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Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25442 times)

Kadzar

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Re: Blunderbuss - Feral Bonds [Worldbuilding, Pathfinder d20]
« Reply #75 on: June 21, 2012, 09:15:17 pm »

I'm more concerned that the Warrior, by level 3, can have more hitpoints than the draft horse he's riding. I suppose since this only goes up to level 6, it might not become such a problem, and, in those levels, it might have better saves, at least.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Akhier the Dragon hearted

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Re: Blunderbuss - Feral Bonds [Worldbuilding, Pathfinder d20]
« Reply #76 on: June 21, 2012, 09:57:02 pm »

   If what you want Kadzar is to have a war horse that can keep up with you maybe you should ask for some feats to help with that specifically. Horses have always been in general weak as compared to higher level characters because those characters are higher level. If you want a riding animal at 3rd level you will have to find an animal that is third level to ride such as (though not animals but magical beasts) a Unicorn or Pegasus and if you want something that fits under the animal tag there is always the Dire Wolf
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Solifuge

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #77 on: October 01, 2012, 04:09:40 pm »

In case you were worried, rest assured that plenty has been going on with this behind the scenes. The more I think about committing it to more big thread writeups, however, the more I want to just put together a group and see how it plays, what folks like and don't, etc. As such, I'm fixing to run a play-by-post game in this setting, and want to pick your brain a bit.

I've got plans for a few directions it could take... but first, a few questions for you:
1. Are you interested in playing?
B. Would you like to try using the official Pathfinder rules, or something a bit more Roll-To-Dodge-like?
III. What aspects, if any, are you most interested or curious about in this setting so far?
« Last Edit: October 01, 2012, 04:11:26 pm by Solifuge »
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Kadzar

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #78 on: October 01, 2012, 07:36:47 pm »

1. Sure
B. If it's about exploring the setting, I suppose some sort of Roll-TO-Dodge would be better for play-by-post.
III. What your setting is about, what players do, what there is to do in your setting. Or, if you haven't figured that out yet, exploring the cultures and people in your setting.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Akhier the Dragon hearted

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #79 on: October 01, 2012, 08:40:52 pm »

1. Completely, absolutely sure I would want to join in on this.
RESCINDED - See Bellow B. I think having Pathfinder for the combat for the granularity with a mix of free roleplay and RTD for non-combat type of stuff. So if we fight some goblins then we break out the D20 but if we decide we want to talk our way past them we say stuff in character to try to get them to let us through and anything needing a roll can be using a D6. If I had to choose then which ever you feel more comfortable in DMing as I can deal with whatever system you want to dump us into but if you aren't good with it then the game would bog down.
III. The setting and what stories may be there waiting to take shape as we prod the world with the blunt instrument that will be our characters.
« Last Edit: October 02, 2012, 12:27:55 pm by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Kadzar

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #80 on: October 02, 2012, 01:18:54 am »

B. I think having Pathfinder for the combat for the granularity with a mix of free roleplay and RTD for non-combat type of stuff. So if we fight some goblins then we break out the D20 but if we decide we want to talk our way past them we say stuff in character to try to get them to let us through and anything needing a roll can be using a D6. If I had to choose then which ever you feel more comfortable in DMing as I can deal with whatever system you want to dump us into but if you aren't good with it then the game would bog down.
I just figured he was just going to use a d20 for everything with a +5 bonus for things we're good at, like USEC_OFFICER does in his Tomb of Horrors game. I'm not really found of using a single d6, since there's not much difference between success and failure, and there's very little room to add bonuses without unbalancing things. I mean, a d20 's not perfect (I prefer multiple dice so you can get an actual curve), but at least it provides some room to expand (possibly too much).

And from what I've heard, proper D&D combat takes an ungodly amount of time in PbP. If we were testing out the rules, it might be okay (though possibly not the best way to test them), but, if we're exploring the setting, spending a week in a single combat encounter probably won't do anyone any good.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Akhier the Dragon hearted

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #81 on: October 02, 2012, 12:26:06 pm »

   Hmm, Kadzar your quite right. I rescind my previous want for Pathfinder and go for the D20 thing. Also my desire for granularity is exactly why I suggested Pathfinder for combat, IE d6 as you say doesn't give much room for anything but using a d20 would fix that.

Edit: oh yeah, links to the Tomb game? Sounds interesting
« Last Edit: October 02, 2012, 12:28:59 pm by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Kadzar

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #82 on: October 02, 2012, 03:45:07 pm »

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

Akhier the Dragon hearted

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #83 on: October 02, 2012, 03:50:29 pm »

   Cool, Thanks for the link though I don't know how I feel about you stealing my time till I finish reading it all.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Solifuge

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #84 on: October 08, 2012, 03:23:55 am »

Been busy putting together the write-up for the game, and figured I'd share this tidbit since it details all the skills and available PC races... even the ones I haven't gotten to yet in this thread!


Heroic Archetypes:
At character creation, you choose an Archetype for your character. Archetypes are generic structures you build your character's skills and abilities around; it determines their starting skills, and how they improve as they gain experience. Once you choose your character's Archetype, this cannot be changed.
Spoiler: The Warrior: (click to show/hide)
Spoiler: The Expert: (click to show/hide)
Spoiler: The Adept: (click to show/hide)


Ability Scores:
Your character begins with 6 Ability Scores, which describe their physical and mental abilities. Ability Scores are as follows:

Strength (STR): Measures muscle and physical power. It factors into melee attack and damage rolls, carrying capacity, and tests where physical power is key.
Dexterity (DEX): Measures agility, reflexes, and balance. It factors into ranged attack rolls, defense checks, reflex saves, and tests where finesse is key.
Constitution (CON): Measures health and stamina. It factors into hit points gained each level, fortitude saves, and tests where endurance is key.
Intelligence (INT): Represents ability to learn and reason. It factors into skill points gained each level, ritual spellcasting, and tests where knowledge is key.
Wisdom (WIS): Represents willpower, awareness, and intuition. Factors into will saving throws, pact spellcasting, and tests where perception and intuition are key.
Charisma (CHA): Represents likability, leadership, and force of personality. Factors into wild spellcasting, and tests where influence and sociability are key.


Each of these ability scores begins at 0, which is average for a human being. Ability Score bonuses that are higher than 0 will add a bonus to dice rolls for related skills, while scores that are lower than 0 will subtract from them. You have 10 points to spend on increasing your ability scores. You may also decrease one or more of your ability scores below 0, and earn more points to invest elsewhere:

Skill Rating    Point Cost
-2 [Terrible]   +2 pts.
-1 [Poor]       +1 pt.
*0 [Average]    Default
+1 [Fair]        1 pt.
+2 [Good]        2 pts.
+3 [Great]       4 pts.
+4 [Superb]      8 pts.



Character Races:
Once you select your Archetype and assign ability scores, select a race for your character. Each race has different physical attributes and natural capabilities, which vary widely from one another.
Spoiler: Flinds: (click to show/hide)
Spoiler: Orcs (click to show/hide)
Spoiler: Humans (click to show/hide)
Spoiler: Elves (click to show/hide)
Spoiler: Kenku: (click to show/hide)
Spoiler: Dwarves (click to show/hide)
Spoiler: Hobs: (click to show/hide)
Spoiler: Kobolds: (click to show/hide)
Spoiler: Muls (click to show/hide)

Character Skills:
Spoiler: Physical Skills: (click to show/hide)
Spoiler: Mental Skills: (click to show/hide)
Spoiler: Specialization Skills: (click to show/hide)
« Last Edit: October 12, 2012, 09:52:05 pm by Solifuge »
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Solifuge

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #85 on: October 08, 2012, 10:29:40 am »

Spellpower, Spellcasting, and Circles of Magick:
Spellpower measures how much energy must be channeled from the Astral in order to cast a spell. When attempting to cast a spell, you must succeed at an Arcana skill check, with a DC of 10 + the Spellpower of the spell. Failure means the spell fizzles and is lost, and may cause other effects depending on what kind of Spellcaster you are.

Spellcasting Feats:
Pact Arcana:
You have made a pact with a Daemon or Archon, wielding some of their power in exchange for your loyalty and service. This Pact with your Patron grants you access to a pool of Astral energy, which you may use to cast 1st Circle spells using your Wisdom bonus. This pool holds a number of Power Points equal to 2x your Arcana score, and each spell you successfully cast drains a number of points from this pool equal to its Spellpower. The pool can be replenished once per day, by petitioning your Patron over several minutes of communion with them. If you are not in good standing with your Patron, your pool may not be replenished, and your Patron may require something of you to regain their favor. Casting a 1st Circle spell is a Simple Action, and provokes attacks of opportunity. You may cast spells with a Spellpower of up to 2 + your Wisdom bonus. You use your Wisdom score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill.

Improved Pact Arcana: Requires: Pact Arcana, Character Level 3.
Your Pact with a Daemon or Archon has grown stronger, granting you the ability to cast 2nd Circle spells, and increasing the number of available Power Points to 4x your Arcana score. You may cast spells with a Spellpower of up to 4 + your Wisdom bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.

Greater Pact Arcana: Requires: Improved Pact Arcana, Character Level 5.
Your Daemon or Archon Patron has invested great power in you, granting you the ability to cast 3rd Circle spells, and increasing the number of available Power Points to 6x your Arcana score. You may cast spells with a Spellpower of up to 6 + your Wisdom bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.


Ritual Arcana:
You have studied the art of drawing your Spellpower directly from the Astral, utilizing special tools, materials, and arcane rituals. You can prepare 1st Circle spells using your Intelligence Bonus, via complex rituals that take 1 Hour to perform. Once prepared, you may attempt to cast the spell as normal, or choose to imbue the spell in your Arcane Focus. Once imbued, the spell is stored within your Arcane Focus, and can be recited and cast from it as normal by using a Simple Action, which provokes attacks of opportunity. Imbued spells remain within your Focus after casting, and may be recited any number of times, but if you fail your Spellcasting check while reciting the spell, it is discharged from your Focus, and must be imbued again with a new Ritual. Your Focus can store a number of spells with a total Spellpower equal or less than your Arcana skill. You may cast spells with a Spellpower of up to 2 + your Intelligence bonus. You use your Intelligence score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill.

Improved Ritual Arcana: Requires: Ritual Arcana, Character Level 3.
Your experience with ritual magick has grown, granting you the ability to cast 2nd Circle spells, and imbue them within your Arcane Focus. You may now imbue a number of spells with a total Spellpower of 2x your Arcana skill within your Focus. You may cast spells with a Spellpower of up to 4 + your Intelligence bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.

Greater Ritual Arcana: Requires: Improved Ritual Arcana, Character Level 5.
You have become adept at the art of ritual magick, granting you the ability to cast 3rd Circle spells, and imbue them within your Arcane Focus. You may now imbue a number of spells with a total Spellpower of 3x your Arcana skill within your Focus. You may cast spells with a Spellpower of up to 6 + your Intelligence bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.

Wild Arcana:
A magical heritage, whether dormant until recently or long-known, has manifested in you, allowing you to channel and focus Astral energies naturally within your own body. You use Charisma as your Spellcasting attribute, and may cast 1st Circle Spells as a Simple Action, which provokes attacks of opportunity. You may cast spells without limit, but if you fail your Spellcasting check, you lose control of the Astral energies you've channeled, and take Nonlethal Damage equal to the Spellpower of the spell attempted. If you fail the check by 5 or more, the damage dealt is Lethal. You may cast spells with a Spellpower of up to 2 + your Charisma bonus. You use your Charisma score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill. Choose an Arcane Bloodline from those listed below.

Improved Wild Arcana: Requires: Wild Arcana, Character Level 3.
Your ability to focus and channel Astral energies has improved, and you may now cast 2nd Circle Spells. You may cast spells with a Spellpower of up to 4 + your Charisma bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.

Greater Wild Arcana: Requires: Improved Wild Arcana, Character Level 5.
You have become adept at focusing and channeling Astral energies within your body, and you may now cast 3rd Circle Spells. You may cast spells with a Spellpower of up to 6 + your Charisma bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.
« Last Edit: October 16, 2012, 04:47:21 am by Solifuge »
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Akhier the Dragon hearted

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Re: Blunderbuss - Steampunk d20 Play-by-Post?
« Reply #86 on: October 08, 2012, 11:41:48 am »

   With Kobolds you seem to be taking the reptilian route rather then the older dog-like route but is it just reptilian or are they in some way related to dragons in the far distant past as D&D takes them to be in the more recently versions(specifically I can reference Races of Dragons from 3.5).
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Solifuge

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Re: Blunderbuss - Doing science to D&D until all the whimsy is gone
« Reply #87 on: October 08, 2012, 03:57:19 pm »

Kobolds are warm-blooded and don't lay eggs like most reptiles (they lay eggs, but do so internally), and they do have hair-like feathers covering themselves... but even in a world of fantasy, the biologist in me can't conceive of a true Mammal-Reptile hybrid. And it doesn't help that it's damned hard to find art of traditional Kobolds in a style that doesn't make them look like they belong at the North Pole.

But yeah, you may note with the Muls that only the hominid races can create viable offspring, and even then they're sterile. The beast races were the result of ancient technomagical genetic experimentation, since there's no way they could have occurred in nature. Elven skin cells are actually colonized by various strains of photosynthetic symbiots which provide them with energy, in exchange for micronutrients and waste chemicals from their bloodstream, hence their wacky skin pigmentation and ability to survive without food.

Yes, I fully intend to do science to D&D until all the whimsy is gone.
« Last Edit: April 11, 2013, 03:34:28 am by Solifuge »
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Kadzar

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Re: Blunderbuss - Doing science to D&D until all the whimsy is gone
« Reply #88 on: October 08, 2012, 05:56:31 pm »

Wouldn't that mean that an elf would starve to death if you covered them in a non-transparent coating and, for maximum energy generation, they should spend most of the time naked.  ;D

Also, I like how the Linguistics skill works, though I hope you properly make use of various languages so that it's important to spend points in them. I think maybe you should give out bonus ranks for bonus languages, or at least for character's primary language.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Solifuge

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Re: Blunderbuss - Doing science to D&D until all the whimsy is gone
« Reply #89 on: October 08, 2012, 09:39:03 pm »

Most people would starve to death if you covered them in an opaque shell. Makes it kinda hard to eat or breath, no?

But yeah, they're more than capable of eating for sustenance like anyone else, but it'd probably be seen as wasteful to a creature with a very long lifespan, and very little food requirements. Also, though they can survive off just water and sunlight, it'd be like us trying to survive off an IV drip of sugar-water; It'll keep them moving, but unless there's new nutrients and material coming in through food, they can't heal or grow, and will gradually get more and more sickly.

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