doghead
thotd
Maerdwyn said:Further revisions below, skill selection to follow shortly.
A couple more quick questions (sorry)
No apologies are necessary. I've made you my lab rats for just this reason.
Maerdwyn said:--how are skills handled, in terms of class skills vs cross-class skills vs. exclusive skills, or are they all the same?
All skills are taken at at 1:1 cost. There is no class and cross class distiction. As someone said, a skill point is a skill pooint. If a fighter wishes to spend his two sp on learning to be sneaky, so be it. I've always felt that if the skill fit the background, take it.
What do you mean by exclusive skills? Do you mean trained only? Trained only can be taken if there has been some training, easy enough to write into the background. In game, it would require some exposure to someone who could provide that training.
Maerdwyn said:--Would Inspire Courage, Fascinate, etc. be a progression of feats, or would Bardic Music be one feat that encompasses them all (this for possible future advancement, rather than immediate use)
Humm, hold on a moment ...
The basic idea is that there are no developing abilities. ie Rage 1/day does not become Rage 2/day over time. Rage 2/day needs to be purchased separately.
Intuitively, I would say that Bardic Music is the entry feat, and Inspire Courage +1, Fascinate, etc are progressions requiring Bardic music. The problem with that is that Bardic music offers has no intrinsic benefit, other than allowing you to get the other abilities. Is that too harsh? It does mean that Inspire Courage +1 would cost 3 CP rather than 5 CP, as would Countersong, Fascinate and Inspire Competence. A saving of 8 CP.
Maerdwyn said:*********
Fredar
Human Male 1
Concept: Ne’re-do-well
HP: n/a - everything has 25 life pips.
Initiative:
Speed: 30 ft.
Armor Class:
Base Attack: 0.5
* defence = base ref + dex mod + shield mod = +5
* soak = con bonus + armour bonus + Toughness = 1
* attack = 2.5 (Melee) -or- 3.5 (Ranged)
* damage = 1d4 + 1 (+ amount rolled over required to hit)
Space/Reach: 5 ft./5 ft.
Saves: Fortitude +1[auto], Reflex +2 [2], Will +0
Abilities: Str 15, Dex 17, Con 11, Int 10, Wis 7, Cha 16
Skills: 4 + 1 [human] +2 [1] = 7x4 = 28
Feats: light ap [auto], simple wp [auto], Entry: Deft Hands [4], Entry: Improved Unarmed Strike [4], Entry: Toughness [Human]
Equipment (pre-Guard): Peasant Outfit, Dagger, Brass Knuckles, Dice, Cards, Wineskin and wine, Whetstone, Chalk, Pan Pipes, sling, 20 bullets
After he joins the Guard, he'd like to pick up some armor (Studded Leather, if possible), and a quarterstaff (it's more imposing than a dagger, he feels).
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Background:
.... The next morning, he presented himself to the Captain of the Guard as a volunteer. He regretted it almost instantly.
The background is good. Very good. Nice internal motivation. Have him join up about a week ago - shortly before the goblins raids started.
You can gett studded leather, helmat, shield and a simple weapon or sword as you want. The guard has no set weapons, prefering to allow everone to use what they are comfortable (and capable) with. However, training with short and long swords is fairly common.
I'll post up a style sheet for the rg thread asap.