Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8]

Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25437 times)

Solifuge

  • Bay Watcher
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #105 on: December 31, 2012, 04:26:43 am »

Hello there, thread. Lots of Behind-The-Scenes stuff is happening with this project, but, suffice it to say:


Blunderbuss RPG! Coming soon to an Internet near you!
Logged

Kadzar

  • Bay Watcher
  • Descan Pengwind
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #106 on: December 31, 2012, 04:48:20 pm »

I am intriguelled.
Logged
What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #107 on: January 02, 2013, 04:49:40 pm »

Woot! Me likey.
Logged

kahn1234

  • Bay Watcher
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #108 on: January 08, 2013, 04:44:42 am »

(Time for a barrage of questions from someone new to D&D....)


you have two different archetype lists which say different numbers of skills are allowed.

in the first archtype lists, Warriors have 8 skills, experts have 10 and adepts have 14.

in the second list warriors have 6, experts have 8 and adepts have 10.

which is correct?

also, some things are a bit vague.

For example, what bonuses and knowledge do you get if you choose the profession of soldier aka Survivalism? do you get any ingrained combat skills or feats? Is there a full list of professions? how are different types shown? are 'Knights' included in the 'soldier' profession?

And maybe a list of what the different crafts mean, for example, is armoury just arms and armour or does it include anything that could be made at a blacksmiths?

how many minor skills can you have?

and finally, for me at least ( i'm a bit of a D&D newbie) how the hell did you work out the different numbers in your sample character?

is the base for a skill 1 and then any skill points increase it from 1?

How did you calculate your saving throws (sorry if this is a bit noobish) apart from selecting two to be 'good' and one to be 'bad'? Is there a base number and what are each effected by (attribute wise or otherwise).

What is/how do you calculate the intelligence modifier for skill points? Would it work as for example, if i wanted a warrior (2 skill points per level) and i had give myself +2 to intelligence taking it to 'good', would i have 4 skill points in total? The same query goes for the constitution modifier for hit points.

Also how did you work out these numbers for your sample character:

"Major Skills:
- Tinkering: +7 (1+INT+2)
- Craft (Gunsmith): +8 (2+INT+2)
- Craft (Engineering): +8 (2+INT+2)
- Craft (Alchemy): +8 (2+INT+2)
- Linguistics (Derro): +7 (1+INT+2)
- Sense Motive: +5 (2+WIS+2)
- Perception: ++5 (2+WIS+2)
- Diplomacy: 4 (1+CHA+2)"

Excluding the attribute contribution, where did you get the +2 on all skills from and where did you get the one and twos at the beginning from?

i've realised that these questions seem very noobish.....i've had very little experience with D&D, although tis something i've always wanted to dabble in.
« Last Edit: January 08, 2013, 06:32:13 am by kahn1234 »
Logged

Solifuge

  • Bay Watcher
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #109 on: January 08, 2013, 04:15:28 pm »

Don't worry about being a Noob, but make sure you note that this isn't really D&D; a lot of the rules here are heavily customized or completely different from the rules of D&D 3.5, and the revisions made in the Pathfinder d20 system. Also, all the rules are being worked out on my compy here, and I update posts as they change. The later set of Archetype numbers is correct; sometimes I update later posts, but forget to update the earlier instances of those rules. Also, sorry if a lot of the rules are vague here; I didn't really write them with people unfamiliar to D&D in mind. :(

For my purposes as a Game Master, a lot of specialized skills are flexible. Take Craft Skills, for instance; if you had Craft (Carpentry), you may be experienced in building houses and tables, but it doesn't necessarily mean you're a trained shipwright and can oversee the building of a functional Galleon. However, with the proper resources and/or people to consult, you could stretch Carpentry skill to let you figure out the bulk of boat-building. A lot of it depends on context, and stretching a skill might incur a small penalty to the skill check, depending on how far the GM feels you're stretching it. Also, skill checks are basically done by rolling a 20-sided die, adding the skill points you've invested in the skill (if any), and that skill's related ability score (intelligence, strength, whatever). You're trying to roll higher than a number the GM sets for how difficult the task is to do, called a difficulty class. Combat works similarly, but uses its own set of rules and numbers.

I'm deviating from normal D&D by using Character Archetypes instead of Classes. The idea is that players can make their character specialize in whatever they want; rather than picking a Class that grants you a pre-determined set of abilities, you choose an archetype, and select a handful of Feats and Skills that flesh out your capabilities as a hero. Also, the name you assign them, like Soldier, Knight, Ranger, Robber-Baron, Warlock, whatever, is just a title you might refer to yourself by, when people ask you what you do.

As for rules related to saving throws, combat, and such, it's a bit too complicated for me to go over here. I'd suggest checking out the Pathfinder d20 Wiki, which most of this system is based on. Also, it's a lot easier, and more fun, to learn the rules when actually playing a game, especially in person. If you're interested in playing, I've always enjoyed playing with a local group more than I did online, especially because you can consult other players at the table when learning the rules.
Logged

kahn1234

  • Bay Watcher
    • View Profile
Re: Blunderbuss - Now with 100% More Death!
« Reply #110 on: January 09, 2013, 04:00:40 am »

Don't worry about being a Noob, but make sure you note that this isn't really D&D; a lot of the rules here are heavily customized or completely different from the rules of D&D 3.5, and the revisions made in the Pathfinder d20 system. Also, all the rules are being worked out on my compy here, and I update posts as they change. The later set of Archetype numbers is correct; sometimes I update later posts, but forget to update the earlier instances of those rules. Also, sorry if a lot of the rules are vague here; I didn't really write them with people unfamiliar to D&D in mind. :(

For my purposes as a Game Master, a lot of specialized skills are flexible. Take Craft Skills, for instance; if you had Craft (Carpentry), you may be experienced in building houses and tables, but it doesn't necessarily mean you're a trained shipwright and can oversee the building of a functional Galleon. However, with the proper resources and/or people to consult, you could stretch Carpentry skill to let you figure out the bulk of boat-building. A lot of it depends on context, and stretching a skill might incur a small penalty to the skill check, depending on how far the GM feels you're stretching it. Also, skill checks are basically done by rolling a 20-sided die, adding the skill points you've invested in the skill (if any), and that skill's related ability score (intelligence, strength, whatever). You're trying to roll higher than a number the GM sets for how difficult the task is to do, called a difficulty class. Combat works similarly, but uses its own set of rules and numbers.

I'm deviating from normal D&D by using Character Archetypes instead of Classes. The idea is that players can make their character specialize in whatever they want; rather than picking a Class that grants you a pre-determined set of abilities, you choose an archetype, and select a handful of Feats and Skills that flesh out your capabilities as a hero. Also, the name you assign them, like Soldier, Knight, Ranger, Robber-Baron, Warlock, whatever, is just a title you might refer to yourself by, when people ask you what you do.

As for rules related to saving throws, combat, and such, it's a bit too complicated for me to go over here. I'd suggest checking out the Pathfinder d20 Wiki, which most of this system is based on. Also, it's a lot easier, and more fun, to learn the rules when actually playing a game, especially in person. If you're interested in playing, I've always enjoyed playing with a local group more than I did online, especially because you can consult other players at the table when learning the rules.

Really, the main thing i was wondering about with the numbers in the Major Skills section is why are some of the first numbers '1' and others '2', and there did the +2 for all skills, after the Ability (str,con,int etc) was added on, come from?

and in your modified version is the base a skill is set to '1' until you add skill points on?

and the intelligence modifier for skill points?

How many minor skills are allowed? i can find any reference to minor skills in the Wiki,s o i thought i'd ask...

these are my main queries, really. I think in my other post i rambled a lot....
« Last Edit: January 09, 2013, 04:03:57 am by kahn1234 »
Logged

Solifuge

  • Bay Watcher
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #111 on: January 09, 2013, 10:13:58 pm »

Religion and Magic: Titles within the Exemplarate


Criterion:
The religious leader of the Exemplarate. One who is spiritually ready to transcend to Utopia, but who has elected to reincarnate once more and guide their people. They are born and live almost all of their adult lives in monastic seclusion, but convene with Paragons yearly to learn of the world's affairs, and pass their guidance on through them. They have the final authority in any appoint made by the Exemplars, and are invested with the authority to issue decrees which supercede all regional laws, but are discouraged from exercising this power unless regarding a moral or spiritual necessity. When the former Criterion trancends, the Exemplars are charged with finding and appointing a new one from among young children, following a process of spiritual lessons, meditations, and tests of attachment and temperament.

Exemplar:
Regional spiritual guide and teacher. They preside over major cities and their surrounding areas (known as their Parish), and convene with the Criterion yearly. The office holds a great deal of power over the social and political landscape, with final judicial authority over their parish, the power to denounce and bar locally-elected rulers from the regional council, and the ability to appoint Inquisitors and name Paragons from among their people.

Inquisitor:
A station combining the duties of watchman and judge, they are appointed by an Exemplar and act as their eyes, ears, and right hand. Often chosen from important families, decorated soldiers, and officials within the Parish, they are invested with the same judicial power as their Exemplar, who is in turn held responsible for the actions of their Inquisitors. Though they are sometimes sent to settle legal matters when an Exemplar is unable to do so in person, they are often tasked with investigating and resolving suspected supernatural crimes, such as Daemon Worship and Spellcraft.

Paragon:
Akin to saints, they are individuals recognized for great skill, wisdom, and service to the Exemplarate or society at large. Appointed by an Exemplar, and confirmed in person by the Criterion, they are often chosen from those celebrated and idolized by the common folk. Though some are nominated posthumously, during their lives they may become local spiritual leaders, Inquisitors, or even Exemplars. They do not hold any official power within the Exemplarate itself, but being named a Paragon is a mark of high prestige, and elevates them and their talents in the public eye.


I figured sharing a few more religion snippets wouldn't be unwelcome, since this is a Worldbuilding thread after all.

Also, sorry kahn. Like I'd said before, a lot of these things are written with d20 veterans in mind so you may not find them intuitive, or are completely custom house rules so you may not find them on the wiki.

In brief: Major skills are focal areas for your character, and always start 2 points higher than other skills (hence the +2). Minor Skills are just what I call any skill your character has, but isn't specialized in; you can still learn them, but you won't have that +2 bonus. Also, the first number listed in parenthesis is how many Skill Points you've invested in that Skill; you get a few of them to spend per level, but can only have up to your character's level in points spent on any one skill (for balance purposes). Also, the intelligence modifier to skill points you gain per level comes from your Intelligence ability score. If you have any other general rules quearies, I'd highly suggest poking around in the Standard Rules Document website I linked. It's got everything you could want to know about general d20 rules, and then some.
Logged

kahn1234

  • Bay Watcher
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #112 on: January 10, 2013, 03:24:58 am »

thats pretty much cleared it up for me.

there are a few other things i'm a tad confused on, but i think they will become clear later.

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #113 on: January 10, 2013, 06:53:25 am »

Watching this, because Solifuge makes great works of art and majesty.

And the world.
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #114 on: January 10, 2013, 07:14:33 am »

Why. Why have I only seen this now.

Solifuge

  • Bay Watcher
    • View Profile
Blunderbuss d20 - Worldbuilding and Discussion Thread
« Reply #115 on: January 31, 2013, 08:09:45 pm »

So, as a heads up for folks following this thread, I've begun an Illustrated Suggestion Game based on this setting, which I'd like to invite you to check out. I'll still be updating this project as new details come together, and as always you can ask questions about the setting and such in this thread. Depending on if there's a need for it, this might become an OOC/Discussion thread for the game as well... WE SHALL SEE.
Logged

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #116 on: February 04, 2013, 12:43:33 pm »

Why. Why have I only seen this now.
Also.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Scaraban

  • Bay Watcher
  • One Crazy Ass Giant
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #117 on: February 22, 2013, 01:23:59 am »

Why did I click this link? I just looked at the clock and it's been an hour and half, I will conquer this thread; just not on a week night.
Logged
It's a long way to the top if you want dank memes.

Solifuge

  • Bay Watcher
    • View Profile
Re: Blunderbuss - That Old-Time Religion
« Reply #118 on: February 22, 2013, 01:41:11 am »

Hehe.... I'm glad these aren't all my notes, or conquering this thread might be a full-weekend project.

If you have questions or whatever about specific peoples or parts of the setting, let me know. I'll probably be doing blurbs on regions, organizations, and peoples as the game thread progresses, but could put together something in the meantime. Structured writing helps this take form, and outside perspectives are good for that.
Logged
Pages: 1 ... 6 7 [8]