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How to make characters like in Dungeons & Dragons: Honor Among Thieves
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<blockquote data-quote="FormerlyHemlock" data-source="post: 8981440" data-attributes="member: 6787650"><p>Here's a conversation I had with a player in preparation for an upcoming Film Reroll of the movie:</p><p></p><p>GM: [blah blah blah]... Note: I'm also planning on giving Simon's speak-with-dead artifact to someone at the start of play, so you'll have the option to "follow the plot" if you want to. But the scenario is sandboxy enough that I feel like I don't need to control pacing that strictly. We're going to see "what would really happen" when <em>you guys</em> meet an evil wizard with Plans for treachery. It might be different from the movie.</p><p></p><p>Player: Okay, I'd love to see how you'd write up Holga in DF. I read over the character creation rules, but the 250 point system (or 300 because of flaws) is really intimidating. I think I understand it enough to play it, but not enough to create it very well.</p><p></p><p>GM: Okay, starting with this [DF Barbarian template screenshot redacted from EnWorld post for copyright reasons]</p><p></p><p>GM: And bearing in mind that a skill of 12 is "succeeds 75% of the time" and 16 is "succeeds 98% of the time",</p><p></p><p>GM: I'd pick the Two-handed Axe/Mace package because she likes axes, pick Throwing because that's what you use for round objects like potatoes, pick Climbing, Lifting, Gesture and Forced Entry because they seem plausible for her character and likely to be useful.</p><p></p><p>GM: For disadvantages, Ham Fisted 2 [-10] seems plausible (she's a lock-basher, not a lock-picker). Moderate Gluttony [-5] is consistent with observed behavior. Wealth: Struggling [-10] is also observed. Moderate Gullibility [-10] and Easy To Read [-10] and Sense of Duty (Adventuring Companions) [-5] all seem to fit well enough.</p><p></p><p>GM: Quirks for 5 bonus points:</p><p></p><p>Loves potatoes.</p><p>Calls Kira her "bug."</p><p>Thinks halfling men with beards are cute.</p><p>Won't tolerate being mocked.</p><p>Exiled from clan Elk.</p><p></p><p>GM: I'd use those bonus points to bump Sumo Wrestling a.k.a. Slamtastic to 14 (she does a <em>lot</em> of it, and this gets her a damage bonus plus extra effectiveness), take Connoisseur (Weapons)-9 (because clearly she is into cool weapons), and save the last two points for advantages.</p><p></p><p>GM: If you're willing to modify her visuals a little, switching to Polearm instead of Two-handed Axe/Mace and wielding an axe-like polearm like a dueling glaive in one hand with a shield on the other arm would both keep her safer (shields are really useful) and also let her shield-rush people (basically using the shield as a battering ram, with bonus damage from her Sumo Wrestling). It's a somewhat more effective fighting style than she used in the movie but not necessarily a big change of character. Use the last quirk point to buy Shield-13.</p><p></p><p>GM: Hmmm, on second thought Wealth: Struggling makes the most sense for her before she takes up thievery with Edgin, and right after escaping from prison. If she's playing a Doomed Burglar then stick with that, otherwise maybe Short Attention span could work, or increasing Gullibility to severe levels.</p><p></p><p>GM: What equipment you buy depends on all of the above factors, but let's say you go with the polearm and shield strategy and severe Gullibility instead of low Wealth. In that case you spent all your Quirk points on skills and advantages instead of converting them to cash ($500/quirk point) so you have $1000 of equipment. (The GM will make sure you don't lose your equipment during the timeskip in prison BTW.)</p><p></p><p>GM: Heavy leather armor for $450/36 lb. and fur armor for $150/18 lb. both seem consistent with what she wears in the movie (honestly I'm not sure) so let's pick furs because they're lighter. We're trading less protection for mobility here. (You can, but don't have to, scavenge heavier armor during play.) A medium shield is $60/15 lb. A dueling glaive is $80/6 lb. That leaves $710 out of $1000 for personal basics, camping gear, etc., which is plenty. If you wanted to you could spend $320 to upgrade that glaive to a dwarven dueling glaive (lets you parry without giving up attacks), and/or another $320 to make it a balanced dwarven dueling glaive (+1 to effective skill, so Polearm-19 instead of 18). Or you could rely on taking a weapon from some of the Neverwinter guards--in this case I'm comfortable making the guard have whatever type of high-quality weapon would impress PCs in the scene, if that scene winds up happening.</p><p></p><p>GM: Anyway, that puts Holga at 39 lb. of gear (ignoring the weight of camping gear, etc., which she probably leaves on her stolen horse or whatever--BTW horses are about $2000) which means she's unencumbered and at full Move 6. (ST 17 is unencumbered at up to 58 lb.)</p><p></p><p>GM: So she can move around well, has DR 3, has a big sharp weapon to stab or cut or parry with, a shield with which to rush enemies and knock them down, and enough skill to feint enemies' defenses down very low and then stab them in the eyes if she wants to. (Skill 19 - 9 for eyes = 10 or lower on 3d6, 50% success rate. She could stab heart or lungs at 19-3 = 16 or lower, 98% success rate.)</p><p></p><p>[*snip* example combat]</p><p></p><p>Player: That's also helpful. I see how with such low hp, players need to be a little more defensive than in D&D. I think I'd still prefer axe/mace as main weapons though.</p><p></p><p>Player: That is a very good write up. And it gives me some much easier decision points to consider. Maybe tonight at work I'll give it another read through, and make those decisions. At first glance though, I think I like axe/mace better than pole arm, though moving to one handed with a shield, or finding a way to switch between dual wielding to weapon/shield as needed is attractive.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 8981440, member: 6787650"] Here's a conversation I had with a player in preparation for an upcoming Film Reroll of the movie: GM: [blah blah blah]... Note: I'm also planning on giving Simon's speak-with-dead artifact to someone at the start of play, so you'll have the option to "follow the plot" if you want to. But the scenario is sandboxy enough that I feel like I don't need to control pacing that strictly. We're going to see "what would really happen" when [I]you guys[/I] meet an evil wizard with Plans for treachery. It might be different from the movie. Player: Okay, I'd love to see how you'd write up Holga in DF. I read over the character creation rules, but the 250 point system (or 300 because of flaws) is really intimidating. I think I understand it enough to play it, but not enough to create it very well. GM: Okay, starting with this [DF Barbarian template screenshot redacted from EnWorld post for copyright reasons] GM: And bearing in mind that a skill of 12 is "succeeds 75% of the time" and 16 is "succeeds 98% of the time", GM: I'd pick the Two-handed Axe/Mace package because she likes axes, pick Throwing because that's what you use for round objects like potatoes, pick Climbing, Lifting, Gesture and Forced Entry because they seem plausible for her character and likely to be useful. GM: For disadvantages, Ham Fisted 2 [-10] seems plausible (she's a lock-basher, not a lock-picker). Moderate Gluttony [-5] is consistent with observed behavior. Wealth: Struggling [-10] is also observed. Moderate Gullibility [-10] and Easy To Read [-10] and Sense of Duty (Adventuring Companions) [-5] all seem to fit well enough. GM: Quirks for 5 bonus points: Loves potatoes. Calls Kira her "bug." Thinks halfling men with beards are cute. Won't tolerate being mocked. Exiled from clan Elk. GM: I'd use those bonus points to bump Sumo Wrestling a.k.a. Slamtastic to 14 (she does a [I]lot[/I] of it, and this gets her a damage bonus plus extra effectiveness), take Connoisseur (Weapons)-9 (because clearly she is into cool weapons), and save the last two points for advantages. GM: If you're willing to modify her visuals a little, switching to Polearm instead of Two-handed Axe/Mace and wielding an axe-like polearm like a dueling glaive in one hand with a shield on the other arm would both keep her safer (shields are really useful) and also let her shield-rush people (basically using the shield as a battering ram, with bonus damage from her Sumo Wrestling). It's a somewhat more effective fighting style than she used in the movie but not necessarily a big change of character. Use the last quirk point to buy Shield-13. GM: Hmmm, on second thought Wealth: Struggling makes the most sense for her before she takes up thievery with Edgin, and right after escaping from prison. If she's playing a Doomed Burglar then stick with that, otherwise maybe Short Attention span could work, or increasing Gullibility to severe levels. GM: What equipment you buy depends on all of the above factors, but let's say you go with the polearm and shield strategy and severe Gullibility instead of low Wealth. In that case you spent all your Quirk points on skills and advantages instead of converting them to cash ($500/quirk point) so you have $1000 of equipment. (The GM will make sure you don't lose your equipment during the timeskip in prison BTW.) GM: Heavy leather armor for $450/36 lb. and fur armor for $150/18 lb. both seem consistent with what she wears in the movie (honestly I'm not sure) so let's pick furs because they're lighter. We're trading less protection for mobility here. (You can, but don't have to, scavenge heavier armor during play.) A medium shield is $60/15 lb. A dueling glaive is $80/6 lb. That leaves $710 out of $1000 for personal basics, camping gear, etc., which is plenty. If you wanted to you could spend $320 to upgrade that glaive to a dwarven dueling glaive (lets you parry without giving up attacks), and/or another $320 to make it a balanced dwarven dueling glaive (+1 to effective skill, so Polearm-19 instead of 18). Or you could rely on taking a weapon from some of the Neverwinter guards--in this case I'm comfortable making the guard have whatever type of high-quality weapon would impress PCs in the scene, if that scene winds up happening. GM: Anyway, that puts Holga at 39 lb. of gear (ignoring the weight of camping gear, etc., which she probably leaves on her stolen horse or whatever--BTW horses are about $2000) which means she's unencumbered and at full Move 6. (ST 17 is unencumbered at up to 58 lb.) GM: So she can move around well, has DR 3, has a big sharp weapon to stab or cut or parry with, a shield with which to rush enemies and knock them down, and enough skill to feint enemies' defenses down very low and then stab them in the eyes if she wants to. (Skill 19 - 9 for eyes = 10 or lower on 3d6, 50% success rate. She could stab heart or lungs at 19-3 = 16 or lower, 98% success rate.) [*snip* example combat] Player: That's also helpful. I see how with such low hp, players need to be a little more defensive than in D&D. I think I'd still prefer axe/mace as main weapons though. Player: That is a very good write up. And it gives me some much easier decision points to consider. Maybe tonight at work I'll give it another read through, and make those decisions. At first glance though, I think I like axe/mace better than pole arm, though moving to one handed with a shield, or finding a way to switch between dual wielding to weapon/shield as needed is attractive. [/QUOTE]
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