Search found 112 matches
- Wed Jun 08, 2011 11:58 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
As an exercise I am going to re-design the table so that Luck really plays a role: if you ARE lucky, you will get a table entry with a LOW ODD, which gives an higher benefit w.r.t. someone LESS lucky than you which rolled an entry with an HIGH ODD. In my imaginary and idealized Judges Guide, there ...
- Wed Jun 08, 2011 11:56 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
On page 19 there are separate XP tables for demihuman classes. Unless you are suggesting to multiclass, I don't see how you can combine a Dwarf and Thief, for example.reverenddak wrote:I'm not sure what you're referring to.rabindranath72 wrote: Nope, there are XP tables so the demihumans work actually as classes.
- Wed Jun 08, 2011 11:54 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
As an exercise I am going to re-design the table so that Luck really plays a role: if you ARE lucky, you will get a table entry with a LOW ODD, which gives an higher benefit w.r.t. someone LESS lucky than you which rolled an entry with an HIGH ODD. I realize it isn't "right". It doesn't h...
- Wed Jun 08, 2011 10:50 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
The rules spell out that only the specific demi-human can take their appropriate class, but doesn't specifically say they can't take another class. It's probably logical and easy enough to make a ruling that is the ONLY class they can take, but the rules as written is vague (emphasis is mine), &quo...
- Wed Jun 08, 2011 10:49 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
Choosing a class a 1st level is the FIRST choice you make about your character that is not dictated directly by die rolls. (Occupation is optionally not rolled. But I can imagine folks min/maxing that occupation chart already.) The point is there is nothing unbalanced about some birth augurs being ...
- Wed Jun 08, 2011 7:47 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
Choosing a class a 1st level is the FIRST choice you make about your character that is not dictated directly by die rolls. (Occupation is optionally not rolled. But I can imagine folks min/maxing that occupation chart already.) The point is there is nothing unbalanced about some birth augurs being ...
- Wed Jun 08, 2011 7:21 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 312366
Re: Percentage Thief Skills
+D30...ha! Ironically the thief skill system was d20 based for the first year of playtesting. I just changed it a month or two ago. The thief class just wasn't quite "special" enough. I think the use of the Luck die really made a difference in that. So far the reaction to % skills in game...
- Wed Jun 08, 2011 7:19 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 312366
Re: Percentage Thief Skills
That's in addition to the d20 roll I suppose? Do you want to compare to a DC?jmucchiello wrote:That's what I wrote up above: d6/d6/d8/d8/d10 for 3 thief abilities he's great at, d3/d4/d5/d6/d7 for 3 abilities he's pretty good at, and +1/+1/+2/+2/+3 for the rest of the thieves abilities. Simple.
- Wed Jun 08, 2011 7:11 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
And just as many characters with a 5 luck getting -2 on ALL Saves are hurt by chart as the characters with 16 luck get +2 on ALL Saves. See it does balance out in the long run. So what's the purpose of Luck? (or everything else at this point.) Ditch all classes and everything else since everything ...
- Wed Jun 08, 2011 7:04 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
In general, a different balancing mechanism would be meaningless in a game where you roll 3d6 six times in order and roll you race/class on a d100 chart. Remove the 21st century RPG concept of balance from your lexicon when dealing with DCCRPG. At least one character who survives the character funn...
- Wed Jun 08, 2011 6:55 am
- Forum: Playtest Feedback: Other
- Topic: what you really like at first glance
- Replies: 39
- Views: 85399
Re: what you really like at first glance
Cthulhu (the deity) may be neutral while his cultists may be chaotic. I know that the standard convention is that follower alignment is the same as deity alignment, but this might be a clear exception to the rule. Cthulhu and other Lovecraftian "old ones" were notorious for not noticing h...
- Wed Jun 08, 2011 6:49 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
Fair enough. I suppose the reference to 1e in the opening is a typo then (should be 0e)finarvyn wrote: We're not trying to emulate AD&D here.
- Wed Jun 08, 2011 4:22 am
- Forum: Playtest Feedback: Other
- Topic: what you really like at first glance
- Replies: 39
- Views: 85399
Re: what you really like at first glance
Perhaps I am the only one...by I absolutely don't like Peter Mullen's art. I know it's going to stay there, and I am usually not a sucker for such things, but it really rubs me the wrong way...
- Wed Jun 08, 2011 4:20 am
- Forum: Playtest Feedback: Other
- Topic: what you really like at first glance
- Replies: 39
- Views: 85399
Re: what you really like at first glance
Cthulhu as Neutral is strange, if not wrong. I mean, Cthulhu has cultists by definition! I think it should be made Chaotic.
- Wed Jun 08, 2011 4:18 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
That's a good point, but OD&D did also weird things like unlimited progression for thieves (I can't imagine a dwarven thane's ass whipped up by a punk dwarven thief). AD&D1e also had unlimited advancement for thieves (except for half-orcs, who could however advance up to the assassin's maxi...
- Wed Jun 08, 2011 3:50 am
- Forum: Playtest Feedback: Characters
- Topic: Luck
- Replies: 27
- Views: 39238
Re: Luck
Luck sure is fickle since there is a result for "all saving throws" as well 3 other results for each kind of save. Some folks are just really lucky. This doesn't seem right. Perhaps the table should be changed to a % table, where a result for each save has a range (say, 3%) whereas the re...
- Wed Jun 08, 2011 3:29 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Typos and such
- Replies: 15
- Views: 43962
Re: Typos and such
Damn. :( Well, my spellchecker wouldn't have caught that one and I guess my eyes blipped right over it. Don't worry Fin, it seems the text is surprisingly typo-free (I have yet to find one, and I have a really good eye for these things due to my job.) I have found a missing space between two words,...
- Wed Jun 08, 2011 3:24 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 131525
Re: Demi-human classes...
A dwarf is a dwarf. Period. Yet...how many existing campaign settings would be thrown out the window by this choice? I like racial classes in Classic D&D, but I also like how AD&D does things. As it stands, the game is really only portable to the Known World setting. Anything from Greyhawk ...
- Wed Jun 08, 2011 3:18 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 312366
Re: Percentage Thief Skills
And speaking of homages...the reference to 1e in the introduction is misleading, given that the framework of racial classes has been embraced; this game is definitely closer to Classic D&D than AD&D. It might be worthwhile to at least add a short paragraph which allows mixing and matching of...
- Wed Jun 08, 2011 2:21 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 312366
Re: Percentage Thief Skills
Allowing others to perform some thief skills based on their attributes also is not a bad idea at all; thieves would still get much improved chances of succeeding, but this would help the GM adjudicate ALL types of skill checks within the same framework.
- Wed Jun 08, 2011 12:48 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 312366
Re: Percentage Thief Skills
Same here. Thief skills are really a sore spot in an otherwise very sleek and brilliant design. I am a fan of Classic D&D, but since this game has embraced a Skills system of sort, the thief's design is really out of place. Why would Halflings use the Skills mechanics, while the Thief has his ow...
- Mon Jun 06, 2011 5:38 am
- Forum: DCC RPG General
- Topic: [Design Question] DCC RPG and 10 Levels
- Replies: 140
- Views: 136981
Re: [Design Question] DCC RPG and 10 Levels
Any hints about the "end game"? Will players be able to run baronies, conquest kingdoms by armies etc.?
- Mon Jun 06, 2011 12:25 am
- Forum: Actual Play Reports
- Topic: Upcoming playtests of DCC RPG
- Replies: 200
- Views: 545396
Re: Upcoming playtests of DCC RPG
This is an indication that the direction taken with 3.5 was essentially flawed. Aberrations like that one are not possible with 3.0. [3.5] aberrations came from not Core Products, while [3.0] was itself an aberration thanks to Harm (the only spell able to kill a dragon in couple of rounds). The pro...
- Sun Jun 05, 2011 1:53 am
- Forum: Actual Play Reports
- Topic: Upcoming playtests of DCC RPG
- Replies: 200
- Views: 545396
Re: Upcoming playtests of DCC RPG
This is an indication that the direction taken with 3.5 was essentially flawed. Aberrations like that one are not possible with 3.0.geordie racer wrote: Looking at the 3rd ed. D&D situation - it took a while before the mad uber-optimized builds (e.g.'Pun Pun') came to light.
- Thu Jun 02, 2011 4:11 am
- Forum: DCC RPG General
- Topic: Beta Release Date
- Replies: 21
- Views: 25581
Re: Beta Release Date
The first draft of the beta rules layout is in the hands of proofreaders. On track to release at least a week before Free RPG Day, maybe more. I'm about a third of the way through the doccument and it looks very nice so far. (I've even tried to copy some sections of text into a spellchecker and I'm...