Hey Gang,
For those that might be interested, I thought I would post an "After-Action Report" from my GT/BCCS Hybrid 1-shot at NC Game Day 7. The "Assault on the Enemy's Inner Sanctum" scenario was set in my Faded Glory Homebrew. The party consisted of 6 Level 9 PCs supported by 25 Emorian Legionnaires, 1 Senior Centurion and 4 Imperial War Wizards and their mission was to neutralize or destroy a power nexus for enemy spell-casters known as the "Black Eyes of the Demon Scorpion".
The PCs where built using the GT ruleset...with magic, healing, some action point conventions, equipment and a few other odds and ends imported from BCCS. Many thanks to the work HeapThaumaturgist did in melding BCCS and GT...it saved me a ton of work!
In addition to the BCCS equipment guidelines...I included some power "props" and made a differentiation between material props and fetish props (important for BCCS spell-casting). I also used the "Armor as Damage Conversion" variant from GT...one of the "Fewer Dead Heroes" choices. Finally, I tweaked the Action Points a bit...melding the GT/BCCS versions and adding a bit of homebrew into the mix.
To set the stage a bit, here are some background notes, PC stats and gear...followed by my observations. I will also ask the players to drop in with any comments:
Backgrounder/Rules
Backgrounder/Map
Table Rules/Action Point Expansion
PCs and Gear
S. Antonius Bellicus - War Wizard (Smart 9)
Brandis Tollhart - Halfling Scout (Fast 4/Smart 5)
Boldric of the Brigantes - Barbarian/Slave/Gladiator (Strong 6/Tough3)
Maxian of Tyrial - "Hammer of the Sythians" (Strong 3/Dedicated 6)
Vercinius of Osirian - Battlepriest (Dedicated 5/Charismatic 4)
Myrwyn of Eastenmarch - Bounty Hunter (Fast 5/Tough 4)
S. Antonius Bellicus and Brandis Tollhart Gear
Rest of Gear
Observations
(1) The BCCS casting system take some getting used to! Even after reading the BCCS Magic System front to back several times, downloading the augmentation .pdf from Green Ronin and utilizing Henry's nifty BCCS Spell Calc...it still took some doing. Part of this was playing with higher level effects right off the bat...instead of playing through lower levels. You also have to keep track of "spell drain", which can quickly reduce casters to mewling kittens that will keel over unconscious after their next spell.
Having a high INT to store several spells is VERY helpful...since these stored effects can be cast with one action and, as HeapThaumaturgist has aptly noted in other threads, there are no real "dump" stats for casters. INT, CON, WIS and CHA are all very important.
Time is also a major hinderance to casters until they get a few levels under their belts. Given half a day (or more), even a hedge wizard can whip up a pretty nasty effect...but the drain stands a decent chance of knocking them out once they cast it. Getting the drop on an enemy spell-caster is mucho important...since their lead effect is likely to be there mose potent.
Midway through the scenario, I stopped tracking "drain" for enemy casters and just eyeballed it. I used three basic casters...apprentices, mid-levels and BBECasters...each with a pre-stated "quickshot" and "prepared" effect. Essentially, apprentices could cast 3 effects, mid-levels 5 and BBECasters 7 before they became useless...not exact, but I was really watching the clock on the scenario.
With the non-lethal drain, rest becomes inordinately important. The scenario didn't build any resting time into it (partially because I really wanted to stretch the system), so the PC casters (S. Antonius Bellicus and Vercinius) were fairly low on resources once the final battle ensued. In a regular campaign, the DM (and PCs) would need to be aware of encounter pacing since an hour's rest can be critical.
That said, I really like the BCCS spell system. Flexible, challenging, fun and infinitely customizable. Playing with the various props allowed PCs to hit some pretty high DCs for potent effects and I would make that a major part of an ongoing campaign, with all manner of expensive power props, harvestable props and crafted props to support casters (and bleed away their cash ).
(2) Grim Tales is, without a doubt, my new favorite ruleset. Even though I jettisoned the GT spell system (which I like), it allows you to build very flexible PCs with enough variation to that no two every really look alike. I don't think the PC concept exists that can't be built in GT. Sure...there are trade-offs and powergaming munchkin-masters might not be happy with the ruleset...but I love it. I ran an Arthurian-based GT 1-shot at another game day and it left me thinking GT PCs were a little underpowered compared to "regular". This scenario erased such thoughts.
They are not underpowered...just different. The big tank in the scenario...Boldric...was absolute death in melee combat.
(3) While I need to do a bit more tinkering with feats and talent tree conversions, I think these two systems work very well together in a low(er) magic setting. While BCCS casters are capable of creating some ferocious effects, it takes time to get there. Also, casting time and spell-drain are always going to be an issue. Even PCs that load up on feats to increase spell energy (to soak drain) are going to miss out on all manner of other character options.
I plan to overhaul my homebrew setting to include this combo as my base ruleset !
I plan on pointing the scenario players in this direction...hopefully they will drop by to add their 2 coppers.
~ Old One
For those that might be interested, I thought I would post an "After-Action Report" from my GT/BCCS Hybrid 1-shot at NC Game Day 7. The "Assault on the Enemy's Inner Sanctum" scenario was set in my Faded Glory Homebrew. The party consisted of 6 Level 9 PCs supported by 25 Emorian Legionnaires, 1 Senior Centurion and 4 Imperial War Wizards and their mission was to neutralize or destroy a power nexus for enemy spell-casters known as the "Black Eyes of the Demon Scorpion".
The PCs where built using the GT ruleset...with magic, healing, some action point conventions, equipment and a few other odds and ends imported from BCCS. Many thanks to the work HeapThaumaturgist did in melding BCCS and GT...it saved me a ton of work!
In addition to the BCCS equipment guidelines...I included some power "props" and made a differentiation between material props and fetish props (important for BCCS spell-casting). I also used the "Armor as Damage Conversion" variant from GT...one of the "Fewer Dead Heroes" choices. Finally, I tweaked the Action Points a bit...melding the GT/BCCS versions and adding a bit of homebrew into the mix.
To set the stage a bit, here are some background notes, PC stats and gear...followed by my observations. I will also ask the players to drop in with any comments:
Backgrounder/Rules
Backgrounder/Map
Table Rules/Action Point Expansion
PCs and Gear
S. Antonius Bellicus - War Wizard (Smart 9)
Brandis Tollhart - Halfling Scout (Fast 4/Smart 5)
Boldric of the Brigantes - Barbarian/Slave/Gladiator (Strong 6/Tough3)
Maxian of Tyrial - "Hammer of the Sythians" (Strong 3/Dedicated 6)
Vercinius of Osirian - Battlepriest (Dedicated 5/Charismatic 4)
Myrwyn of Eastenmarch - Bounty Hunter (Fast 5/Tough 4)
S. Antonius Bellicus and Brandis Tollhart Gear
Rest of Gear
Observations
(1) The BCCS casting system take some getting used to! Even after reading the BCCS Magic System front to back several times, downloading the augmentation .pdf from Green Ronin and utilizing Henry's nifty BCCS Spell Calc...it still took some doing. Part of this was playing with higher level effects right off the bat...instead of playing through lower levels. You also have to keep track of "spell drain", which can quickly reduce casters to mewling kittens that will keel over unconscious after their next spell.
Having a high INT to store several spells is VERY helpful...since these stored effects can be cast with one action and, as HeapThaumaturgist has aptly noted in other threads, there are no real "dump" stats for casters. INT, CON, WIS and CHA are all very important.
Time is also a major hinderance to casters until they get a few levels under their belts. Given half a day (or more), even a hedge wizard can whip up a pretty nasty effect...but the drain stands a decent chance of knocking them out once they cast it. Getting the drop on an enemy spell-caster is mucho important...since their lead effect is likely to be there mose potent.
Midway through the scenario, I stopped tracking "drain" for enemy casters and just eyeballed it. I used three basic casters...apprentices, mid-levels and BBECasters...each with a pre-stated "quickshot" and "prepared" effect. Essentially, apprentices could cast 3 effects, mid-levels 5 and BBECasters 7 before they became useless...not exact, but I was really watching the clock on the scenario.
With the non-lethal drain, rest becomes inordinately important. The scenario didn't build any resting time into it (partially because I really wanted to stretch the system), so the PC casters (S. Antonius Bellicus and Vercinius) were fairly low on resources once the final battle ensued. In a regular campaign, the DM (and PCs) would need to be aware of encounter pacing since an hour's rest can be critical.
That said, I really like the BCCS spell system. Flexible, challenging, fun and infinitely customizable. Playing with the various props allowed PCs to hit some pretty high DCs for potent effects and I would make that a major part of an ongoing campaign, with all manner of expensive power props, harvestable props and crafted props to support casters (and bleed away their cash ).
(2) Grim Tales is, without a doubt, my new favorite ruleset. Even though I jettisoned the GT spell system (which I like), it allows you to build very flexible PCs with enough variation to that no two every really look alike. I don't think the PC concept exists that can't be built in GT. Sure...there are trade-offs and powergaming munchkin-masters might not be happy with the ruleset...but I love it. I ran an Arthurian-based GT 1-shot at another game day and it left me thinking GT PCs were a little underpowered compared to "regular". This scenario erased such thoughts.
They are not underpowered...just different. The big tank in the scenario...Boldric...was absolute death in melee combat.
(3) While I need to do a bit more tinkering with feats and talent tree conversions, I think these two systems work very well together in a low(er) magic setting. While BCCS casters are capable of creating some ferocious effects, it takes time to get there. Also, casting time and spell-drain are always going to be an issue. Even PCs that load up on feats to increase spell energy (to soak drain) are going to miss out on all manner of other character options.
I plan to overhaul my homebrew setting to include this combo as my base ruleset !
I plan on pointing the scenario players in this direction...hopefully they will drop by to add their 2 coppers.
~ Old One