Lanefan
Victoria Rules
Lots to catch up on here...
* - we have also decided that the Dwarven word for "boat" is the same as the Dwarven word for "vomit".
Also, another gem from 1e: x.p. for a successfully avoided encounter are to be given as if the encounter was defeated (the risk must be known and steps must be taken to avoid it; getting past an opponent you never know about doesn't count). Here's where your Thieves and sneaks can shine!
Someone who was a jeweller can appraise gems. An engineer can do all sorts of useful things, believe me, I played one!
And so forth...
Lan-"Dwarves view boats much the same way as I view horses"-efan
Alright then. I'll take your word for that; I know 2e in very broad strokes but nothing much specific, and even then only from the core books (I ignored most of the crunch bloat that came later while gobbling up the settings).I think 2E covered this in 4 or 5 pages.![]()
Right now we beat it even further down: for swimming, boating and riding we roll a random d10 during roll-up to see how good you are at each one based on your upbringing and-or pre-adventuring activities; minor adjustments apply for race*, and the one class to whom horsemanship really matters (Cavalier) gets a bonus on the riding roll.Rather you want to know, fairly easily, who is an experienced horseback rider and who simply points the horse in the direction they want to go (based on background alone).
* - we have also decided that the Dwarven word for "boat" is the same as the Dwarven word for "vomit".
Keep in mind that something that was proposed earlier - I think it was in this thread - is that treasure, not combat, will be the prime source of x.p. In 3e-4e the focus was-is on combat as that's the only way PCs can advance as per RAW. Here, if the focus moves to treasure, you can shift focus away from combat somewhat and thus aren't forced to design everything around it.KidSnide said:To be fair, one of my objectives to creating a skill/nwp/trait mechanic is that, IMO, the thief doesn't really have a proper niche. This is probably because my D&D games rarely venture into a dungeon, but I see one of the advances in 3e/4e is the realization that all character classes need to have a way of being effective in combat.
Also, another gem from 1e: x.p. for a successfully avoided encounter are to be given as if the encounter was defeated (the risk must be known and steps must be taken to avoid it; getting past an opponent you never know about doesn't count). Here's where your Thieves and sneaks can shine!
It doesn't have to be hard-wired into the rules to be relevant. Having a competent blacksmith in the field party can be useful even if only because she can hammer the dents out of everyone's armour at day's end and not make a mess of it.KidSnide said:I see your concern -- it is certainly easier to create an overly useful trait than it is an overly useful profession. I just think that "blacksmith" (to pick a canonical example) just isn't useful enough to be worth representing in the rules. I would much rather have NWPs/Professions/Traits represent abilities that come up.


Lan-"Dwarves view boats much the same way as I view horses"-efan