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<blockquote data-quote="Oryan77" data-source="post: 3101864" data-attributes="member: 18701"><p>Factions didn't really get many benefits back in 2e. I'll give a quick rundown:</p><p></p><p><strong>Bleakers:</strong> Immune to spells that cause madness type of effects (confusion, feeblemind, ect). They also got a save vs ESP spells.</p><p></p><p>They had to roll 1d20 each day. A 20 resulted in them not doing anything that day unless someone could convince them that it's worthwhile.</p><p></p><p><strong>Indeps:</strong> They got a +2 save bonus vs any form of charm.</p><p></p><p>They have no members in any government position. They also have less protected rights than others.</p><p></p><p><strong>Anarchs:</strong> Can automatically pose as a member of any other faction without detection. They don't gain special abilities but they do gain the privileges of whatever rank they pretend to be.</p><p></p><p>They can't hold office or own a business. They give 90% of their treasure to the faction or the poor (I've never enforced that though).</p><p></p><p></p><p>That's the stuff I was looking for help on. I'm terrible at balancing rules on my own. Do you have any specific changes in mind? If the Indeps modifiers are too low (or others factions too high), what would you suggest be changed and by how much?</p><p></p><p></p><p>That's a good idea. I could come up with some ideas but they would probably be way unbalanced among each faction.</p><p></p><p>I'm not a numbers guy, so I'm clueless when it comes to judging the stats. But the thing that stand out to me are the Bleakers Sanity rules.</p><p></p><p>I just don't think any player would want to be a Bleaker if they have to deal with the "Grim Retreat" effect (especially if it can kill them). It is also a hassle on the DM...what does the DM do if a PC all of a sudden has to be taken to the Gatehouse when the party is in the middle of an adventure far away? It's a major killjoy for something so random & not part of an adventures makeup. I want players to <em>want</em> to play a bleaker, not scare them away due to such random possible death sentences. Is it a big deal to ignore the Grim Retreat effect? Are any of the insanity check penalties too harsh? The Enthralled insanity and a couple others seem like they would scare players from being a Bleaker.</p><p></p><p>Thanks for the advice so far, that's exactly what I was looking for!</p></blockquote><p></p>
[QUOTE="Oryan77, post: 3101864, member: 18701"] Factions didn't really get many benefits back in 2e. I'll give a quick rundown: [b]Bleakers:[/b] Immune to spells that cause madness type of effects (confusion, feeblemind, ect). They also got a save vs ESP spells. They had to roll 1d20 each day. A 20 resulted in them not doing anything that day unless someone could convince them that it's worthwhile. [b]Indeps:[/b] They got a +2 save bonus vs any form of charm. They have no members in any government position. They also have less protected rights than others. [b]Anarchs:[/b] Can automatically pose as a member of any other faction without detection. They don't gain special abilities but they do gain the privileges of whatever rank they pretend to be. They can't hold office or own a business. They give 90% of their treasure to the faction or the poor (I've never enforced that though). That's the stuff I was looking for help on. I'm terrible at balancing rules on my own. Do you have any specific changes in mind? If the Indeps modifiers are too low (or others factions too high), what would you suggest be changed and by how much? That's a good idea. I could come up with some ideas but they would probably be way unbalanced among each faction. I'm not a numbers guy, so I'm clueless when it comes to judging the stats. But the thing that stand out to me are the Bleakers Sanity rules. I just don't think any player would want to be a Bleaker if they have to deal with the "Grim Retreat" effect (especially if it can kill them). It is also a hassle on the DM...what does the DM do if a PC all of a sudden has to be taken to the Gatehouse when the party is in the middle of an adventure far away? It's a major killjoy for something so random & not part of an adventures makeup. I want players to [i]want[/i] to play a bleaker, not scare them away due to such random possible death sentences. Is it a big deal to ignore the Grim Retreat effect? Are any of the insanity check penalties too harsh? The Enthralled insanity and a couple others seem like they would scare players from being a Bleaker. Thanks for the advice so far, that's exactly what I was looking for! [/QUOTE]
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