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Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 47 Points: 141 Location: Norway
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For some reason the person that can make official rulings on questions about rules have been very quiet lately. So lacking official rulings, would it be possible to come up with some kind of fan consensus on these issues? This thread could be the place where we post and discuss different questions and the results could go in a separate thread called "Unoffical rulings", or something. Do we have enough active members to pull this off?
I suggest the following rule for the discussion: when raising a question or problem, you must always add a suggestion for an answer or solution. The reason for this is that since none of us have the official word on the matter, it is much easier to comment on a suggested solution than to answer a question.
Ok, me first.
1: What are the Master maneuvers on the Free Sword combat style? - I suggest Eviscerate and Brutalize.
2: What are the Master maneuvers for Savage combat style? - I suggest Mighty Rage
3: There are no maneuvers in Blackpowder Musketeer that let a user fire a pre-loaded gun in the first round. - I suggest that Quick Shot switches place with Slash and is made a balancing maneuver.
4: The wizard seems to be underpowered compared to th Chosen One. - I suggest that the wizard get two magic styles at apprentice in level 1.
Ok, that is enough. Others?
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Rank: Advanced Member Groups: Member
Joined: 4/22/2009 Posts: 75 Points: 225 Location: Western NY, USA
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These seem more like balance issues than rules calls. I'd have to playtest those changes to know how they alter stuff.
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Rank: Newbie Groups: Member
Joined: 9/2/2009 Posts: 9 Points: 27
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I would agree that they are more balance issues but, I like the format you present and, it's a good start.
Regarding #4, I would agree that the Wizard seems underpowered to the Chosen One and Noble. I don't think the adding of additional styles is the answer though. I raised this issue in another thread. I think the Wizard should instead be allowed to reach Mastery/Grand Master styles quicker. Since they're focusing on magic alone, they should be rewarded by advancing quicker in their more limited fields.
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Rank: Advanced Member Groups: Member
Joined: 4/22/2009 Posts: 75 Points: 225 Location: Western NY, USA
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Also factor in that, theoretically, a non-noble Wizard is quite possibly on the run from authorities, as that sort of person might not be allowed to use magic by the nobility. :)
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Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 47 Points: 141 Location: Norway
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I forgot all about this thread. Rereading it, it still seems like a good idea. And I honestly think only the suggestion for the wizard is a balance question. The others seem like editing mistakes, that we can make educated guesses about. For instance, the savage class requires the character to master the savage style, so it should contain master maneuvers. And the lack of a rebalancing quickshot maneuver in musketeer seems just weird.
Kilgs: I like your point about wizards needing to mastering their area of expertise early. A simple solution would be to make the level benefits similar to the warrior. Like this:
level 4 - Wizard or Witch - Detect Spellbound, Magic Style (Master) level 5 - +1 Magic, Magic Style (Apprentice) level 6 - Talent (magic or social)
In my opinion this solves every problem with the wizard class and doesn't change the balance of power between the classes other than to bring the wizard up to the level of the others.
Other suggestions:
- There seems to be cut and paste errors in the "cultural force" entries in the organization chapter. I suggest the following: keep legion, magic order and savage tribe as is, noble house rolls force, thieves guild rolls shadow, and trading company rolls efficiency.
- There are no rules for starting equipment. I suggest all characters begin with funds equal to what they would have had if they just went down one welth level: most classes 500, the nobles 2000. This will give the characters funds to own basic equipment like swords and leather armors.
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Rank: Advanced Member Groups: Member
Joined: 4/22/2009 Posts: 75 Points: 225 Location: Western NY, USA
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Arkat wrote:- There are no rules for starting equipment. I suggest all characters begin with funds equal to what they would have had if they just went down one welth level: most classes 500, the nobles 2000. This will give the characters funds to own basic equipment like swords and leather armors. IIRC (it's been a while), you should more or less be able to afford whatever is within your wealth level without having to do the bookkeeping of counting every coin. But, yes, it is a bit weird to wrap your head around...
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Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 47 Points: 141 Location: Norway
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You see, that is the problem. With Wealth 1 (and only nobles start with more than this) you don't have the money to get decent starting equipment. At wealth 1 you can afford rags, daggers and clubs. A bit of a let down if you are a warrior I think.
Now I think it is cool that starting characters have to work/adventure for their living, but at the same time it would be cool if they could start out with decent equipment. Starting with a small sum of money solves this.
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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That is definitely an area that is going to be updated. It's one I haven't done yet, but it's on the list. Part of the reasoning is that in the update, I want to make the game a little more "generic fantasy" friendly instead of channeling people toward a rags-to-riches campaign (although you could always play a noble, currently, and not worry about that!). But yes, there will be a few more gear options.
Other points in this thread - yes, the first two are editing/layout/writing mistakes by yours truly. Sigh. Brutalize and Eviscerate are the master maneuvers for Free Sword, check. Savage... I don't have my pdf in front of me (I'm actually at school waiting for Science Olympiad kids to come in and practice, we practice all day every Saturday in the winter). But the master maneuvers for Savage are Mighty Rage and, IIRC, one of the top ones (bear hug?). Wizard vs. Chosen One... I will look. Ok, kids here...
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Rank: Advanced Member Groups: Member
Joined: 8/14/2009 Posts: 47 Points: 141 Location: Norway
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YcoreRixle wrote:That is definitely an area that is going to be updated. It's one I haven't done yet, but it's on the list. Part of the reasoning is that in the update, I want to make the game a little more "generic fantasy" friendly instead of channeling people toward a rags-to-riches campaign (although you could always play a noble, currently, and not worry about that!). But yes, there will be a few more gear options. Interesting. Toggling the wealth level seem like an easy way to create different campaign modes. A sidebar with different options would be nice. YcoreRixle wrote:Other points in this thread - yes, the first two are editing/layout/writing mistakes by yours truly. Sigh. I'd just like to say that I'm not trying to fry you bacon here by rubbing it in. I dig your game and think it might be one of the most interesting games I've read in a long time. I just wanted to find solutions so that I can run it without too many unresolved issues. And I'm very grateful that you take time to sort out some of the wrinkles. As for the wizard and chosen one, I've come to prefer my second option: tune the wizard so that he get mastery earlier. By tweaking the level benefits of level 4 - 6 and giving the wizard a grand style at level 8, you get class progression that resembles the warrior. By doing this the wizard gains mastery as early as the chosen but get access to a grand style two levels earlier. The noble get access to grand styles earlier than wizards but that makes sense in the context of the spellbound kingdoms. Even so, the wizard remains a more versatile spellcaster than the noble. And that too is as it should be IMO.
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