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Post by zanshin on Jan 19, 2010 9:21:10 GMT -5
Now I realise 'balance' can be a dirty word in these here parts, but one of the concepts from Middle Earth Roleplaying (MERP as its usually known) was to give back ground points to characters, with more points to the less attribute endowed races.
These could then be rolled on various different charts (and lets face it, charts can be fun, in character generation anyway) to give bonuses or items that the character starts out with; things like background skills, attribute bonuses, connections ect.
Now if someone was to work on such an idea (possibly for a future article, who knows!) would people a) welcome it b) be prepared to throw in a few ideas of how to work it in T&T c) suggest stuff that could be included.
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Post by ProfGremlin on Jan 19, 2010 11:24:23 GMT -5
Now if someone was to work on such an idea (possibly for a future article, who knows!) would people a) welcome it... Personally, I like the idea as a house rule. Adding backgrounds like this would add crunchiness to the system that some folks wouldn't care for but as an optional house rule to add depth and color to characters during creation I like it. I had a GM back when I was playing AD&D in high school who liked to use some of the tables out of the Arduin Grimoire for just this purpose. I actually ended up with a half human half giant character because of it. It all depends on the style of play of a group. Some GM's will allow players to create a background and float ideas past them for inclusion others will prefer tables to work from. It's little things like this that help flesh out a character when you're having a vapor-lock moment. As for ideas, I'd suggest an inheritance table, a range from nothing or a few simple coins to useful items such as a sword or shield or perhaps a rare item such as a magic ring. Another possible table could be Unexpected Ancestral Genetics, i.e. somewhere in your characters ancestry there is mixed breeding. Perhaps your characters great-grandmother was enamoured of an elf lord and somehow those latent characteristics have found expression in your character. Anything from physical hallmarks, i.e. size, shape, ears, thick beard to a bonus on attributes.
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Post by zanshin on Jan 19, 2010 11:35:32 GMT -5
Those are all excellent ideas prof gremlin. Have an exalt for interested clever helpfulness.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Jan 19, 2010 23:45:39 GMT -5
Awsome idea Zan - if it gives a player a game-based reason to select a human character over a dwarf (for example) I'm in! My games usually focus just on the human kin, others exist for sure but they're NPCs by and large.
A balance between humans and the bonus-bearing kin would be excellent.
I just purchased the PDF of Green Ronin's Dragon Age RPG. Quite similar in many ways to T&T (only use six-sided dice, rogue, wizard and warrior, super simple attribute based system). It has background tables for each race (roll twice, take the bonus). Nice.
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Post by zanshin on Jan 23, 2010 7:51:15 GMT -5
Glad you like the concept Hogscape - I may well return to this once i have time and inspiration.
Dragon Age does sound interesting - i was put off by it being released in stages. Don't know why, my campaigns rarely get people beyond level 5!
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Post by zanshin on Mar 11, 2010 5:38:36 GMT -5
Cartomancers excellent treatment on point based character creation has inspired me to revisit this.
Lets start with an evaluation of the common Kindred - when i find my book, to be continued...
Humans - Average 84 points at character generation.
Dwarves - Average 101.5 points
Elves - Average 112 points
Hobbs - Small size , 99.75 points
Leprechaun - Small size, has Wink Wing, 94.5 points
Fairy - Tiny size , can fly , 110 points
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Post by cartomancer on Mar 11, 2010 11:28:57 GMT -5
Cartomancers excellent treatment on point based character creation has inspired me to revisit this. Lets start with an evaluation of the common Kindred - when i find my book, to be continued... Humans - Average 84 points at character generation. Dwarves - Average 101.5 points Elves - Average 101.5 points Hobbits - Small size Leprechaun - Small size, has Wink Wing Fairy - Tiny size , can fly Glad i could get you fired up again. :0). I'll also be interested to see where this goes.
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Post by zanshin on Mar 11, 2010 17:43:09 GMT -5
Ok - If we take Elves and Fairies as the baseline and say they have parity (roughly equal attribute points, fairies are tiny, but fly) lets say they get 0 background points - their bonuses and attribute base put them at the top. Treat any monster Kindred the same way, 0 points.
Dwarves have the next best attribute level and no disadvantage -1 background point
Hobbits and Leprechauns have slightly worse attributes, and are both small - 2 background points
Humans have the worst attributes - 3 background points.
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Post by zanshin on Mar 11, 2010 17:47:48 GMT -5
Ok lets choose some tables , taking up some of Prof Gremlins ideas, and say a maximum of one roll on each table
1) Heirlooms and inheritances 2) Special Training 3) Special Attributes 4) Special Qualities
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Post by zanshin on Mar 11, 2010 17:58:16 GMT -5
Heirlooms and Inheritances Roll 2d6
2= Bequest ,you have an extra 1d6 x 100 gp, may be in regular equipment if desired, and a stipend of 50gp/month. 3= Pet, you have a small animal who loves you very much - cat , dog, rat , lizard etc. It will fight with an MR = Your Cha + 5 x your level. It will try to alert you to dangers etc. 4= Heirloom Weapon -You have the best weapon your character can use. It does a bonus d6 damage due to its exceptional craftsmanship. It gives you status within your clan/family 5 = Heirloom Armour - You have the best armour your character can wear . It has a bonus 1d6 AP due to its craftsmanship. 6 = Jewelry - you are given a jeweled item. Roll on the table on page 73 to generate an item. 7 = Extra coin , roll 3d6 x10 , get that many gp. Taro applies. 8 = Heirloom Shield - You have the best shield your character can use. It has a bonus d6 AP and bears your family/clan/guild crest 9 = Master crafted Tools- You have a bequest of tools of very high quality for a profession of your choice. When using them add 10 to any Saving Roll to produce an item or preform a task. 10 = You have a residence . It is of fair quality, and will accommodate up to 4 people comfortably. If you rent it out it will earn 1gp/night. 11 = You have a magic item of minor power, discuss something suitable with the GM, or pick any result on the table but 12. 12 = Major Bequest, 1d6 x 100 gp, and roll again on the table
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Post by zanshin on Mar 11, 2010 18:10:20 GMT -5
Special Training Roll 2d6
2 = Endurance - Take 1 less damage from heat or cold 3 = Marksmanship - Bonus d6 damage with missile weapons 4 = Athletics - Move 20% faster when running 5 = Weapon Defence - Natural 1 ap when able to block 6 = Evasion, difficult target, +1 SR to hit with missiles 7 = Bonus Talent 8 = Brawling, Bonus d6 damage when unarmed 9 = Magic Training, Bonus spell known (even warriors) 10 = Fast Draw , always has a needed weapon in hand 11 = Paragon Training, raise any stats below 12 to 12. Character is a Paragon. 12 = Bonus Talent, roll again.
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Post by zanshin on Mar 11, 2010 18:10:35 GMT -5
Special Attributes
2 = You are of the High race of your kin , +1 to all attributes. 3 = Strong, bonus d6 ST 4 = Tough, bonus d6 CN 5 = Fast , bonus d6 SPD 6 = Deft, bonus d6 DEX 7 = Clever, bonus d6 IQ 8 = Lucky, bonus d6 LK 9 = Charming, bonus d6 CHA 10 = Magical , bonus d6 WIZ 11 = Half Breed, pick an attribute multiplier of another race for one attribute and substitute for yours. You resemble that race. 12 = Roll again , but double the effect. If this is rolled again, pick a result and triple the effect.
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Post by zanshin on Mar 11, 2010 18:10:56 GMT -5
Special Qualities
2 = Magic Resistant - double your WIZ for the purposes of withstanding magical attacks on you. 3 = Powerful Voice - Voice carries for very long distances, sing at loud volume, deafen those in close contact by shouting 4 = Berserker - May rage in combat, becomes immune to charm or fear. Double combat dice rolled, but lose 2 ST/round of rage. 5= Ambidextrous, may use either hand with equal facility. Dex requirements of weapons do not stack for 2 weapon use. 6 = Tough skin. Very resistant to damage, 1 natural ap. 7 = Nightsighted , sees in dark conditions as though subject to a catseye spell. 8 = Well connected , you have a chance of knowing someone who may help you in a particular situation. Make a Luck SR - the higher the roll, the better and more sympathetic the contact. 9 = Stamina , great resilience for size and frame, may carry double normal weight, needs only 4 hours sleep . 10 = High Status, comes from the upper class of society, will get deferential reactions from own race, and will have connections amongst the nobility (or equivalent) 11 = Spell Like ability - pick a first level spell; you may do that spell once a day for no cost and with no roll required. GM should agree the spell and how it will show itself. 12 = Roll again on this table and on another table of your choice.
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Post by zanshin on Mar 12, 2010 10:17:09 GMT -5
Done. Views? Likes/Dislikes? Worth turning into an article (would add more flavour text) ?
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Post by ProfGremlin on Mar 12, 2010 10:43:14 GMT -5
Done. Views? Likes/Dislikes? Zanshin, it looks good so far but I have a point I'd like to ask clarification on: How do the Background Points for the various Kindred play into working with the tables?
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