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My Two Cents posted 18 Jul 2005, 18:07 by Cynical Cat, Auditor

Well, let me get started by throwing out my ideas: 1) We don't use anything like standard D&D. While I am not ruling out any use of the d20 or D&D inspired material, we are talking about a world where the best armour happens to be a suit of heavy mail. Increasing base attack bonus is rapidly going to make this an easy hit, which is wrong on a number of levels. 2) We should accept that we are going to be wrong about some points of the world. We are going to make certain assumptions and some of them will be revielled to be correct and some of them are going to be wrong. Don't sweat it. 3) Characters should start fairly powerful, with the formidable skills of an adult. Skills like archery, horse riding, experience wearing armour, etcetera are not simply picked up. They are the product of years of development. One can learn to ride a horse fairly quickly, but it is another thing to possess the level of skill of a Scylvendi. This allows us to balance (to a certain extent) beginning characters. Dunyain begin with their formidable abilities, but even a Dunyain won't instantly become used to moving in heavy armour or develop the riding prowess of a lancer. Resources such as wealth, armour, retainers, and Chorai would not be available to Dunyain characters (at the beginning) and the Few would have other concerns about where to put their starting points. Also, I hate playing near useless low level shmucks in a fantasy game. :D view post

posted 19 Jul 2005, 14:07 by saintjon, Auditor

good points, all. I think the best thing would be to minimize the dice as much as possible, like the less dice that have to be kept handy to play the better. Also, Exalted has one of the most wonderful things ever, known as a stunt bonus. Encourages you to be more descriptive and attempt cool actions because the game master can adjudicate a bonus on your roll to do it, instead of getting a penalty because it's bizarre. view post


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