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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 6178798" data-attributes="member: 6684948"><p>It's been a while since my last post, but scheduling can be a cruel mistress. I finished reading over "Revelations from the Mouth of a Madman" today, and I have a question for RangerWickett.</p><p></p><p>In the adventure, it mentions some stereotypes of the Ber races. Stereotypes in real life often have some tiny correlation to actual behavior (it takes more than gossip to make a stereotype stick). I'm wondering how much substance these Ber stereotypes have. The lazy minotaur stereotype certainly seems to apply to Shantus, but what about the other part? I've got those two minotaur characters I introduced in "Always on Time", and it could help to add some extra flavor to the characters.</p><p></p><p>edit: more questions</p><p>Do you have a specific backstory for the Godmind Urn? If not, I can think of a perfect background for it in my campaign.</p><p></p><p>I've also been thinking over the guns discussion from a while back (I forget which thread it was in now). I think I'll adapt the gun rules in my campaign as follows: </p><p></p><p>guns in Zeitgeist are breach loading (it's more in line with a standard action reload and they have giant steam powered golems, breach loading guns shouldn't be that much more difficult to make) </p><p></p><p>each gun will have a low caliber and high caliber version, low caliber guns will automatically have revolver chambers that hold six bullets (these guns are for people that want to use guns as a core part of their build)</p><p></p><p>heavy caliber guns will have twice the base weapon damage of the low caliber variant e.g. 2d8 instead of 1d8(the larger fire dust charge required for these bullets makes a revolver chamber impossible and they must be reloaded after every shot, these are for the "single-shot" opener)</p><p></p><p>Firearm Expertise will drop the reload time down to a move action instead of a minor action and speed loader will not work with firearms (this will prevent people from ignoring the slow reload of heavy caliber guns and I wasn't a fan of requiring two feats for a gun build to be viable anyway, the revolver chamber of low caliber guns will keep reloading from being to onerous for gun oriented players)</p><p></p><p>The ammunition clip ability of the gunsmith theme will allow them to modify a low caliber gun with a 12 bullet spring loaded clip similar to modern clips, but this modification can't be applied to heavy caliber guns (again I don't want them to circumvent the reload penalty of heavy caliber guns)</p><p></p><p>What do other folks think of these changes? I'd appreciate any feedback or criticisms if I missed something.</p></blockquote><p></p>
[QUOTE="Isklexi, post: 6178798, member: 6684948"] It's been a while since my last post, but scheduling can be a cruel mistress. I finished reading over "Revelations from the Mouth of a Madman" today, and I have a question for RangerWickett. In the adventure, it mentions some stereotypes of the Ber races. Stereotypes in real life often have some tiny correlation to actual behavior (it takes more than gossip to make a stereotype stick). I'm wondering how much substance these Ber stereotypes have. The lazy minotaur stereotype certainly seems to apply to Shantus, but what about the other part? I've got those two minotaur characters I introduced in "Always on Time", and it could help to add some extra flavor to the characters. edit: more questions Do you have a specific backstory for the Godmind Urn? If not, I can think of a perfect background for it in my campaign. I've also been thinking over the guns discussion from a while back (I forget which thread it was in now). I think I'll adapt the gun rules in my campaign as follows: guns in Zeitgeist are breach loading (it's more in line with a standard action reload and they have giant steam powered golems, breach loading guns shouldn't be that much more difficult to make) each gun will have a low caliber and high caliber version, low caliber guns will automatically have revolver chambers that hold six bullets (these guns are for people that want to use guns as a core part of their build) heavy caliber guns will have twice the base weapon damage of the low caliber variant e.g. 2d8 instead of 1d8(the larger fire dust charge required for these bullets makes a revolver chamber impossible and they must be reloaded after every shot, these are for the "single-shot" opener) Firearm Expertise will drop the reload time down to a move action instead of a minor action and speed loader will not work with firearms (this will prevent people from ignoring the slow reload of heavy caliber guns and I wasn't a fan of requiring two feats for a gun build to be viable anyway, the revolver chamber of low caliber guns will keep reloading from being to onerous for gun oriented players) The ammunition clip ability of the gunsmith theme will allow them to modify a low caliber gun with a 12 bullet spring loaded clip similar to modern clips, but this modification can't be applied to heavy caliber guns (again I don't want them to circumvent the reload penalty of heavy caliber guns) What do other folks think of these changes? I'd appreciate any feedback or criticisms if I missed something. [/QUOTE]
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