Sword and Sorcery Saga v. 1.02 and NEW Adventure Conversion!

Lorthanoth said:
I feel the urge to cry "You snivelling Zamoran cur!" whenever I read these rules. I'm on an REH buzz at the moment.

Then my efforts have not been in vain! :D

-The Gneech, who fully supports REH buzzes :cool:
 

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Would you be interested in incorporating the Critical Fumble Deck as well, and/or AP values for weapons (like those in the Conan RPG) ? Just thought they might also suit the feel, and the system you've put together.

Anything planned for S&S Saga, in the near future? I hope so, because I really like it so far. :)
 

Aus_Snow said:
Would you be interested in incorporating the Critical Fumble Deck as well, and/or AP values for weapons (like those in the Conan RPG) ? Just thought they might also suit the feel, and the system you've put together.

Anything planned for S&S Saga, in the near future? I hope so, because I really like it so far. :)
To be honest, I'd be against incorporating those without a good reason. While it's amusing to read fumble rules of one sort or another, I loathe them in actual play. They rank right up there with Save or Die in terms of GMs simply screwing over players.

Adding in AP stuff... that seems like it'd be unnecessarily complicating things. Unless I'm missing something.
 

Scurvy_Platypus said:
To be honest, I'd be against incorporating those without a good reason. While it's amusing to read fumble rules of one sort or another, I loathe them in actual play. They rank right up there with Save or Die in terms of GMs simply screwing over players.

Adding in AP stuff... that seems like it'd be unnecessarily complicating things. Unless I'm missing something.
Fair enough. I'd like to get the creator's opinion, however.

I'll just have to (agree to) disagree with the CF deck being a case of 'GMs simply screwing over players'.

The main reason for suggesting its use is that it's awesome fun. :D Secondly, the Critical Hit Deck is already incorporated in S&S Saga, and the two work very well together.

And as for AP, there is already DR and 'AC' for armour, as well as specific DR for several types. So having AP to help against DR, particularly with stuff like full plate, wouldn't be totally out of the question, I would've thought. Complicated? No. But to everyone's taste? Certainly not. It's from Conan OGL (along with several other parts of S&SS), and does a good job there, so. . .

Of course, adding those rules in is pretty simple, and I could always do that myself. I only wanted to get The_Gneech's word on whether they might mesh well with the rest of his rules. I don't have anything invested in that happening or not, and there's no axe to grind either.

Anyway, that's my reasoning, as it stands. But, like I said, I'm not fussed what happens really. :)
 

Hello! Sorry it took me so long to respond; I had an old e-mail address in my profile so I wasn't getting subscribed threads notices.

Anyway! Regarding the Critical Fumble Deck, I don't have a very conclusive opinion on it simply by virtue of never having used it. My general experience with fumbles (mostly in Rolemaster/MERP) is that they aren't as much fun as critical hits, because when they happen to players they feel screwed, and when they happen to your badguys all fear/respect/terror goes out the window.

However! If your group is already using the fumble deck and enjoys it, there's no reason not to keep on using it. The same general guidelines would apply to their use as do to the critical hit deck (saving throws turn into attacks, etc.), but without having the actual product to reference from I can't really get more specific than that.

-The Gneech :cool:
 

Nice job.

If only the travesty 4e is were more like this...

A note on the racial stat mods:
I never liked the precept that certain stat mods were deemed better than others yet they cost no more when buying the stat via stat points during character creation. Also, in regard to these rules specifically. It seems, I don't own SWSE, that the stats are fairly balanced out in what they do.

Here is what I have been able to gleen from your materials:
STR -> melee attack bonus
DEX -> REF, ranged attack bonus
CON -> FORT
INT -> Skills???
WIS -> WILL
CHA -> arcane attack bonus

It appears that they are fairly balanced.
 

Thanks. :) Overall SWSE is very good about stat balance, except that it's a little weak in Charisma except for Nobles, which is one reason why I shifted "arcane attacks" over to Cha.

One idea from 4E that I did like and I'm thinking of stealing, is redoing the racial mods so that instead of "+2/-2" races get +2 to one "physical" stat (Str, Dex, Con) and +2 to one "mental" stat (Int, Wis, Cha). Also, working on Uncanny Midnight Tales gave me some other insights into the system workings that I'd like to incorporate into S&S Saga when I get the chance.

-The Gneech :cool:
 

One idea from 4E that I did like and I'm thinking of stealing, is redoing the racial mods so that instead of "+2/-2" races get +2 to one "physical" stat (Str, Dex, Con) and +2 to one "mental" stat (Int, Wis, Cha).
The stats are not exactly 1 mental and 1 physical, it is just +2 to two. Ex. tiefling is +2 int, +2 cha

If you wanted to go in that direction though I might suggest:
Human +2 any
Half-elf +2 dex
Half-orc +2 str
Dwarf +4 con, -2 dex
Halfling +4 dex, -2 str
Wood Elf +2 dex, +2 wis, -2 con
High Elf +2 dex, +2 int, -2 con
Dark Elf +2 dex, +2 cha, -2 con
Gnome +2 int or cha, +2 con or dex, -2 str
Orc +4 str, -2 int
Kobold +2 dex, +2 cha, -2 str
Goblin +2 dex
Hobgoblin +2 dex, +2 con, -2 cha
Bugbear +2 str, +2 dex, +2 con, -2 int, -2 cha

The human groups you have might be...
Barbarian +2 str, +2 con, -2 to int or cha
Common Men +2 any
High Men +2 int, +2 cha, -2 str or con
Easterlings +2 int, +2 wis, -2 con
Horse Lords +2 dex, +2 con, -2 int or cha
Sea People +2 str, +2 dex, -2 int or cha
 

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