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Author Topic: Newbie Questions  (Read 2435 times)
Doublebond
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« Reply #15 on: December 27, 2010, 03:16:48 PM »

Where are the rules for flying and combat in the air?  The Foes chapter says Flyers can make Manuever checks with Acrobatics but the Acrobatics skill doesn't talk about this at all. 

That is one area which the book certainly doesn't go into great detail concerning. So...

GM Fiat.

GM Fiats everywhere.
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MatrexsVigil
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« Reply #16 on: December 27, 2010, 03:17:50 PM »

Being as though one of the core races has flying...you'd think this would actually be covered.  Hell, underwater combat gets a paragraph!  This makes me mad.  =(

Well, I don't feel like dealing with players who want to go zipping around in aerial combat when I need to make up all the rules for it.  Is the Drake's winged flight equal to Thick Hide 3?  The Wiki (creating new Origins/Talents) section say these have the same point value. 
« Last Edit: December 27, 2010, 03:23:09 PM by MatrexsVigil » Logged

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« Reply #17 on: December 27, 2010, 03:56:36 PM »

The Foes chapter says Flyers can make Manuever checks with Acrobatics but the Acrobatics skill doesn't talk about this at all. 

You use the Acrobatics skill and take penalties equal to those for riding on page 81.
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« Reply #18 on: December 27, 2010, 05:39:01 PM »

I thought someone once said that you could wave away the cost of an item if it didn't provide any bonus.  Example: If the backpack didn't provide the bonus to carrying Strength.  Since at that point it's just flavor.
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Foghorn
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« Reply #19 on: December 27, 2010, 09:14:46 PM »

Don't forget the crude "upgrade" for weapons & armor to get a little more shopping done during character creation.
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Krensky
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« Reply #20 on: December 27, 2010, 11:06:11 PM »

Thanks for the replies folks.  I found another question!

If characters start off with a stake of 100s at career level 1, how the heck are they meant to afford anything of value?  I'm writing up these character's items and the 'ranger' can barely afford a reflex bow, some arrows, a machete, partial leather armor, and a carpenter's kit.  With backpacks costing 10s and a single meal costing 1s (needing 3 a day), how are the characters supposed to afford all the 'extra' stuff after weapons, armor, and kits?

Am I missing something here?

That this isn't D&D.

The kit's not useful until after your first adventure. For the backpack, unless it provides a mechanical benefit, it's just clothing. Freebie. The meal costs are during adventures, when you'll probably want one of the other types if available. For inital gear, if you really want food in your pack, try rations, a weeks food for 5s.

Reflex bow - 30s
Arrows - 10s
Partial Leather Armor - 20s
Machete - 15s
Rations (7 days) - 5s
Chalk - 2s
Torches (5) - 2s
Sack, Large - 3s
Hemp Rope - 6s
Canteen (water) - 5s
Pouch - 2s
Backpack (no mechanical effect) - 0s
Bedroll (no mechanical effect - 0s

Total cost, 100s. Total weight 35.25 pounds.


As for aerial combat, flyers move up to their flight speed. If there's a question about whether they can do something or fly in tight quarters, make an acrobatics check using the Maneuvering Room section of table 2.17. GM needs to determine DC on the fly, so typically you should use the sliding DC table (7.22) on page 370.
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« Reply #21 on: December 28, 2010, 05:16:00 PM »

If I wanted to take about specialties for whatever reason, how many feats would a spec be worth?  Most seem to give at least a single bonus feat.  Three feats perhaps?
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« Reply #22 on: December 28, 2010, 05:27:08 PM »

If I wanted to take about specialties for whatever reason, how many feats would a spec be worth?  Most seem to give at least a single bonus feat.  Three feats perhaps?

I don't follow. If you wanted to do what with specialties?
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« Reply #23 on: December 28, 2010, 05:36:07 PM »

Take *out* specialties, not about.  Silly me.
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« Reply #24 on: December 28, 2010, 05:46:07 PM »

Take *out* specialties, not about.  Silly me.

Why?
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« Reply #25 on: December 28, 2010, 05:50:06 PM »

It's just an idea that comes from several problems I have with FC as a GM:

1) When I run solo games for myself, creating 4-6 characters is already enough of a job in FC that having so many specialties available isn't fun but a chore.  Giving those characters extra starting feats instead of a spec frees up my time during character creation, which while fun can drain all the life out of me and stall solo play completely if I get burnt out.

2) One of the groups I run for balk at too many choices.  They'll really dig being able to play drakes, rootwalkers, orcs, etc.  I'm sure once I explain that priests aren't clerics and mages aren't wizards and sorcerers, they'll like the classes.  However, also having to chose a specialty on top of that is going to make them complain, I just know it.

3) Bonus feats are fun and sometimes specialties don't fit character concepts.
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« Reply #26 on: December 28, 2010, 06:02:17 PM »

Well, the specialty creation guidelines on the Wiki seem to indicate that a specialty is worth 7 design points.  A feat is a single design point, unless it's a specialty feat, and then it's two.  Seven bonus feats at character creation seems a bit much! 

I guess I'll make up a 'generic' specialty if needed using this system that all characters can take and be done with it.

Hero Specialty

(2) Two Bonus non-Species Feats
(1) Up lowest Attribute by 1
(1) A set of Paired Skills
(3) Extra starting AD
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« Reply #27 on: December 28, 2010, 06:09:42 PM »

Or if they are coming from a D&D mindset, maybe just offer the SRD classes that got converted to Specialties to help them get their minds around things. Not too many choices, but still some choices and it will give them familiar names to not be afraid of

This is a good idea as well.  Thanks.  =)
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« Reply #28 on: December 28, 2010, 06:23:30 PM »

It's just an idea that comes from several problems I have with FC as a GM:

Have you ran FC yet? It really runs far smoother then you expect, especially once you unlearn D&D. Smiley

1) When I run solo games for myself, creating 4-6 characters is already enough of a job in FC that having so many specialties available isn't fun but a chore.  Giving those characters extra starting feats instead of a spec frees up my time during character creation, which while fun can drain all the life out of me and stall solo play completely if I get burnt out.

Wait, so replacing one choice (what specialty will I take) with multiple choices makes your life easier? Also, define solo games. You could probably run with one or two characters if you're just making up a hook and using Mythic.

2) One of the groups I run for balk at too many choices.  They'll really dig being able to play drakes, rootwalkers, orcs, etc.  I'm sure once I explain that priests aren't clerics and mages aren't wizards and sorcerers, they'll like the classes.  However, also having to chose a specialty on top of that is going to make them complain, I just know it.

But you're talking about increasing the number of choices. Instead of choosing one specialty, they'll have to choose multiple feats. And they'll be more powerful.

Try describing it like this: Talent is what you are. Specialty is what you do. Class is how you do it.

3) Bonus feats are fun and sometimes specialties don't fit character concepts.

Honestly, I've never really found a concept I couldn't do with the existing specialties. One trick is to ignore the name and focus on the abilities. Failing that, whipping up or modifying one is not that hard.

Well, the specialty creation guidelines on the Wiki seem to indicate that a specialty is worth 7 design points.  A feat is a single design point, unless it's a specialty feat, and then it's two.  Seven bonus feats at character creation seems a bit much! 

I guess I'll make up a 'generic' specialty if needed using this system that all characters can take and be done with it.

Hero Specialty

(2) Two Bonus non-Species Feats
(1) Up lowest Attribute by 1
(1) A set of Paired Skills
(3) Extra starting AD

There is reason the rules say exactly one feat. The costs there aren't, well, accurate for want of a better term. A first tier feat is roughly 2.5 'points' of stuff. What you have there is far more powerful then the other specialties.
« Last Edit: December 28, 2010, 06:26:55 PM by Krensky » Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
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« Reply #29 on: December 28, 2010, 06:34:02 PM »

Actually, yes after taking about three days (on and off) creating characters, I ran the first scene from Cleansing the Black Spur (minus the goblins) with myself, to test the system a bit.

Having to pick a specialty adds another layer of complexity ontop of character creation that I don't always want.  I'll always have to go look for at least a single feat per character during character creation, so I'm already looking for feats anyway.

I could always restrict bonus feats to tier 1 feats, while your normal level 1 feat can be of a feat next along on the tree (just like stacking a specialty with your first tier feat along a feat tree). 

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