Grauken
Arcane
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- Mar 22, 2013
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There's a distinction to be made between skill at arms and overwhelming force.
You only get Conan the Barbarian when you roll a critical success, otherwise you end up as Borat in loincloths
There's a distinction to be made between skill at arms and overwhelming force.
If the success of the attempt is critical to my ends, then it's a critical success alright.There's a distinction to be made between skill at arms and overwhelming force.
You only get Conan the Barbarian when you roll a critical success, otherwise you end up as Borat in loincloths
Barbarians, sir, are a class apart."Fighter" and "Fighter/Thief" are all the classes you need for barbarians.Also made Barbarians a official class.
There's a distinction to be made between skill at arms and overwhelming force.They are the same class just with one being more smelly than the other
Maybe a berserker is a class (or at least a distinct enough fighting style to make it 'not-a-fighter'), but the thing my mind conjures up when I hear "barbarian" isn't Conan, it's Goth, Thracian, Scythian, Sarmatian, Celt; Tribal people living on the Eurasian steppe, or the forests of western Europe that gave the Romans and Greeks so much trouble.
We now have 2 sessions into OSR with 2 Pathfinder players and 2 RPG newbies. We are running a houseruled Basic Fantasy RPG (with some class supplements) with elements from Adventurer Conqueror King. Mainly the economic stuff and various tables like the criminal organizations based on Market Class
The newbies are enjoying it way more than Pathfinder. They no longer sit there presumably feeling like retards because they don't know what to do. They've put the phones down and are very engaged. The Pathfinder players still bemoan no skill list (I allow them to pay to be trained in skills like Blacksmithing, etc but due to being poor they haven't yet) and they hate the classes don't have "mechanical personality" I've made some concessions on this. I gave the Barbarian class the ACKS Cleave. This means you can make another attack if your first attack kills an enemy. I am letting him do this until he fails to kill an enemy on a subsequent cleave. Fighters also get offensive/defensive stances giving a +2 to hit/-2 to ac and -2 to hit/+2 to ac respectively. Some other stuff too like going away with the phased b/x combat but that's not super interesting.
I'm loving that they are actively thinking of solutions that aren't combat. They've had 1 combat in these 2 sessions, and that's because they got a random encounter. They bypassed fighting a Kobold lair that was nuzzled in a canyon by bringing a shit ton of rope, waiting until night, and mission impossible-ing the halfling thief down the mountain to bring back the crates of loot. Was great.
A bit off topic but have to brag: My copy of ACKS got damaged in shipping. I sent an email to them about it asking if I contact them or the shipper. They replied within 2 hours and shipped me a new copy. Will definitely buy more of their stuff, I'm looking at the Player's Companion for the class and spell creation stuff.
Play b/x
"i roll to sense motive"
"we don't have most of the skill and perception checks in b/x. You actually have to figure out or guess their motive yourself."
"I wanna role for persuade"
"there's no skill roles for that. You have to actually persuade the NPC"
"Cool so what skill is persuade?"
"There is no persuade skill you actually have to roleplay."
"this game is too complicated for me"
I never liked AD&D starting the bad habit of players relying on skill checks rather than actually having to roll play and use IRL initiative. I get annoyed having to explain that constantly
We now have 2 sessions into OSR with 2 Pathfinder players and 2 RPG newbies. We are running a houseruled Basic Fantasy RPG (with some class supplements) with elements from Adventurer Conqueror King. Mainly the economic stuff and various tables like the criminal organizations based on Market Class
The newbies are enjoying it way more than Pathfinder. They no longer sit there presumably feeling like retards because they don't know what to do. They've put the phones down and are very engaged. The Pathfinder players still bemoan no skill list (I allow them to pay to be trained in skills like Blacksmithing, etc but due to being poor they haven't yet) and they hate the classes don't have "mechanical personality" I've made some concessions on this. I gave the Barbarian class the ACKS Cleave. This means you can make another attack if your first attack kills an enemy. I am letting him do this until he fails to kill an enemy on a subsequent cleave. Fighters also get offensive/defensive stances giving a +2 to hit/-2 to ac and -2 to hit/+2 to ac respectively. Some other stuff too like going away with the phased b/x combat but that's not super interesting.
I'm loving that they are actively thinking of solutions that aren't combat. They've had 1 combat in these 2 sessions, and that's because they got a random encounter. They bypassed fighting a Kobold lair that was nuzzled in a canyon by bringing a shit ton of rope, waiting until night, and mission impossible-ing the halfling thief down the mountain to bring back the crates of loot. Was great.
A bit off topic but have to brag: My copy of ACKS got damaged in shipping. I sent an email to them about it asking if I contact them or the shipper. They replied within 2 hours and shipped me a new copy. Will definitely buy more of their stuff, I'm looking at the Player's Companion for the class and spell creation stuff.
Play b/x
"i roll to sense motive"
"we don't have most of the skill and perception checks in b/x. You actually have to figure out or guess their motive yourself."
"I wanna role for persuade"
"there's no skill roles for that. You have to actually persuade the NPC"
"Cool so what skill is persuade?"
"There is no persuade skill you actually have to roleplay."
"this game is too complicated for me"
I never liked AD&D starting the bad habit of players relying on skill checks rather than actually having to roll play and use IRL initiative. I get annoyed having to explain that constantly
I am already oblivious in real life, and now you want me to be so in-game as well?
But, being serious, I do think you can use skills like these to give the players some kind of hint in case they don't catch on just through roleplay. Much like having a skill for disarming traps or finding hidden doors doesn't mean the players can't or shouldn't do those things in character; rather than just rolling.
I am already oblivious in real life, and now you want me to be so in-game as well?
But, being serious, I do think you can use skills like these to give the players some kind of hint in case they don't catch on just through roleplay. Much like having a skill for disarming traps or finding hidden doors doesn't mean the players can't or shouldn't do those things in character; rather than just rolling.
I believe having a variety of skills to choose from like a shopping list encourages "builds" and puts the character personality on the back burner. It seems to make certain players gravitate towards "I want to play a social skill build" vs "I want to play a smooth talking dwarf". Someone thinking in terms of build would never choose a Dwarf for their smooth talking build because Dwarves have capped charisma.
I could be doing it "wrong" but I tend to just give out things in plain language to the players. Like the thief would notice the nervous shopkeeper fiddling with something, maybe a weapon, under the counter. Or the Fighter noticing that the leader of the bandit group uses a trained fighting stance indicating he may be a soldier or something.
My point is that finding the right way to combine the player's and the character's skills, making the first one the focus without making the second one not matter is something that I think can be a bit difficult.
I don't see how this is entirely a problem though, a smart player is gonna figure something out no matter what you throw at him anyway, player or character skill be damned.I tend to consider the issue of how to separate character and player abilities a lot, actually; because it is something that I think can be done really well, but it can be difficult to see how sometimes.
Does it make sense for Mummies to start with 1d6 attack damage without disease and then gradually move towards 1d12 damage+disease at 5th level, or am I just overthinking things?
blade ca. 1528–29, etched with a calendar for the years 1529–34; barrel dated 1540 or 1546
Please, Raggi, Don't ever change.