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<blockquote data-quote="cleaverthepit" data-source="post: 1980448" data-attributes="member: 13602"><p>Ok I have a few minutes</p><p></p><p>I am assuming that by swashbuckler you mean lightly armed and armored. A fighter, rogue or ranger type that depends heavily on motion to get him or her through a fight.</p><p></p><p>On page 123 you'll note the enc rules. Although many people tend to skip over them they were included because I thought them an integral part to defining a character and there impact on play can be significant.</p><p></p><p>Once a character become even lightly encumbered penalties begin to kick in and they get hefty as they progress. A typicla fighter (Chain mail, large shield, several weapons, helmet, backpack and sundries) rapidly approaches a moderate to heavy encumbrance. Penalties of -2 and -4 to all physical attribute checks and AC kick in and dramatically reduce a fighters capacity to perform actions and takeadvantage of AC. I can esily envision a lightly armed and armored swashbuckler type whupping up on a heavily armed fighter.</p><p></p><p>That said, we do encourage players to rely more heavily on roleplay than mechanics to establish a character and have created simple rules to facilitate and encourage this. That's the way we do it here at the home office - but that's us and we ain't always right in the head. We do think that, as a baseline for more exciting roleplay, this is a better approach in the long term.</p><p></p><p>Now having said that, we also realize gamers do like more options and character individualization expressed in rules sets. We also respect that, hence a simple sysytem that is easily expanded. In the CKG we will demostrate how this can be accomplished through a myriad of examples and optional rules sets - add-ons if you will. It is not, however, part of the basic rules set - the baseline rules. For many, these are enough. Its Feng Shui in rules so to speak.</p><p></p><p>What we will not do in the CKG is express 'x' rules set as 'the rule.' There will be no (I should say few rules - sse last para), rules in the book. There will be options and numerous for each subject area. Criticals, for example will have at least 6 different approaches, each catering to a particular style of play. It will be up the players and CKs to choose which they like or, through examples provided, create their own.</p><p></p><p>This is done because we firmly believe most groups have there own style of play and no single set of rules is going to match them all so we encourage porting in rules, amending our rules etc. to fit your particular groups needs (sorta like the Saturn of RPGs <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=":)" /> <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=":)" /> <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=":)" /> <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>Finally, there will be some rules in the CKG that are basline rules but these are adjunct rules such as large scale combat, flight and other things that do not often make it into every game. </p><p></p><p>davis</p></blockquote><p></p>
[QUOTE="cleaverthepit, post: 1980448, member: 13602"] Ok I have a few minutes I am assuming that by swashbuckler you mean lightly armed and armored. A fighter, rogue or ranger type that depends heavily on motion to get him or her through a fight. On page 123 you'll note the enc rules. Although many people tend to skip over them they were included because I thought them an integral part to defining a character and there impact on play can be significant. Once a character become even lightly encumbered penalties begin to kick in and they get hefty as they progress. A typicla fighter (Chain mail, large shield, several weapons, helmet, backpack and sundries) rapidly approaches a moderate to heavy encumbrance. Penalties of -2 and -4 to all physical attribute checks and AC kick in and dramatically reduce a fighters capacity to perform actions and takeadvantage of AC. I can esily envision a lightly armed and armored swashbuckler type whupping up on a heavily armed fighter. That said, we do encourage players to rely more heavily on roleplay than mechanics to establish a character and have created simple rules to facilitate and encourage this. That's the way we do it here at the home office - but that's us and we ain't always right in the head. We do think that, as a baseline for more exciting roleplay, this is a better approach in the long term. Now having said that, we also realize gamers do like more options and character individualization expressed in rules sets. We also respect that, hence a simple sysytem that is easily expanded. In the CKG we will demostrate how this can be accomplished through a myriad of examples and optional rules sets - add-ons if you will. It is not, however, part of the basic rules set - the baseline rules. For many, these are enough. Its Feng Shui in rules so to speak. What we will not do in the CKG is express 'x' rules set as 'the rule.' There will be no (I should say few rules - sse last para), rules in the book. There will be options and numerous for each subject area. Criticals, for example will have at least 6 different approaches, each catering to a particular style of play. It will be up the players and CKs to choose which they like or, through examples provided, create their own. This is done because we firmly believe most groups have there own style of play and no single set of rules is going to match them all so we encourage porting in rules, amending our rules etc. to fit your particular groups needs (sorta like the Saturn of RPGs :) :) :) :) ) Finally, there will be some rules in the CKG that are basline rules but these are adjunct rules such as large scale combat, flight and other things that do not often make it into every game. davis [/QUOTE]
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