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Author Topic: Starting Post 1st Level?  (Read 3537 times)
Khaalis
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« on: September 24, 2009, 08:55:47 AM »

How would one go about putting together the basic "rules package" for a group that you want to begin post 1st level; say for instance a one off game rather than an ongoing campaign?

The obvious:
* Set the starting level and allow players to pick their characters for that level. This seems pretty straight forward. However, this might relate to the last question (treasure/gear).


The Not so obvious:
* How do you dole out Reputation and Treasure in the FC system?

For Reputation, I would assume the DM picks the level of Repute he thinks the PCs have garnered in their career to date bases on Table 7.9 (p.343). For instance an "average" Reputation would be 10 Reputation (+ Legend) per adventure completed. Add to this an "average" of instant awards of 4 per adventure (p.344), that would be 14+Legend per adventure.

If you use the basic information given for XP this would be based on:
* 1 adventure/level for levels 2-5
* 2 adventures/level for levels 6-11
* 3 adventures/level for levels 12-17
* 4 adventures/level for levels 18-20

So if I wanted to say start PCs at 8th level with average reputation, I would award 140 (+Legend) Reputation?
{14 per adventure for 10 adventures}

Obviously this would scale based to the DM's taste for how successful/famous the group has been to date, or based on character backgrounds, etc.


The Not Obvious at all:
How would you determine starting treasure/gear, etc. for PCs starting at a level beyond first? In the d20 system there was a basic table that gave you an appropriate gold piece amount to grant per level that was often used for this. I haven't seen anything similar in FC though. Thoughts, or did I miss something?

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Agent 333
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« Reply #1 on: September 24, 2009, 09:06:08 AM »

The book has rules for starting coin and reputation for any level. Characters start with 100s per level, and 10 Rep per level. I'd post page references, but my book's in the other room and I'm lazy...
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Daedalus
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« Reply #2 on: September 24, 2009, 09:24:43 AM »

It's on p. 187 for starting reputation and p. 153 for silver.  I think it's somewhat low for starting characters significantly above level 5, but otherwise it's pretty good.
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« Reply #3 on: September 24, 2009, 11:29:56 AM »

It's on p. 187 for starting reputation and p. 153 for silver.  I think it's somewhat low for starting characters significantly above level 5, but otherwise it's pretty good.
You can always house-rule stuff like:
Levels 1-5 - Levelx100s
Levels 6-10 - Levelx150s
Levels 11-15 - Levelx200
Levels 16-20 - Levelx250

The thing is, FC does not rely on money like D&D, Rep is more important later.
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« Reply #4 on: September 24, 2009, 12:00:45 PM »

It's on p. 187 for starting reputation and p. 153 for silver.  I think it's somewhat low for starting characters significantly above level 5, but otherwise it's pretty good.
You can always house-rule stuff like:
Levels 1-5 - Levelx100s
Levels 6-10 - Levelx150s
Levels 11-15 - Levelx200
Levels 16-20 - Levelx250

The thing is, FC does not rely on money like D&D, Rep is more important later.

Even on reputation it scales somewhat slowly.  From p. 342:"Assuming you stick to these numbers, your party should level approximately once per adventure through Level 5. After that the rate should drop off to about once per two adventures until Level 11, then remain steady at once per three adventures until the late game (Level 17)."

At and after level 5, adventurers should be receiving a minimum of 5 reputation per adventure if a character has 0 legend, receives no in-adventure reputation rewards and achieves no critical objectives.  This seems highly unlikely, and scales worse as levels increase.  Of course I could apply the scalar you suggested to > level 5 starting reputation and lessen the disparity significantly. Wink
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knight.errant
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« Reply #5 on: September 24, 2009, 02:13:48 PM »

On a related note

Quote
FC p. 187:
Each point of Renown costs 50 Reputation and may be invested in one (and only one) track, marking your unique
legend in the world. Each Renown track caps out at 10, and Renown may only be purchased at the end of an adventure.

Do you have to spend Reputation on raising your Renown specifically (as shown on Table 4.26), or does it raise when you spend Reputation on Prizes (Contacts, Favors, Magic Items, etc.)?

For instance, let's say a character starts with 100 Reputation. He wants to buy the Favor "Safe Passage." This requires a Renown score of 2 and costs 5 Reputation.

Would he need to spend 100 points to obtain Renown 2 before he could spend the 5 Reputation on the Favor?
Or is he considered to have already obtained Renown 2 since he's amassed 100 Reputation points even though he hasn't spent them yet?

Last, Renown 2 would mean that he can keep a maximum of 3 prizes, right?
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« Reply #6 on: September 24, 2009, 03:58:04 PM »

My understanding is that you pay for it.
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« Reply #7 on: September 24, 2009, 04:00:41 PM »

You buy Renown by spending Reputation
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« Reply #8 on: September 24, 2009, 04:13:33 PM »

Last, Renown 2 would mean that he can keep a maximum of 3 prizes, right?

Correct Smiley
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« Reply #9 on: September 24, 2009, 04:56:37 PM »

You could also give a level of Renown as a butch adventure reward ("you are all knights of the realm!"), too. But generally, you buy it at 50 rep/point
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« Reply #10 on: September 24, 2009, 05:07:36 PM »

You could also give a level of Renown as a butch adventure reward ("you are all knights of the realm!"), too. But generally, you buy it at 50 rep/point

I did this for my level 5 PC's, but that essentially doubled their reputation wealth, so they had to base it on their prior accomplishments. (!!)  Chances are that I'll trim down the magic item rewards and other such, or just use the Reputable Heroes campaign quality since my party loves their social-based rewards. I'm glad you guys didn't use a "one currency for all things" design.  Well played, guys. Wink
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« Reply #11 on: September 24, 2009, 11:37:42 PM »

My impression is that 10 Reputation x Level is indeed probably (usually) lower compared to how much a character would accrue in the average campaign, if they climbed up the rungs from first level.  Personally I like this however -- a bit of a tax.  

I suppose in some cases if I'm converting (from some other system's conception) someone's established character for my campaign, or in some cases when someone comes in with a new character, I might raise the starting amount, maybe as high as 20 x reputation.

Whooo!!! first post!!!  Props to the designers, our group thinks this system is terrific.
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Khaalis
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« Reply #12 on: September 25, 2009, 05:00:46 AM »

It's on p. 187 for starting reputation and p. 153 for silver.  I think it's somewhat low for starting characters significantly above level 5, but otherwise it's pretty good.
You can always house-rule stuff like:
Levels 1-5 - Levelx100s
Levels 6-10 - Levelx150s
Levels 11-15 - Levelx200
Levels 16-20 - Levelx250

The thing is, FC does not rely on money like D&D, Rep is more important later.

Does FC assume that every adventurer starts at 1st level in rags with a rusty old weapon? Only 100s per level?

At 1st level what I consider a typical adventuring bundle would be:
* Backpack = 10s
* Blanket/Bedroll = 5s
* Canteen/Waterskin = 5s
* Firesteel/Tinderbox = 8s
* Pouch = 2s
* Rope, hemp = 6s
* Sack, large = 3s
* Torches (5) = 2s

That's 37s right there, not including basic trail Rations at 5s per day cost. So assume even a 2 day run, thats 47s.

If you are a healer, mage, rogue or any class that requires a related kit, that's an average of another 20s each.

Now what about arms & armor?
A "Crude Partial Leather Armor" is 30s and a "Crude Short Sword" is another 19s.

I honestly don't see how 100s can be a correct number.  What am I missing?


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« Reply #13 on: September 25, 2009, 08:10:34 AM »

It is probably kind of low, but there's nothing wrong with increasing it (or encouraging your GM to). It's the kind of thing that can be adjusted depending on your setting or genre requirements. That kind of equipment load assumes you'll be "dungeoneering", which isn't necessarily the case in Fantasy Craft.

Of course, there are also other ways to decrease costs, namely Haggle. If you have a smart Courtier in your party, chances are you can decrease the costs of everything you buy by 10-20% right from the start. If you have the time, Crafting Basics also immensely decreases your equipment costs. Or you could just split the "adventuring bundle" between party members, which is what we did in the last D&D game I played. If you have a lot of adventuring equipment, it starts to wear on encumbrance anyway, especially. The kit you mentioned is 29 1/2 lbs., or the majority of an average person's walking load.
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« Reply #14 on: September 25, 2009, 08:22:05 AM »

You also get your income at the start of your first adventure.
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