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Review of Paleomythic, RPG of Stone and Sorcery
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<blockquote data-quote="Aldarc" data-source="post: 7950009" data-attributes="member: 5142"><p>Then let's build a character! Kul the Average Fighter</p><p></p><p>In Paleomythic the number of traits and talents you have varies depending on what you choose at the beginning:</p><ul> <li data-xf-list-type="ul">1 Talent and 5 Traits</li> <li data-xf-list-type="ul">2 Talents and 4 Traits</li> <li data-xf-list-type="ul">3 Talents and 3 Traits</li> </ul><p>You can also pick up a maximum of two additional traits if you pick a flaw for each additional trait. So let's say that we pick 3 Talents, 3 Traits + 2 Traits + 2 Flaws. Assuming you are healthy and no relevant flaws, you get a number of dice to your rolls equal to your number of Traits. This means that we will have at least 5 dice except on rolls that involve our flaws.</p><p></p><p>What traits would we like for Kul, our average Stone & Sorcery Fighter? We can choose 5 traits, but we must pick 2 flaws. So for Traits, how about <em>Brave</em> (facing foes and fighting in melee), <em>Strong</em> (physical strength), <em>Resilient </em>(resisting pain and disease), <em>Dexterous</em> (slight of hand, delicate work) and <em>Wilful</em> (they're a stubborn bastard). But now we need to pick 2 Flaws: <em>Careless</em> (the corresponding flaw to Guileful trait) and <em>Clumsy</em> (corresponding flaw to Agile trait).</p><p></p><p>At this point, what do these traits mean? On a typical roll, we will roll 5 dice. On a roll involving one of our 5 Traits, such as Brave when we fight with weapons, we will roll 6 dice. Kul gets a bonus dice to the roll if their task involves a Trait they possess.</p><p></p><p>So how about Talents, because Talents can occasionally provide bonus dice or benefits, as will be the case for our character. Let's pick an obvious Talent first: <em>Warrior</em>. With the Warrior talent a PC gains an additional attack with melee weapons for each of the two following traits they may have: <em>Strong</em> and <em>Dexterous</em>, which Kul selected. So Kul can make three melee attacks (if these traits aren't damaged). Kul naturally wants to be a <em>Barbarian</em> too. This talent causes his melee weapon hits to inflict an additional wound. Then Kul decides to lean into this more heavily and picks the talent <em>Savage</em>. With the Savage talent he gains a bonus Resilient die when resisting illness and disease. Plus, when he's damaged in melee, he can roll a 1d6 'savage die': on a 6, the damage is avoided; however, on a 1, Kul is fatigued and can't use this ability in combat again.</p><p></p><p>So Kul the Average Stone & Sorcery Fighter when fighting with his melee weapon will roll 5 dice (for his 5 traits) plus 1 bonus die for Brave. But he gets to make 3 melee attacks on his turn and he will inflict a bonus wound with each hit.</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7950009, member: 5142"] Then let's build a character! Kul the Average Fighter In Paleomythic the number of traits and talents you have varies depending on what you choose at the beginning: [LIST] [*]1 Talent and 5 Traits [*]2 Talents and 4 Traits [*]3 Talents and 3 Traits [/LIST] You can also pick up a maximum of two additional traits if you pick a flaw for each additional trait. So let's say that we pick 3 Talents, 3 Traits + 2 Traits + 2 Flaws. Assuming you are healthy and no relevant flaws, you get a number of dice to your rolls equal to your number of Traits. This means that we will have at least 5 dice except on rolls that involve our flaws. What traits would we like for Kul, our average Stone & Sorcery Fighter? We can choose 5 traits, but we must pick 2 flaws. So for Traits, how about [I]Brave[/I] (facing foes and fighting in melee), [I]Strong[/I] (physical strength), [I]Resilient [/I](resisting pain and disease), [I]Dexterous[/I] (slight of hand, delicate work) and [I]Wilful[/I] (they're a stubborn bastard). But now we need to pick 2 Flaws: [I]Careless[/I] (the corresponding flaw to Guileful trait) and [I]Clumsy[/I] (corresponding flaw to Agile trait). At this point, what do these traits mean? On a typical roll, we will roll 5 dice. On a roll involving one of our 5 Traits, such as Brave when we fight with weapons, we will roll 6 dice. Kul gets a bonus dice to the roll if their task involves a Trait they possess. So how about Talents, because Talents can occasionally provide bonus dice or benefits, as will be the case for our character. Let's pick an obvious Talent first: [I]Warrior[/I]. With the Warrior talent a PC gains an additional attack with melee weapons for each of the two following traits they may have: [I]Strong[/I] and [I]Dexterous[/I], which Kul selected. So Kul can make three melee attacks (if these traits aren't damaged). Kul naturally wants to be a [I]Barbarian[/I] too. This talent causes his melee weapon hits to inflict an additional wound. Then Kul decides to lean into this more heavily and picks the talent [I]Savage[/I]. With the Savage talent he gains a bonus Resilient die when resisting illness and disease. Plus, when he's damaged in melee, he can roll a 1d6 'savage die': on a 6, the damage is avoided; however, on a 1, Kul is fatigued and can't use this ability in combat again. So Kul the Average Stone & Sorcery Fighter when fighting with his melee weapon will roll 5 dice (for his 5 traits) plus 1 bonus die for Brave. But he gets to make 3 melee attacks on his turn and he will inflict a bonus wound with each hit. I hope that helps. [/QUOTE]
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