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Arthurian Adventures (in Ireland)
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<blockquote data-quote="Particle_Man" data-source="post: 1832625" data-attributes="member: 892"><p>Interesting complication in my game:</p><p></p><p>The King Arthur campaign tends to be about heroic single combat. Ganging up on an opponent (unless it is an animal or something like that) is seen as unfair and ignoble (and can cost nobility points). Now in standard D&D ganging up on the BBEG (big bag evil guy) is SOP (standard operating procedure). So how do I balance things so that a party member is not SOL (uh, you figure it out) due to not getting any help? I can no longer rely solely on CR. Also, not all members of the party do the noble thing, so sometimes pc’s will “cheat” in some fashion, so it is not always a good idea to just have a weaker BBEG.</p><p></p><p>Well, one thing that works is to make sure the bad guys cheat first and worst. That “takes the gloves off”, so the good guys can cheat without penalty. Of course, some players decide to “play by the rules anyway”, which gives them nobility points. Another is to have lots and lots of mooks. Then ganging up on a single opponent is not an issue (the mooks lose nobility, but they are the bad guys anyhow, and disposable bad guys at that). A third thing I do is allow players to give up a fate point (giving me 2 destiny points) to maximize their hit die when rolling hit points for a new level (the knight is a d12 hit die character, so this has proved popular, and destiny points are fun for me). This gives them more survival value, and perhaps allows wounded one’s to “retire from the battle”, sort of a “tag-team” approach. Still, perhaps I might tinker with a larger “unconsciousness zone” than –1 to –10. I have allowed players to blow fate points to autostabilize, or to “come back somehow” when they are dead (that was the guy who came back as a fey dwarf – that took 3 fate points, which is a lot).</p><p></p><p>Another complication I wanted to avoid at first was the "Darth Vader syndrome", where the pc's are constantly overshadowed by "big name" arthurian characters. The characters are starting at low-level, and I don't want them to be constantly overshadowed by high level and powerful Knights of the Round Table. That is why I set them off to the side in Ireland. They still interact occasionally (Morgan le Fey at a banquet, for example) but it is not the major focus of the campaign at this time.</p><p></p><p>Oh, dwarves are a bit different from standard, a la house rule. With the bonus to dex and not con, and with the lack of orcs and dwarf exotic weapons, some of the “uber” edge is taken off of dwarves. Some. Also, dwarves and elves do not hate each other, but dwarves are almost extinct, so elves (formerly the defensive forces of fairyland vs. giants) are being sent occasionally from fairyland to help out the dwarves (formerly the offensive forces vs. giants trying to conquer fairyland). Goblins are fey, but traitors (they originally helped the giants invade Fairyland), so goblins ARE hated by dwarves and elves (and vice versa, of course). Oh, and when I say fey, I don’t mean that goblins, dwarves or elves take the fey template or anything (though as a roleplaying thing, touching cold iron does hurt. A lot. (not hp damage hurt, but certainly will save to avoid screaming hurt)).</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1832625, member: 892"] Interesting complication in my game: The King Arthur campaign tends to be about heroic single combat. Ganging up on an opponent (unless it is an animal or something like that) is seen as unfair and ignoble (and can cost nobility points). Now in standard D&D ganging up on the BBEG (big bag evil guy) is SOP (standard operating procedure). So how do I balance things so that a party member is not SOL (uh, you figure it out) due to not getting any help? I can no longer rely solely on CR. Also, not all members of the party do the noble thing, so sometimes pc’s will “cheat” in some fashion, so it is not always a good idea to just have a weaker BBEG. Well, one thing that works is to make sure the bad guys cheat first and worst. That “takes the gloves off”, so the good guys can cheat without penalty. Of course, some players decide to “play by the rules anyway”, which gives them nobility points. Another is to have lots and lots of mooks. Then ganging up on a single opponent is not an issue (the mooks lose nobility, but they are the bad guys anyhow, and disposable bad guys at that). A third thing I do is allow players to give up a fate point (giving me 2 destiny points) to maximize their hit die when rolling hit points for a new level (the knight is a d12 hit die character, so this has proved popular, and destiny points are fun for me). This gives them more survival value, and perhaps allows wounded one’s to “retire from the battle”, sort of a “tag-team” approach. Still, perhaps I might tinker with a larger “unconsciousness zone” than –1 to –10. I have allowed players to blow fate points to autostabilize, or to “come back somehow” when they are dead (that was the guy who came back as a fey dwarf – that took 3 fate points, which is a lot). Another complication I wanted to avoid at first was the "Darth Vader syndrome", where the pc's are constantly overshadowed by "big name" arthurian characters. The characters are starting at low-level, and I don't want them to be constantly overshadowed by high level and powerful Knights of the Round Table. That is why I set them off to the side in Ireland. They still interact occasionally (Morgan le Fey at a banquet, for example) but it is not the major focus of the campaign at this time. Oh, dwarves are a bit different from standard, a la house rule. With the bonus to dex and not con, and with the lack of orcs and dwarf exotic weapons, some of the “uber” edge is taken off of dwarves. Some. Also, dwarves and elves do not hate each other, but dwarves are almost extinct, so elves (formerly the defensive forces of fairyland vs. giants) are being sent occasionally from fairyland to help out the dwarves (formerly the offensive forces vs. giants trying to conquer fairyland). Goblins are fey, but traitors (they originally helped the giants invade Fairyland), so goblins ARE hated by dwarves and elves (and vice versa, of course). Oh, and when I say fey, I don’t mean that goblins, dwarves or elves take the fey template or anything (though as a roleplaying thing, touching cold iron does hurt. A lot. (not hp damage hurt, but certainly will save to avoid screaming hurt)). [/QUOTE]
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