Grim Tales: SLAVELORDS of CYDONIA - Advance Copy: Taking Q&A!

Wulf Ratbane said:
Again, this is the requested oversimplification, but the kernel of the system is the cleanest I have seen in any d20 book.
That's exactly what I needed - thanks very much.

(And you just sold another book.)

Thanks again.
 

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quick question for wulf

The grim tales hero classes are far supperior to d&d core classes, so I was thinking about letting them freely multiclass with core classes with some nerfing to balance it out and still allow the cool custimization hero classes allow, for example a player could have a barbarian3/rogue3/fast hero 3. But the "hero classes" would not count, for standard character feat progression every 3 character levels. Meaning the character would have only 2 bonus feats for character level at 6 instead of 3 but would pick up from the 3 levels in fast hero, 1 feat and 2 talents from the fast hero class. The hero classes give a feat or talent every level, so even this may not be enough to put them on equal ground with the D&D core classes.

I want to use core d&d classes for slavelords of cydonia, along with grim tales "hero classes". What do you suggest for feat progression for the hero classes so that they could be freely multi classed with core classes from th PHB and blance out? I want to use both for Cydonia, excluding core magic using classes. Do you follow me wulf, what do you suggest? Many thanks for your imput.
 

The_Spider said:
I want to use core d&d classes for slavelords of cydonia, along with grim tales "hero classes". What do you suggest for feat progression for the hero classes so that they could be freely multi classed with core classes from th PHB and blance out?

Well, personally I wouldn't mix D&D classes with GT classes, since there are feats and talents within GT to allow you to pretty much replicate any D&D class anyway.

But if you were insistent on it-- and there are some valid arguments in favor of it, not the least of which is that they are familiar already and it's nice to just pick up a "package" class instead of having to custom build all your abilities-- then I would suggest you just allow free multiclassing.

I disagree that the hero classes are "far superior to" the D&D classes-- barbarian and rogue spring to mind quickly as examples of very powerful D&D classes when compared to what you'd have to invest in GT in order to replicate them. (You should also note that D&D classes have better saving throws across the board than hero classes.)

So there's no reason to nerf anything. Let them multiclass freely if you want, and don't change the feat progression (1 per 3 character levels, same as always).

I will reiterate, though, I don't recommend mixing class types. Your players will quickly find some min-max combos you'll regret. If you want to run Slavelords, the easiest and cleanest way to do it is just use Grim Tales flat out-- especially as it seems you already own it. It's still very obviously d20 and your players will pick it up very quickly despite what they may have to "unlearn" from playing D&D.

Wulf
 

GlassJaw said:
As far as running it with D&D or Star Wars characters, it would probably work although magic and the Force might have to be toned down a bit. It's a low-magic setting so any abundance of magic would definitely change the challenge level substantially. If you used non-casting and non-Force characters, you could probably run with very little tweaking.

The beauty of SoC is that you can run it with characters from very timelines and it still works. Using D&D/fantasy characters would be reminiscent of the old Barrier Peaks module where the PC's find weird alien tech. In the Star Wars universe, it could be a new and previously undiscovered alien race. Both would be really cool actually.

The_Spider said:
I want to use core d&d classes for slavelords of cydonia, along with grim tales "hero classes". What do you suggest for feat progression for the hero classes so that they could be freely multi classed with core classes from th PHB and blance out? I want to use both for Cydonia, excluding core magic using classes.

Hi all! I'm Eric, one of the lead writers on this project, and I just wanted to respond to the prospects of running Slavelords with non-GT characters. Running Slavelords with D&D or Star Wars characters, even loaded with magic and Force powers, might actually be a decent idea for certain types of GMs and player groups. It would certainly change the game's feel, but not necessarily in a bad way.

The campaign, as written for Grim Tales PCs, was written to be gritty. That is, the stories are low magic, highly challenging, and will sometimes require either (or both) strong roleplaying and intensely careful play to succeed without casualties--especially during the epic war scenes. We aren't messing around when we say that the PCs will get thrown into the middle of a war.

Using magic or force-empowered characters might be a good idea for GMs who would prefer to allow their characters more of a margin for error and to engage in more "kick down the door"-type play. The campaign would definitely still be challenging. Allowing the PCs to have an array of powers that the natives don't would also potentially enhance the "PCs-as-mysterious-outsiders" roleplaying hook--which might increase some of the political challenges, as possessing unique powers would make the PCs even more conspicuous and desirable as commodities or targets for the planet's powers-that-be.

One decision you'd have to consider is whether to alter rules for acquiring new powers that depend on acquiring specific resources or mentorship, especially if you start the PCs at a low level, as they will be seriously cut off from home.

It's great to see that you're interested in the book--Matt and I are definitely excited to read what you have to think!
 
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Thanks, Eric. I'm currently running a D&D game with jedi, judges & mutants thrown in the mix. I like it, and I'll look forward to reading SoC to see if I can do a similar cross-genre thing with it.

P.S.: When will it be in stores?

P.P.S.: Anyone at BAG interested in swapping SoC for Relics & Rituals Olympus? It's a gorgeous book that I bought on impulse just to read (which I have done).
 
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For those that have been waiting patiently (or not so patiently as the case may be) for my review, it is now "live". Please be gentle - it's my first bigtime review!

Thanks again to Wulf for being so accomodating and letting me check out the book.

If anyone has any other questions after reading the review, let me know.
 

GlassJaw said:
For those that have been waiting patiently (or not so patiently as the case may be) for my review, it is now "live". Please be gentle - it's my first bigtime review!

Thanks again to Wulf for being so accomodating and letting me check out the book.

If anyone has any other questions after reading the review, let me know.

Good job GJ. But don't you think you may have thrown the baby out with the bathwater? There are a few too many plot details thrown out for my comfort. Especially at the end. The look on your players faces may not be so great if they know it's coming from reading a review.

Other than that, thanks!
 

The look on your players faces may not be so great if they know it's coming from reading a review.

Well before I wrote the review I decided to include specific examples from the book that I liked and disliked. I just felt that was the best way to write a review of this book. I did preface the review with a discplaimer that it did contain spoilers.

Comments are welcome though. Post them in the review if you feel so inclined.
 

Nice review, GlassJaw.

I'm a little less excited after reading it. It still looks awesome, and I'm so thrilled with GT that I'll get it anyway, but it looks like some things are integral to it that I wouldn't want to use (at least on first glance).

Specifically, the crystal weapons with charges are a little too much. They are more high-tech than I would like, and the 'spend a charge, get an effect' routine seems a little arcade-y. Hopefully, I'll feel differently when I read it all.

I'm also a little concerned about the war section, as a couple of my players aren't tactically-oriented, and may feel a little left out of the action.
 


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