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Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +
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<blockquote data-quote="steeldragons" data-source="post: 6139227" data-attributes="member: 92511"><p>Hmmm...let me try to take things one at a time...</p><p></p><p>For starters, there are no individual "feats", per se...I mean, in the sense you seem to be thinking, "I could take a feat?" No. The "feats" in the system are special maneuvers and/or abilities built into the characters' Themes...as are bonus skills for most of them. So, there isn't a "gimme one psychic power type feat"...</p><p></p><p>...though, I should/could think of a theme that would offer some kind of "bare bones" liiiimmmmited psychic awareness/power...especially since the system already has, in place, themes that offer minor magic/spell use of full arcane, illusionary, divine and natural origins. I suppose it's only fair there be one for psychic power as well. </p><p></p><p>Anywho, themes are broken up by class group. So there are options for: General, Warrior, Rogue, Priest or Wizard themes. Any class can choose from the General List. The "base" classes: Fighter, Mage, Cleric, Thief, choose from General and their respective class group. "Sub"- [I prefer "Secondary"] Classes choose from General, their "base class" analogue (a Paladin chooses from <em>Warrior</em>, for example), and an additional group (in the example of a Paladin, they can choose from <em>Priest</em> also). Bards are the only class (of the ones introduced thus far) that are permitted to choose from <em>any</em> Theme group.</p><p></p><p>As for your fighter with rogue abilities, that is easily possible one of ...four [?] ways:</p><p>1) The PC is a Fighter. Use your Skill Points (SP) to take roguey non-weapon skills. Pretty much all of them are available to any class: Search, Stealth, Sleight of Hand, Disarm Device...you're just not as adept or immediately diverse as the actual Thief...and/or take a "roguish" Theme, which as a Fighter, I believe <em>Bounty Hunter</em> or <em>Assassin</em> are available to you.</p><p></p><p>2) The PC is a Thief [rogues use d10 HD, incidentally). Use your SP to take "fightery" non-weapon skills and/or a "fightery" theme. Off the top of my head...I believe <em>Archer, Brawler, Dual-wielder</em> and...there was 4th one...maybe a 5th too...I'll have to look it up, a couple of the Rogue specific themes are "combat-y" also...and the General Themes, <em>Assassin</em> and<em> Bounty Hunter</em> are also open to you. For the "faye" connection, there is a Rogue theme called <em>Trickster</em>, which allows minor access to illusionist spells...just a thought. </p><p></p><p>3) The PC is a Bard, and just downplays/doesn't really use his/her magic all that much. Still gets the Rogue class d10 HD, light or medium armor...not a bad combatant. Though the Bardic spells would permit things like Charms and Illusions, so not "psychic powers" per se, but "mind-effecting" and "faye-ish." </p><p></p><p>or 4) While I was planning/going to try to keep PCs single classed (for the purposes of the initial tests). The World of Orea RPG has been designed to permit multi-classing...2 classes <em>to start, only</em>. There is no 3e style multi-classing. your abilities increase through the acquisiton of adding new skills or improving existing ones and adding to or improving existing Themes.</p><p></p><p>The next time/place you'd be able to add a full class would be at 6th level. So in this case a "Fighter/Thief"...gets you everything of both classes, but progression is significantly slower. And your Rogue abilities would still be hampered by medium or heavy armor. But you'd be, essentially, capable as a "full" Fighter <em>and</em> a "full" Thief.</p><p></p><p>So, yeah, I am hoping the fact your idea (and, theoretically, any PC concept) has a good 3 or 4 avenues that can give you something close, if not exact, to what you want indicates a "flexible" system, rather than an overly complex one. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>As you noted, <em>good rolls!</em> A Psychic is totally possible, using your human ability bumps to get up to 15 at least one more place.</p><p></p><p>For your reference: Ability score bonuses: </p><p>8-12 = 0 ("average" gets no bonus)</p><p>13-14 = +1</p><p>15 = +2</p><p>16 = +3</p><p>17 = +4</p><p>18 = +5 (human maximum natural potential)</p><p></p><p>Fighter: starting HP 12 + Con bonus (if any). XP to level 2: 1,000. Beginning weapons: 4 +1/3 levels. Beginning SP: 2 +1/4 levels. Themes: 1 +1/2 levels.</p><p>All armor & weapons (obviously).</p><p>Features:<em> Combat Mastery</em> +1 to hit & damage every other level, <em>Rush attack</em> (deal extra damage or push/knock opponents),<em> Extra Attacks</em> (as many attacks as you have levels against creatures with 1HD of less), <em>Athletics</em> skill +2 to all Athletics and Strength rolls (regardless of actual Strength)....and I'm debating a "Receive Charge" ability/mechanic but not really happy with it yet. We'll cross that bridge if/when you need to receive a charge. hahaha.</p><p></p><p>Thief: starting hp 10 + Con. bonus (if any). XP to 2nd level: 1,000. Beginning weapons: 3 +1/4 levels. Beginning SP: 2 +1/3 levels. Themes: 1 +1/3 levels.</p><p>Any armor, but penalties to Rogue abilities for more than Light. Any weapon, though missile and single-handed are recommended/preferred to take advantage of the Thief's [presumed] high Dexterity.</p><p>Features: <em>Skill Mastery </em>+1 to any/all skill [<em>including untrained</em>] rolls, <em>Stealth </em>+2,<em> Climbing/Footing </em>+2,<em> Search </em>+2,<em> Sleight of Hand</em> +2, <em>Disarm Device</em> +2, <em>Sneak Attack</em> +2 against base AC, +5 extra damage every other level, <em>Bonus Language</em>: Thieves' cant...and it should be noted, that with their Skill Mastery bonus, all of their "Thieves Abilities"/built-in class skills are made +3 ["Expert" level] from the get go, without even spending any SPs.</p><p></p><p>I'm really not sure how I feel about offering human ethnicities actual individual benefits beyond their Human traits. I'll have to think on that some more...of the kinds of things you suggested. It is an intriguing way to go I had not considered (all bogged down in the crunchy bits of trying to make humans different but the same/balancing them with other races). For now, assume whichever you decide is not going to "get" you anything more than I've said.</p><p></p><p>I guess that's plenty more info than you needed at the moment. hahaha. Sorry. Let me know what you might want to know next.</p><p>You have abilities and a Race. Select an ethnicity (or we can just default to Freelander, if you want). Choose a Class and then we'll get into specifics with which Themes are open to you and what they entail.</p><p></p><p>Skills after that. Weapons, Armor & Equipment will be last. Be advised it is a significantly simplified list to many D&D editions. WoO's beginner set introduces only 9 armor types and 20 weapon choices.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6139227, member: 92511"] Hmmm...let me try to take things one at a time... For starters, there are no individual "feats", per se...I mean, in the sense you seem to be thinking, "I could take a feat?" No. The "feats" in the system are special maneuvers and/or abilities built into the characters' Themes...as are bonus skills for most of them. So, there isn't a "gimme one psychic power type feat"... ...though, I should/could think of a theme that would offer some kind of "bare bones" liiiimmmmited psychic awareness/power...especially since the system already has, in place, themes that offer minor magic/spell use of full arcane, illusionary, divine and natural origins. I suppose it's only fair there be one for psychic power as well. Anywho, themes are broken up by class group. So there are options for: General, Warrior, Rogue, Priest or Wizard themes. Any class can choose from the General List. The "base" classes: Fighter, Mage, Cleric, Thief, choose from General and their respective class group. "Sub"- [I prefer "Secondary"] Classes choose from General, their "base class" analogue (a Paladin chooses from [I]Warrior[/I], for example), and an additional group (in the example of a Paladin, they can choose from [I]Priest[/I] also). Bards are the only class (of the ones introduced thus far) that are permitted to choose from [I]any[/I] Theme group. As for your fighter with rogue abilities, that is easily possible one of ...four [?] ways: 1) The PC is a Fighter. Use your Skill Points (SP) to take roguey non-weapon skills. Pretty much all of them are available to any class: Search, Stealth, Sleight of Hand, Disarm Device...you're just not as adept or immediately diverse as the actual Thief...and/or take a "roguish" Theme, which as a Fighter, I believe [I]Bounty Hunter[/I] or [I]Assassin[/I] are available to you. 2) The PC is a Thief [rogues use d10 HD, incidentally). Use your SP to take "fightery" non-weapon skills and/or a "fightery" theme. Off the top of my head...I believe [I]Archer, Brawler, Dual-wielder[/I] and...there was 4th one...maybe a 5th too...I'll have to look it up, a couple of the Rogue specific themes are "combat-y" also...and the General Themes, [I]Assassin[/I] and[I] Bounty Hunter[/I] are also open to you. For the "faye" connection, there is a Rogue theme called [I]Trickster[/I], which allows minor access to illusionist spells...just a thought. 3) The PC is a Bard, and just downplays/doesn't really use his/her magic all that much. Still gets the Rogue class d10 HD, light or medium armor...not a bad combatant. Though the Bardic spells would permit things like Charms and Illusions, so not "psychic powers" per se, but "mind-effecting" and "faye-ish." or 4) While I was planning/going to try to keep PCs single classed (for the purposes of the initial tests). The World of Orea RPG has been designed to permit multi-classing...2 classes [I]to start, only[/I]. There is no 3e style multi-classing. your abilities increase through the acquisiton of adding new skills or improving existing ones and adding to or improving existing Themes. The next time/place you'd be able to add a full class would be at 6th level. So in this case a "Fighter/Thief"...gets you everything of both classes, but progression is significantly slower. And your Rogue abilities would still be hampered by medium or heavy armor. But you'd be, essentially, capable as a "full" Fighter [I]and[/I] a "full" Thief. So, yeah, I am hoping the fact your idea (and, theoretically, any PC concept) has a good 3 or 4 avenues that can give you something close, if not exact, to what you want indicates a "flexible" system, rather than an overly complex one. ;) As you noted, [I]good rolls![/I] A Psychic is totally possible, using your human ability bumps to get up to 15 at least one more place. For your reference: Ability score bonuses: 8-12 = 0 ("average" gets no bonus) 13-14 = +1 15 = +2 16 = +3 17 = +4 18 = +5 (human maximum natural potential) Fighter: starting HP 12 + Con bonus (if any). XP to level 2: 1,000. Beginning weapons: 4 +1/3 levels. Beginning SP: 2 +1/4 levels. Themes: 1 +1/2 levels. All armor & weapons (obviously). Features:[I] Combat Mastery[/I] +1 to hit & damage every other level, [I]Rush attack[/I] (deal extra damage or push/knock opponents),[I] Extra Attacks[/I] (as many attacks as you have levels against creatures with 1HD of less), [I]Athletics[/I] skill +2 to all Athletics and Strength rolls (regardless of actual Strength)....and I'm debating a "Receive Charge" ability/mechanic but not really happy with it yet. We'll cross that bridge if/when you need to receive a charge. hahaha. Thief: starting hp 10 + Con. bonus (if any). XP to 2nd level: 1,000. Beginning weapons: 3 +1/4 levels. Beginning SP: 2 +1/3 levels. Themes: 1 +1/3 levels. Any armor, but penalties to Rogue abilities for more than Light. Any weapon, though missile and single-handed are recommended/preferred to take advantage of the Thief's [presumed] high Dexterity. Features: [I]Skill Mastery [/I]+1 to any/all skill [[I]including untrained[/I]] rolls, [I]Stealth [/I]+2,[I] Climbing/Footing [/I]+2,[I] Search [/I]+2,[I] Sleight of Hand[/I] +2, [I]Disarm Device[/I] +2, [I]Sneak Attack[/I] +2 against base AC, +5 extra damage every other level, [I]Bonus Language[/I]: Thieves' cant...and it should be noted, that with their Skill Mastery bonus, all of their "Thieves Abilities"/built-in class skills are made +3 ["Expert" level] from the get go, without even spending any SPs. I'm really not sure how I feel about offering human ethnicities actual individual benefits beyond their Human traits. I'll have to think on that some more...of the kinds of things you suggested. It is an intriguing way to go I had not considered (all bogged down in the crunchy bits of trying to make humans different but the same/balancing them with other races). For now, assume whichever you decide is not going to "get" you anything more than I've said. I guess that's plenty more info than you needed at the moment. hahaha. Sorry. Let me know what you might want to know next. You have abilities and a Race. Select an ethnicity (or we can just default to Freelander, if you want). Choose a Class and then we'll get into specifics with which Themes are open to you and what they entail. Skills after that. Weapons, Armor & Equipment will be last. Be advised it is a significantly simplified list to many D&D editions. WoO's beginner set introduces only 9 armor types and 20 weapon choices. [/QUOTE]
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