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<blockquote data-quote="Ruin Explorer" data-source="post: 6326402" data-attributes="member: 18"><p>250 days seems pretty long for a language/tool proficiency <em>in a fantasy setting</em>, but I guess it must be complete 100% fluency/really solid mastery or something. Also I guess it costs nothing but the time (and living costs, tutor costs, etc. if any), rather than skill points or Feats or whatever, so it's sort of free which is cool. Certainly would have let PCs pick up a bit of stuff in some of the downtimes I've had in campaigns before. Good stuff.</p><p></p><p>Inspiration - I don't like that you can't bank this at all, because it seems like that sort of discourages trying, RP-wise. I mean, sure, don't go overboard, but I may well house-rule that to bank up to 3 or something. Otherwise I can see players holding back a clever bit of RP because they can't get a biscuit now, but could if they waited until they'd used their Inspiration. (God I keep nearly typing Thinspiration thanks to certain recent news stories).</p><p></p><p>On the money chapter - It's very very very hard to believe laborers in a medieval points-of-light society (which the FR and most mentioned settings are) are paid copper pieces per day, if a night's rest in an inn costs 1sp. Whoever wrote this was apparently unaware that laborers were not actually the lowest-earning members of medieval society, and had to eat pretty heartily to do their jobs.</p><p></p><p>OMG TRADE GOODS ARE BACK YAY!</p><p></p><p>Hells yeah these armour types. Woo Half Plate and Breastplate.</p><p></p><p>Alchemist's Fire kind of blows hard. You have to waste your action to make a non-proficient attack, and you do 0 damage on hit (with napalm... wat?), and it only does 1d4 at the start of their turn, and is extinguished with a single action and a DC10 check. It appears to have no AoE. Creature suffers no penalties despite being ON FIRE WITH NAPALM. Terrible. This is below what even an improv molotov should do (and could lead to hilarity as people just ignore being on fire because really, beyond about level/HD4 or 5, you're better off not wasting an action on that until the fight is over.</p><p></p><p>EDIT - This is particularly bizarre because the Ball Bearing and Caltrop rules are more powerful than most editions. Holy Water has no burst either <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Oooh a mantrap, that's cool. So if you want to totally screw someone, they have tools - if you want to hurt them, not so much. House rules ahoy!</p><p></p><p>EDIT EDIT - What you really need is a sort of double-bottle thing with oil AND greek fire, because that'd actually be dangerous enough to waste an action on beyond L1-4, doing 1d4+5 damage/round (still no upfront bah).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6326402, member: 18"] 250 days seems pretty long for a language/tool proficiency [I]in a fantasy setting[/I], but I guess it must be complete 100% fluency/really solid mastery or something. Also I guess it costs nothing but the time (and living costs, tutor costs, etc. if any), rather than skill points or Feats or whatever, so it's sort of free which is cool. Certainly would have let PCs pick up a bit of stuff in some of the downtimes I've had in campaigns before. Good stuff. Inspiration - I don't like that you can't bank this at all, because it seems like that sort of discourages trying, RP-wise. I mean, sure, don't go overboard, but I may well house-rule that to bank up to 3 or something. Otherwise I can see players holding back a clever bit of RP because they can't get a biscuit now, but could if they waited until they'd used their Inspiration. (God I keep nearly typing Thinspiration thanks to certain recent news stories). On the money chapter - It's very very very hard to believe laborers in a medieval points-of-light society (which the FR and most mentioned settings are) are paid copper pieces per day, if a night's rest in an inn costs 1sp. Whoever wrote this was apparently unaware that laborers were not actually the lowest-earning members of medieval society, and had to eat pretty heartily to do their jobs. OMG TRADE GOODS ARE BACK YAY! Hells yeah these armour types. Woo Half Plate and Breastplate. Alchemist's Fire kind of blows hard. You have to waste your action to make a non-proficient attack, and you do 0 damage on hit (with napalm... wat?), and it only does 1d4 at the start of their turn, and is extinguished with a single action and a DC10 check. It appears to have no AoE. Creature suffers no penalties despite being ON FIRE WITH NAPALM. Terrible. This is below what even an improv molotov should do (and could lead to hilarity as people just ignore being on fire because really, beyond about level/HD4 or 5, you're better off not wasting an action on that until the fight is over. EDIT - This is particularly bizarre because the Ball Bearing and Caltrop rules are more powerful than most editions. Holy Water has no burst either :( Oooh a mantrap, that's cool. So if you want to totally screw someone, they have tools - if you want to hurt them, not so much. House rules ahoy! EDIT EDIT - What you really need is a sort of double-bottle thing with oil AND greek fire, because that'd actually be dangerous enough to waste an action on beyond L1-4, doing 1d4+5 damage/round (still no upfront bah). [/QUOTE]
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