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Tag: Andras (Page 11 of 13)

Non-Weapon Proficiencies in Andras

I have been wrestling with the NWP section of Andras for quite some time. I've even wrestled over the name. Since I want a skill system, it seems to follow that I should just call it a skill system. We'll see where the internal debate leads. At this point, the main reason I do not want to call it a skill system is that I do not want to get too close to d20, 3e or Pathfinder when handling these player abilities. As I said, we'll see.

Looking for inspiration for developing the system, I kept re-reading the chapters on Proficiencies in the PHB and the DMG. I even went back to Skills and Powers and looked at their redo of proficiencies. Considering the way that so many thing in Andras are already roll-under, I like the S&P way of doing it. I liked that in the S&P, the starting point is much lower than the starting point in the PHB. For example, Agriculture is INT+0 in the PHB. while in S&P, the starting score is 7 before adding adjustments for ability scores. If you have a character with 15 INT taking the agriculture NWP, a first level character will have a 75% chance of success. According to the S&P, the base score of 7 would be modified with a +2 due to Intelligence giving a final score of 9. Odds of success are 45%.

This may seem like no big deal, but it becomes an issue with Class NWPs like Spellcraft. Under the PHB, a wizard with 16 INT has a starting score of 14 for Spellcraft, whereas the S&P wizard would have a 10. That's a 20% differential. It strikes me as important because I still want 1st level character to be limited, but have more definition than their class description.

Sounds great, but I'm not using the character point system for character advancement. How would this look when the NWP's start with less power, but have the ability to improve over time? Would improvement over time re-create the overpowered feeling I get from the 2e proficiencies rules already?

Then I looked to my copies of Dragon. In particular, I found #225 to be very interesting. In it, Clayton Beal provides a revised proficiency system that keeps scores a little lower, but provides a simple way to determine advancement. In essence, every skill starts with a 10, it is then modified per the NWP in the Player's Handbook and then modified with the bonus from the ability. In other words, using a character with INT 15 taking the Agriculture NWP, the character starts with 11 as a score. Calculating that out, start with 10, then modify by 0 because Agriculture is INT+0 in the PHB, then modify by +1 referencing a table in the article. This is lower than the 15 under the original rules and higher than the 9 calculated from the S&P.

What about our Spellcraft example? Original PHB - 14, S&P, 10. Article in Dragon Magazine - 10. A base of 10 is modified by -2 (from the listing in the PHB) and then modified by a +2 from the ability score (INT 16).

So we have the NWP's calculated, how about advancement? Every level, a character can advance the score by one on an existing NWP. These points cannot be saved from level to level. Increase the score by one per level, or lose the point. What about third level characters that gain new NWP slots and the +1 bonus point? The bonus point cannot be added to the new NWPs, only the existing ones. So if my character wants to add the Bowyer NWP, the +1 point cannot be applied to it.

Now for the fun part, out of class NWPs. Under S&P, a character of one class that chooses a non-weapon proficiency from a different class receives a mild penalty. Under the rules in the PHB and Dragon 225, it costs double the slots. This may seem a minor trifle, but using Spellcraft as an example, a Rogue looking for the Spellcraft NWP pays 3 character points plus 2 extra for a final cost of 5 character points. In the Dragon Magazine article, it costs two proficiency slots. Considering that a character can take disadvantages in S&P, two points doesn't seem a high enough penalty. (An article in the same issue of Dragon demonstrates this with an 8 step process to create an S&P character.)

The word count is already high, so I'll end here. When I work out the final rules, I'll post them here as a PDF. It may not be the skill system in OpenQuest, though that is tempting, but it feels like 2e without the ability inflation.

Navigation in Tiezerakan

It's no secret that I love Spelljammer specifically and the idea of space fantasy in general. Having said that, I was always bothered by the helm concept. It didn't make sense to me that the pilot of a spacefaring ship had to be a Priest, Psionic or Wizard character. Sure there were the life-draining helm, but that is also problematic.

The main issue was that swashbuckling action and pirates evokes images of Anne Bonny, Mary Read, Gentleman Pirate Stede Bonnet and Blackbeard. The closest thing to a spellcaster was Blackbeard, but that is a bit of a stretch to even call him an illusionist. The captain of the ship is more like a Rogue character than a spell-caster. Although it is true that a spell-caster can work for a pirate, there just aren't enough higher level spell casters for all the ships in space.

In 2e, everything else on a ship was a non-weapon proficiency, so why wouldn't piloting a spaceship be one as well? To solve that issue, I imagine a magical device that can be operated by anyone with sufficient skill is used to pilot the ship. I have spent the last two weeks attempting to draw this device in vain, so I have to describe it, instead of providing a picture. Sorry.

This device is an orb with three triangular shaped handles on it. Each of the handles are perpendicular to each other. In other words, one is the x-axis, another on the y-axis and the third lies along the z-axis. Each handle controls a gear that can spin a full 360 degrees. It is made to easily rotate to a specific setting and stay locked at the setting.

One handle controls the pitch of the craft, the other two control the yaw and roll respectively. The pilot rotates one or two of the handles to direct the craft in three-dimensional space. Being able to only control two of the three at any given moment is normally not an issue. The only time it may be an issue is when a craft is attempting evasive maneuvers. An observant attacker can sometimes anticipate evasive maneuvers because the ship can only move in two dimensions simultaneously.

Assigning a piloting skill based on DEX allows any rogue to pilot a spacecraft. Broadening it out to all classes, anyone can pilot a ship with the right training. I also imagine a unique spell/magic item that allows a pilot to use a third arm for maneuvering in tight spots and/or attempting evasive manuevers.

However, I would still set an 8 hour limit for how long a creature can act as pilot without losing concentration. Anyone piloting after 8 hours of piloting would suffer penalties to rolls and increased chance of being surprised.

One other thing that the use of this device allows is mutiny. No longer is it necessary to get the spell-casting pilot to join your cause - just eliminate the captain and bridge crew and get the best remaining man to pilot.

More coming about possible quests and adventures in Tiezerakan in future posts. Let me know what you think of the Pilot's Orb (working title only).

Potpourri and Upcoming Posts

I've begun to believe that the RPG crowd has taken over Google+. Aside from Zuckerberg and Ford Motors, almost everyone I have seen there is from the RPGBA and the RPGBN. This isn't a problem for me as Google+ has not been blocked by my workplace, yet.

If you need invites, let me know. I got a bunch.

Thanks to everyone that linked the trailer of the upcoming John Carter of Mars. (I linked to the Apple trailer instead of the one on YouTube.) Since it is Disney, I'm not sure what to expect. Until then, all I can say is BARSOOM!

I have received a review copy of Azamar, a game based on the OpenD6 rules. The folks at Wicked North Games developed their own SRD called Cienma6 and then created Azamar as a fantasy setting on top of it. Seeing Azamar reminds me of what I loved about D6 when I first saw it a couple years ago. I'll get into more detail in another post, but it reminds me of Talislanta in scope and diversity. I've really enjoyed reading it so far. When I think about RPG material I like, it has to meet two criteria: I want to play it and it has stuff I can re-use in my campaign. Azamar meets both of these criteria very well.

I think I've worked out the spell and augmentation systems for the Arcanist. The spell list is heavily inspired by OpenQuest sorcerers, 2e psionicists, a smattering of Wizards from TFT and magic items from Tekumel. Developing this class has helped me to define some of what differentiates Andras and 2e. It has also stretched the class creation system I plan to include in the GMs guide. Not only can you re-create the standard classes, but invent an off-the-wall magic wielding class!

Zolotta Publishing will quit publishing Tekumel books after its current inventory runs out. Many fans of Tekumel books have inquired about digital publishing and/or assuming the rights to publish the books. We'll see what happens next.

Savage Worlds Deluxe is out and I have a copy. I am excited about it in many ways. The biggest way pertains to advice about running the game without miniatures. I don't use minis at all. I have a big pad of blotter paper and I may scribble some sketches of a room or corridor, but nothing with enough detail that a player begins to study the scale of the drawing and start to argue exact distances. If the action moves from the mental landscape to the real world, it's not fun for me anymore. It's a personal preference, not a criticism. Many of my gaming friends love minis and tactical planning, etc. If I had the money, I'd be painting them and building huge armies to display in my basement.

I don't have to change much about Shayakand to conform to these rules, but I am hopeful that it can help me figure out the system of psionic magic called Shaping.

Lastly, a link I keep forgetting to make permanent on my site, the list of retro-clones, some not related to D&D.

Anyway, that's what is percolating here. Next post really should be the Azamar review. I am testing it to see if I understand some of the finer points so that I can sound half-way intelligent in my review.

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