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Guardsmith's True20 Freeport game -[Recruiting]
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<blockquote data-quote="Guardsmith" data-source="post: 3370029" data-attributes="member: 19119"><p>Its good to see that people are interested enough to buy the rules, and I hope you will be just as interested after you buy them. And yes, Thanos, Friday is soon enough. <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>As for your question, Karl, in general, I would say that warriors and experts who want to "dabble" in the supernatural should take a level of adept, but if you are willing to give up the human's two Favored Feats for a Power, then I'll at least hear what you have in mind before I say yes or no. </p><p></p><p>Here’s a jumble of house rules and character creation stuff; sorry it’s not better organized:</p><p></p><p>PCs have 6 points to spend on Ability scores; at the start, no ability may be higher than +3 or lower than -2.</p><p></p><p>PCs start with Conviction Points equal to Charisma + 2 and gain one extra point every other level after 1st, i.e. 3rd, 5th, 7th, 9th, etc. Also, Charisma is added to any re-roll earned by spending a Conviction Point. (This was something discussed at the True20 forums as a way to beef up Charisma. It kinda ties into the "force of personality" aspect of the ability.)</p><p></p><p>I'd like to not use the True20 Wealth system. While I've used it before with some success in modern games, I don't think it has the right feel for a fantasy game. If everyone is agreeable, we can use the standard D&D coin system.</p><p></p><p>All Adepts should use Intelligence as their Key Ability, and the following Powers are prohibited: Apport, Blink, Plane Shift, Scrying, Teleport.</p><p></p><p>I think that's it for character creation stuff. After people have had a chance to familiarize themselves with the rules. I post the other house rules. No sense in confusing you right now. <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></blockquote><p></p>
[QUOTE="Guardsmith, post: 3370029, member: 19119"] Its good to see that people are interested enough to buy the rules, and I hope you will be just as interested after you buy them. And yes, Thanos, Friday is soon enough. :) As for your question, Karl, in general, I would say that warriors and experts who want to "dabble" in the supernatural should take a level of adept, but if you are willing to give up the human's two Favored Feats for a Power, then I'll at least hear what you have in mind before I say yes or no. Here’s a jumble of house rules and character creation stuff; sorry it’s not better organized: PCs have 6 points to spend on Ability scores; at the start, no ability may be higher than +3 or lower than -2. PCs start with Conviction Points equal to Charisma + 2 and gain one extra point every other level after 1st, i.e. 3rd, 5th, 7th, 9th, etc. Also, Charisma is added to any re-roll earned by spending a Conviction Point. (This was something discussed at the True20 forums as a way to beef up Charisma. It kinda ties into the "force of personality" aspect of the ability.) I'd like to not use the True20 Wealth system. While I've used it before with some success in modern games, I don't think it has the right feel for a fantasy game. If everyone is agreeable, we can use the standard D&D coin system. All Adepts should use Intelligence as their Key Ability, and the following Powers are prohibited: Apport, Blink, Plane Shift, Scrying, Teleport. I think that's it for character creation stuff. After people have had a chance to familiarize themselves with the rules. I post the other house rules. No sense in confusing you right now. :) [/QUOTE]
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