[RCFG] RCFG Ongoing Development!

Can that not be explained in thinks which are not (usually) the province of game mechanics: fecundity, bureaucratic/logistical aptitude, etc?


Isn't the attempt to do that one of the most commonly derided things about 1e and 2e?

I think that there should be solid in-game mechanical reasons if one wants the set-up to survive PC creation. ;)


RC
 

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Isn't the attempt to do that one of the most commonly derided things about 1e and 2e?
Not AFIAK. And if it was, it shouldn't have been!

I think that there should be solid in-game mechanical reasons if one wants the set-up to survive PC creation.
I thought a tenet of sandbox-style play is that the set-up doesn't survive character creation (or at least, doesn't survive it by long).

Seriously, just look at the dominance of the west in general and the USA in particular in the real world. Did they get there because they had larger hit dice than the rest of us?


glass.
 

I thought a tenet of sandbox-style play is that the set-up doesn't survive character creation (or at least, doesn't survive it by long).

Sorry, but this is a conflation of different meanings of the term "set-up".

Set-up includes two parts, one of which doesn't (and shouldn't) necessarily survive character creation, and one of which does. IOW, "Minotaurs are only found in the Big Forest" may change as a result of PC action, but "Minotaurs have X HD" generally should not.

If the PCs engineer a major change to the world's power structure, that's cool. Great, even. But they should be doing so, IMHO, despite the factors that caused the original status quo, not simply through modifying the rules to create the desired outcome.

(Of course, the DM can modify what rules he wishes to change the initial status quo.)

Seriously, just look at the dominance of the west in general and the USA in particular in the real world. Did they get there because they had larger hit dice than the rest of us?

There are so many "funny" answers I could give here, but the real answer is that the dominance of a nation is not the same thing as the dominance of a species.

Even as RCFG is written in its current draft, it is entirely possible to imagine an elf-dominated world through the accumulation of temporal power, even if it wouldn't be the "baseline" RCFG world.

Like I said earlier, though, right now everything is potentially mutable.


RC
 

Can that not be explained in thinks which are not (usually) the province of game mechanics: fecundity, bureaucratic/logistical aptitude, etc?

I think Raven is right in that, if he wants to create a general condition (human-dominance) throughout his fantasy game, regardless of setting, it has to be coded into the mechanics. I don't disagree with that. I just think his current solution is over-the-top, overly complex, and won't really do the job he wants it to do. There will be a lot more half-elves, half-orcs, and dwarves, for instance.

I'm going to move on now, btw. ;)
 
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A Trio of Spells

Alteration of Probability
Evocation [Mathematical]
Class and Level: Sorcerer (Mathematical) 1
Casting Time: Reaction
Components: V, S
Range: 100 ft.
Target: One event.
Duration: Instantaneous.
Save: None.

This spell alters the probability of any given event that is within range and that can be observed by the sorcerer casting it.

This spell can be cast as a reaction as part of any die roll, regardless of whether the die roll represents the action of a friendly, hostile, or other figure. The sorcerer can alter the odds by as much as 5% (up or down) per caster level on a d% roll, or as much as +1 or –1 per caster level on any other roll, to a maximum of 25% or +/– 5. A damage roll cannot be reduced below 1. Thus, a 10th level sorcerer could increase the chance of his ally hitting by +5, damage by +5, or reduce an enemy’s save by –5.

Analyze Dweomer
Divination
Class and Level: Sorcerer (Draconic) 6
Casting Time: 10 minutes
Components: V, S
Range: 25 feet.
Target: Up to one object or creature per caster level.
Duration: One round per caster level.
Save: Special (see below).

When this spell is cast, the sorcerer is able to discern all spells and magical properties present in a number of creatures or objects. Each round, a single creature or object may be examined as an action.

In the case of a magic item, the caster learns its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). This spell does not automatically grant the caster knowledge of command words.

In the case of an object or creature with active spells cast upon it, the caster learns each spell, its effect, and its caster level.

An intelligent object or creature can attempt to resist this effect by making an opposed Willpower contest (to a difference of 20). If the resisting creature or object succeeds, the caster learns nothing about the object except what can by gleaned by the contest itself. Because the contest takes time, the resistor can potentially “win” simply by not being defeated before the spell expires.

Animal Growth
Transmutation
Class and Level: Druid 5.
Casting Time: 2 Actions.
Components: V, S, M.
Range: 120 feet.
Target: One animal.
Duration: 2 hours.
Save: None.

When this spell is cast, one normal animal selected by the caster increases to double its normal size. Its hit dice, hit points, and damage are all doubled for the duration of the spell. It also gains a +8 bonus to Prowess and Endurance saves, and a –8 penalty to Reflex saves while enlarged.

Equipment worn by the creature may be damaged or destroyed, at the GM’s discretion, and may cause the animal up to 2d6 damage as this occurs. This spell may cause other benefits or penalties as determined by the GM.
 

The RCFG Aboleth

Aboleth
(Huge Aberration)

Movement: 10 ft., swim 60 ft.
Armour Class: 16.
Initiative Bonus: +4.
Hit Dice: 8.
Attacks: 2 tentacles (1d8/1d8).
Special Attacks: Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates).
Special Defences: None.
Special Qualities: Amphibious, Darkvision 60 ft..
Saves: Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10.
Ability Scores: S 26, I 15, W 17, D 12, C 20, Ch 17.
Morale: 10.

Habitat: Amphibious underground (tropical).
Frequency: Very Rare.
No. Appearing: 1 (or 1d3+1).
Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.
Treasure Type: These rules unwritten at this time.
XP Value: 1,015.

Found in warm, dark areas deep underground, aboleth are nightmarish amphibious creatures that superficially resemble monstrous fish weighing over 6,000 lbs. They have multiple eyes, asymmetrical fins, and two long tentacles coated in thick, corrosive mucous that does an additional 1d4 points of acid damage to any creature struck by a tentacle. Mucous from their skin forms a murky cloud in the water around them. They are generally solitary, and highly territorial. However, they do come together to mate, and at odd times when their arcane interests coincide. Seldom do aboleth form lasting alliances, however – most such alliances end in mutual antipathy.

As an action, an aboleth can attack with a 30-foot cone-shaped blast of psionic energy doing 8d6 damage (Willpower save DC 20 for half). Once a creature has saved successfully, it cannot be further affected by the same aboleth’s psionic blast for a period of 24 hours.

Aboleth are coated in a slimy mucous which can infect humanoid creatures (Fort or Will DC 15 negates). The skin of infected humanoids becomes transparent and permeable. The affected creature can breath water through its skin, but if outside of water for more than 6 rounds takes 1 point of Con damage per round until dead. If the humanoid doesn’t fail a second save within 6 hours, the victim’s skin returns to normal at that time. A second failed save makes the humanoid fall dormant for 6 hours, after which it has undergone a full metamorphosis into a skum under the aboleth’s telepathic control. At any time before full metamorphosis, the infection can be reversed by a heal spell. Afterwards, no magic short of a wish can restore the humanoid. This slime can affect any humanoid struck by an aboleth’s tentacle attack, or any humanoid that touches an aboleth with bare flesh (including unarmed attacks).

Aboleth employ skum both as guardians and as hands to perform their vile experiments. They have been known to direct their skum in projects to undermine coastal towns and cities. Aboleth hate land-dwelling humanoids, and have been known to enslave them without any obvious purpose in mind. Any given aboleth can telepathically control up to 20 skum at a time, and can hold another 20 skum in an inert state as potential replacements.

Aboleth are interested in the arcane arts, and may have 1d8 levels as wizards or sorcerers. An aboleth sorcerer may choose the following spell sources: (1) Dreams, (2) Eldritch Horror, (3) Elemental Water, (4) Infernal, (5) Mathematical, (6) Necromantic, (7) Psionic, and (8) Shadow. The numbers in parenthesis can be used to determine spell sources randomly using 1d8. Aboleth do not gain familiars; instead, a classed aboleth gains DR 5/Slashing.

Short Form

Aboleth (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates); SD None; SQ Amphibious, Darkvision 60 ft.; SV (Fort +8, Perc +6, Prow +12, Reas +4, Refl +3, Will +10); ML 12; XP 1,015. Skills: Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.

Aboleth Sorcerer 3 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 3d6; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (4 0-lvl, 1 1st-lvl, Elemental Water and Shadow spell sources, DC 14 + spell level); SD DR 5/Slashing; SQ Amphibious, Darkvision 60 ft., Second Sight; SV (Fort +9, Perc +7, Prow +13, Reas +5, Refl +4, Will +14); ML 12; XP 1,860. Skills: Concentration +8, Knowledge +12 (any two), Spellcraft +12, Stealth +6, Swim +16.

Aboleth Wizard 5 (Huge Aberration): Mv 10 ft., swim 60 ft.; AC 16; Init +4; HD 8 plus 5d4; Att 2 tentacles (1d8/1d8); SA Corrosive Mucous (1d4), Psionic Blast (30 ft. cone, 8d6, Will DC 20 for half), Slime (Fort or Will DC 15 negates), Spellcasting (DC 13 + spell level); SD DR 5/Slashing; SQ Amphibious, Brew Potions, Darkvision 60 ft., Scribe Scrolls; SV (Fort +10, Perc +8, Prow +14, Reas +9, Refl +5, Will +12); ML 12; XP 2,505. Skills: Knowledge +18 (any two), Spellcraft +18, Stealth +6, Swim +16.
Spells: 0-lvl: dancing lights, detect magic, read magic, unseen servant.
1st-lvl: charm person, magic missile, sleep.
2nd-lvl: darkness, invisibility.
3rd-lvl: hold person.​
 


Amphisbaena
(Large Magical Beast)

Movement: 20 ft.
Armour Class: 17
Initiative Bonus:
Hit Dice: 6d8+6
Attacks: 2 bites (1d8)
Special Attacks: Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds)
Special Defences: None
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2.
Ability Scores: S 14, I 1, W 12, D 15, C 13, Ch 2.
Morale: 7

Habitat: Temperate Forests
Frequency: Rare
No. Appearing: 1 (1d6)
Skills: Climb +8, Stealth +5, Swim +8.
Treasure Type:
XP Value:

An amphisbaena appears to be a large snake with two heads. One of these heads is located where a normal snake’s head is located, and the other where a normal snake’s tail ends. Each of the amphisbaena’s heads is capable of independent action – but the two heads are equally capable of working together. Each head has a separate digestive tract, both of which nourish the body, with a cloacae midway from the centre of the body to the head on either side for waste elimination and reproduction. They are bad-tempered, and likely to strike when disturbed, even if not hungry or threatened.

Some few (10%) amphisbaenas are hoop snakes, a subspecies which is able to grip their two heads together and roll downhill at three times their normal movement rate.

Tactics

Amphisbaenas rely upon their poison to subdue prey, and do not constrict. They prefer to attack from a position of stealth whenever possible. They strike repeatedly so long as prey fights back, but wait for their poison to do its work if they can – simply following patiently if prey attempts to escape. Hoop snakes prefer to lair at the top of slopes if possible, to make it easier for them to pursue prey or escape larger predators.

Short Form

Amphisbaena (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft.; SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.

Hoop Snake (Large Magical Beast): Mv 20 ft.; AC 17; Init ; HD 6d8+6; Att 2 bites (1d8); SA Poison (Fort DC 15, 1d6 damage per round for 1d6 rounds); SQ Darkvision 60 ft., Hoop Movement (60 ft. downhill only); SV (Fort +6, Perc +4, Prow +5, Reas –2, Refl +5, Will –2); ML 7; XP . Skills: Climb +8, Stealth +5, Swim +8.
 


Hey RC, any chance of some fey write-ups? It's always cool to come across interesting 'ecologies of', blurbs, statblocks with extras, or the like. And fey, as well as being of general interest to me as a roleplayer, are particularly relevant to the present and near future of my current fantasy campaign. Mostly, there'll be a Nymph NPC featuring quite prominently for a bit (well, probably) but there's a possibility of other types being (no doubt) a nuisance (or worse) for the character party in question.

The Sorcerer looks promising too; sorry, if I've mentioned that already.
 

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