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General Tabletop Discussion
*Pathfinder & Starfinder
Andy Collins Umber Setting
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<blockquote data-quote="Connorsrpg" data-source="post: 1843259" data-attributes="member: 19265"><p>It was a while ago, but I remember reading quite a lot about the development of David's Umber CS. Its gritty atmosphere is what attracted me - I don't remember much of the exact rules he uses, though the fractional saves and atts stuck in my mind.</p><p></p><p>I actually like a character being able to have a high save (and therefore a low one) - that is the fun of choosing these options. Characters train in our CS, so new classes are harder to add <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I have never liked the idea of changing the classes core attributes, like base att. However that Drd1/Rog1/Sor1 of yours is a good eg. +0 normally, whereas even a sorcerer3 has higher than that? Then again, I guess that is the price to pay for diversification. The character has been learning a greater amount of skills and not combat related stuff...</p><p></p><p>The main reason I had an interest in Umber was the low magic, low gold aspect. ALL my campaigns have ALWAYS been like that. My players know when they earn something, they have truly earnt it. I take very little notice of expected gp worth/lvl and all of that. It is not that powerful magics don't appear, it is just every NPC/PC is NOT loaded up with many small MI's.</p><p></p><p>In fact my quick way to determine such things is roll d10. If I roll their lvl or under = random MI. Then I roll again and go for a roll = lvl -1 and so on until I need a 1. That gets a healthy spread and is easy to do on the fly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Do the same for special items, such as masterwork weapons too.</p><p></p><p>Anyhow, Umber is interesting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Connors</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 1843259, member: 19265"] It was a while ago, but I remember reading quite a lot about the development of David's Umber CS. Its gritty atmosphere is what attracted me - I don't remember much of the exact rules he uses, though the fractional saves and atts stuck in my mind. I actually like a character being able to have a high save (and therefore a low one) - that is the fun of choosing these options. Characters train in our CS, so new classes are harder to add ;) I have never liked the idea of changing the classes core attributes, like base att. However that Drd1/Rog1/Sor1 of yours is a good eg. +0 normally, whereas even a sorcerer3 has higher than that? Then again, I guess that is the price to pay for diversification. The character has been learning a greater amount of skills and not combat related stuff... The main reason I had an interest in Umber was the low magic, low gold aspect. ALL my campaigns have ALWAYS been like that. My players know when they earn something, they have truly earnt it. I take very little notice of expected gp worth/lvl and all of that. It is not that powerful magics don't appear, it is just every NPC/PC is NOT loaded up with many small MI's. In fact my quick way to determine such things is roll d10. If I roll their lvl or under = random MI. Then I roll again and go for a roll = lvl -1 and so on until I need a 1. That gets a healthy spread and is easy to do on the fly. :) Do the same for special items, such as masterwork weapons too. Anyhow, Umber is interesting. :) Connors [/QUOTE]
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