Showing posts with label talents. Show all posts
Showing posts with label talents. Show all posts

Wednesday, September 5, 2012

Update and Question

Haven't posted in a while, but that doesn't mean I'm not working on the Dorms and Dragons rules. School is a bit hectic, and I recently got a job, so balance is the word. What progress I HAVE made on the rules has come through some playtesting and tweaking. I found that one of the archetypes (swashbuckler) mixed with the blade class and a high DEX score could produce a 1st level character with 19AC. Needless to say, I ended that shit real quick. All of the archetypes have changed a little and I've done a bit of tweaking to casting checks (CC = 20-INT+ Spell level) as well as adding some more talents and racial modifiers.

My question of the day, though, is in regards to Adventuring actions and Advantage/Disadvantage.

Adventuring actions are based on a 2 in 6 chance modified by ability scores and outside modifiers. They read as this:


ADVENTURING ACTIONS
Adventuring actions are standard actions that all classes can make outside of combat. These include: moving quietly, searching, and listening. Adventuring actions are based on a 2 in 6 chance of success, modified by ability score or traits. These numbers can never exceed 5 in 6.
·         Move quietly (DEX) - -1 per point of encumbrance, increases surprise chance by +1

·         Search (WIS) - 1 turn per attempt (modified by role play)

·         Listen (WIS) - takes 2 rounds per attempt (-1 if trying to listen through stone or metal)

This rule, although adequate, is kind of a step away from the d20 format that the rest of the document follows. So, I was thinking of revising this section to say that any thing that is a non-combat action in need of a chance of success or failure (that can't be considered a skill) such as searching, moving quietly, listening, jumping across a chasm, lifting a portcullis, etc., and should be listed as 20 - applicable ability score + difficulty of task (a la skill DC modifier chart). I was thinking of keeping move quietly, search, and listen as constants, and making everything else up to GM fiat. This can also be modified by advantage and disadvantage.

AND, speaking of advantage/disadvantage: I would like to incorporate it into the game more, but I am reluctant to replace all static modifiers to advantage/disadvantage. Especially in cases of spells, diseases, some conditions, and some class drawbacks.

So what do you guys think?

Sunday, July 22, 2012

Rules: Talents


Talents were a little extra something I added because of the relatively average ability scores via the 15 point builds. These talents can also help a player create one of the traditional classes, a topic I'll post on after the "classes" section. Tomorrow I'll post an alternate to the talents selection called Archetypes. 

TALENTS
Characters receive 2 talents at first level and an extra talent every 4th level. Some talents may be re-selected every 4th level, and are marked with an asterisk

Alert- surprised only on 1 of d6
Armor Expert- -1 enc. for armor
Blind Fighter- only -2 fighting blind
Combat Expert- +2 to combat maneuvers
*Fleet- +1 to movement
*Hawk-eyed- +1 to search
*Hermetic- +1 concoction per day, per level
*Inspiring- +1 to hireling Morale
*Iron Minded- +1 to Mind saves
*Keen Eared- +1 to listen
*Lightning Reflexed- +1 reflex saves
Literate- Can read and write
*Mystic- +1 to casting checks
*Orator- +1 Rally per day per level
*Pad-footed- +1 to move quietly
Quick Learner- +1 skill XP
*Reflexive- +2 to initiative rolls
Resilient- -1 enc. for inventory
*Rock-gutted- +1 to Endurance saves
*Skilled- +1 to a single skill, can be chosen twice
Slayer- +1 damage/level vs. chosen foe
Studious- +1 starting spell (1st level)
Sturdy - +2 vs. forced marching
*Tongues - +1 extra language
Vital- +1 HP per level
*Weapon Specialist- +1 damage per level with a chosen weapon