't require that disadd for magic multipowers in this campaign. if a players asks for that disadd I will allow it, but I will tell them "Expect to be screwed with." But they could cancel out my screwing with them buy buying a slot with the 1/2 advantage Variable Special Effect. Again, they are spending their active points to gain liberty from the GM. I'm OK with that. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted August 1, 2014 Report Share Posted August 1, 2014 Perhaps it is considered poor form buying a 0 END slot in a x2 END multipower, but the way I look at it that's how the player wants to spend his active points, so I let them. It's not just poor form, it's straight up not allowed. The only way you can have a Limitation on a Multipower itself is if every single slot has the same Limitation. Obviously you can house-rule whatever you want, but just realize it isn't RAW. I'd have to take a closer look at your magic system, but my gut response is that at the very least it sets a bad precedent. Quote Link to comment Share on other sites More sharing options...
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