[RCFG] RCFG Ongoing Development!


log in or register to remove this ad



Another thought, about minions.

In the thread about "One hit, one kill" being anti-climactic, I believe that this is because (1) you know that the minion will fall in one hit, and (2) you know that the minion will die just as fast versus Joe the Farmer.


RC

But wait!!! That minion isn't a minion against joe the farmer. Its only when big bad PC swings at it that it goes down on a near miss. Joe would probably die of boredom before that "minion" dropped if he fought it.

:hmm: I don't really find that acceptable either.
 

The Ruined Keep scenario will begin with the same characters, fully rested, on Tuesday.
Then I'll look forward to reading that one too. :) Good stuff, mate. Sounds promising.

I might have tried some of this out - being tempted. . . well, almost - but I'm a bit short of truly free time for now and the immediate future, habitual random forum posting notwithstanding (ahem). The fact that the system is not complete is a significant factor as well. I've found that testing out bits of systems without proper context is of arguably very little use, when it comes to determining their usefulness, appropriateness, balance and so on.

But, like I said, it's sounding promising at this stage. Glad you're still going ahead with it, getting it (or 'drafts' of it) playtested, and oh yeah, those statblocks are tidy! :cool:


edit --- re:minions - in 3e(-ish) I've had 'minion' as a template, limiting them to minimum HP (NOT 1 total), and reducing things like stats and resistances, etc, somewhat. And 'elite', well they're the mirror image, having maximum HP, increased stats and so forth. It's worked well enough, and was all in place prior to 4e, like the vast majority of my house rules, including some that are reminiscent of, or even identical to, certain 4e rules.
 
Last edited:





Heh, 'bout time there was a PC death. :devil: And hey, that's a lot of skeletons, by my reckoning. :uhoh: Nice that that can work at low level. Presumably at high level too, of course.

Anything else come to mind, regarding the way mechanics have been used, comparisons to 3e, AD&D, Basic D&D, and well, whatever else seems relevant?

Resolution of conflict doesn't appear to drag at all - great. Caution and boldness both seem to have their place in the 'implied setting' - also great.

Now that I mentioned it, high level play would be one of the areas I'm most keen on reading about, maybe trying out. Reason being, every edition of D&D to date has failed in this, in a variety of dull and/or spectacular ways.
 

Remove ads

Top