In preparation for an upcoming game, I've rolled up my first Leprechaun.
In getting this drunk little bastage (low charisma, talented in Competitive Drinking) ready for adventure, I'm hung up on purchasing weapons and armor. Page 51 of dT&T notes that weapons still get their usual dice and adds when crafted for characters outside of human scale. I'm guessing that weight units and the STR/DEX requirements remain unchanged, right?
Buy small stuff. There are some small weapons, mostly knives. You probably can't use much in the way of large weapons, due to Strength.
Armor is another mater. It's heavier than it should be for small characters.
In the end, this is one of the complaints I have with Deluxe, is that it doesn't quite have the equipment for Fairies an Leprechauns it should have. Otherwise, it's the first edition of the game that makes them viable characters.
Post by ProfGremlin on Nov 24, 2016 3:12:45 GMT -5
I seem to recall something about how weapons outside of human scale had a ±10% added to their base cost, though I'm probably remembering that from a different edition. Looking at dT&T, p53 I see the following wording:
Let us just say that the armorers on Trollworld are able to create weapons of appropriate size and mass* for their clients (and the weapons get the assigned dice, or dice + adds).
*Emphasis is mine.
This would lead me to believe that not only does the size get modified but the weight units, signifying encumbrance, does as well. As a quick and simple method of working out weight units for a non-human Kindred sized weapon, I would consider taking that Kindreds STR modifier and multiply the equipment's weight units (WU) accordingly, i.e. for a leprechaun-sized weapon I'd multiply the WU of - say - a longsword by 0.33 (pg 23) to take it from the human-sized 120 WU (pg 33) to 40 WU (120 * 0.33).
As for game balance, crunchiness and reality-based physics - ::pffftt:: Reality is for those who can't handle a good fantasy. It works because it works, the character's adds, or lack thereof, are enough for me to explain the smaller/larger weapons effectiveness in battle (Smaller Weapon due to Lower Strength which leads to Fewer Adds meaning Less Effective in Battle).
Last Edit: Nov 24, 2016 3:17:32 GMT -5 by ProfGremlin: Clarifying wording
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
(Note: I wrote this up Saturday, but haven't had time to post until now)
The issue isn't that you can't cobble together smaller weapons or armor. The issue is that they should be available to choose right off the bat.
Let's say you are going to introduce a group of people to T&T, and Role Play in general. And, part of that group it a young girl who wants to be “a fairy princess”. No problem, we got your fairies right here. But, for every one else, all their equipment is “off the shelf”, but for her, you have to make it up on the fly. And, that can bring the whole game to a stand still, or so it seems. The girl feels like she did something wrong, because you have to help her. Her older brother makes a remark about her causing trouble. And you feel unprepared.
I like Deluxe. But, it has it's flaws. As I said, this is the first edition that makes Fairies and Leprechauns viable. But, it seems there has always been a blind spot when it came to them in the rules. And here, in the equipment choices, is where it shows in this edition. I think that part of the issue is the assumption that they will ONLY be spell throwers in combat, and so weapons won't be an issue. But, sometimes that isn't always the choice available. The character runs out of WIZ, or needs to conserve what they have, or can't cast because of X, or what ever.
So, to solve this problem, we have to define it. A normal roll for the Strength stat will fall between 4 and 17, figuring no TARO, with an average of 10. For a fairy, this will give us a rounded up STR of 1 to 5, with 3 being our average. For a leprechaun, it will be 2 to 6, with an average of 4. Further, some part of them both, will be wizards, and therefor have to keep to the 2 dice weapon rule. That won't be that much of a problem, as we will see, but must be kept in mind.
The difference between a sword and dagger is a matter of size, and we are going with small. So, we will skip swords, and go to daggers on page . With the strength requirements for a small dagger at 1, and a medium at 34, we have the one shining spot on the list. No real need to modify anything here.
Next, on page 35, we have hafted weapons. A hatchet, with a STR requirement of 5, could be used by a burly leprechaun as a battle ax. But, what about a good shillelagh? The smallest club given is too big. So, we will have to whittle it down a bit. Let's try this: Leprechauns Shillelagh | 2d6 | 4 STR | 5/15 DEX | 10 gp | 15 wu | 8 yards
Page 36 gives us a blackjack, in the unclassified weapons.
Shafted weapons once again give us the shaft, on page 37. Yet, a tiny spear is just what a fairy might want, so: Fairy Spear | 1d6 +2 | 3 STR | 10/12 | 5 gp | 5 wu | 10 yards This is used either as a thrusting weapon, or launched while dive-bombing an enemy. 6 to 12 inches.
We will skip over pole arms, and move to projectile weapons, on page 39. Everything here is too big, but we can project the size down a couple of steps, following the pattern. Tiny Bow | 5-10 lb pull | 1d6 | 3 STR | 15 DEX | 20 gp | 10 wu | 20 yards Small Bow | 10-15 lb pull | 2d6 | 6 STR | 15 DEX | 30 gp | 20 wu | 30 yards Tiny arrows cost 3 gp per 20, small 4 gp per 20 Regular arrows can be used by fairies as a Fairy Spear, but at only 1d6.
Unusual projectile weapons, pages 40 and 41, give us darts, and blowpipe as possibilities, as well.
On to armor, I will only look at the full suits, pages 44-45, and then only the three that a starting adventurer is likely to afford. And, for them, I will only change the wu. The cost for them is the workmanship, and any reduction in size is made up in part by an increase in thickness to achieve the same level of protection.
And, as for shields, a buckler, on page 48, is the only one in range for our little heroes.
And, as for poison, it can be the little peoples friend. Due to their size, small arrows can use only one half dose per sheaf. Tiny arrows can be done at three sheaves per dose. Fairy Spears are treated as regular arrows, for this purpose.
Well, how was that? Think I'm way off? Let me know, and we can work it out.
Bonus Item: A Fairy House
Much like a birdhouse, this is a little place for a fairy or two to take shelter. Often made of wood or wicker, these are built to be carried by the larger friends of the fairy. Inside, the furnishings, if any, are built into the sides, so that they won't be disarranged by what ever movement or rough handling might happen. The shape and size depend on the needs and wants of the owner, as well as their means of payment for the craftsman. Because of this, the cost and weight are up to the GM.
Post by ProfGremlin on Nov 29, 2016 3:32:59 GMT -5
That's certainly a good start, Jeffepp, and your reasoning seems to follow an internal logic. Spurred by your post, I thought to check the Kindred spell books that Ken put up on DriveThruRPG under the Trollhalla imprint. My reasoning was nothing special other than that maybe a few paragraphs might have been added mentioning weapons and/or gear. Hey, it could happen! Alas and alack, the previews won't display for the fairy folio nor the leprechaun lexicon. At least, that's my experience, the other spell books preview are displaying just fine. As far as it goes, based on the other Kin spell books, there's nothing referencing gear to be had. It would change the Kin spell books to Kin source books and that doesn't seem to be the direction Ken is going with these.
So, my brain kicked up 'memberance of an old thread: Any thoughts on fairies?. There're eight pages worth of discussion on the benefits, detriments and perspectives of playing a fairy. There might be another thread floating around but if there is, I don't recall it. Perhaps that thread will be of assistance. Maybe we could come up with an approach for fairy gear (and leprechauns, of course) and create a sticky thread? Perhaps a list of suggested gear that could dovetail with the existing dT&T rules?
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
I'll add that the article Notes on playing a fairy, and living is no longer at the link given in Prof's thread. The most recently archived version, from a mere 12 years ago, can still be found here though.
Post by hrrrothgarrr on Dec 18, 2017 9:55:04 GMT -5
It seems a simple fix to multiply the STR requirement by the Kindred STR modifier for Kindred sized weapons, do the same with wieght too.
This would result in tiny faerie weapons and huge trollish weapons. Keep the Dice + Adds the same, but add a caveat that the weilder must have appropriately sized hands. We don't want humans weilding faerie sized two-handed swords to full effect...