Hi
The game looks interesting. I have a couple of questions.
How much do characters grow mechanically, in other words, how many times can they increase 'statistics' before they hit a ceiling?
Would it break the system if I gave players the option of using DEX (as well as STR) for melee combat? Reason being, I want to cater for characters that rely on agility and not just brute strength.
Thanks
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
Hi Jaracove,
Thanks for asking!
How much do characters grow mechanically, in other words, how many times can they increase 'statistics' before they hit a ceiling?
We originally had a more complicated graduation for ability score increase that made it tougher to advance at the upper end of the % spectrum, but dropped it because we didn't feel it gave us anything in the way of FUN. So yes, you can advance beyond 100%. This is cool for players because it allows them to attempt ridiculous actions that have huge penalties and still succeed, creating memorable stories. However, it can prove complicated for GMs trying to challenge players who do that. As a GM, you can impose some restrictions if you'd like to add more realism to your game. Share your ideas with us here on the forums if you decide realism trumps player-simplicity in your setting (some settings are more gritty!)
Skills are a different matter. There is a hard level limit of 6 for any skill. Levels 1-2 represent a novice or journeyman status. Levels 3-4 represent a professional or specialist level of achievement. Levels 5 and 6 become increasingly more expensive to purchase but represent the true achievement of the dedicated master.
Would it break the system if I gave players the option of using DEX (as well as STR) for melee combat? Reason being, I want to cater for characters that rely on agility and not just brute strength.
Nope, as long as you do that for the enemies too I guess.
[game_theory_rant]
We at DwD don't believe there is such thing as "balance" in game systems because any given play session one race, skill, or ability can be more important than in any other. Any game system can feel unbalanced by a GM focusing on one aspect or another too heavily.
For instance, even in the critically acclaimed play balance of 4E D&D, any game session which focuses ONLY on stealth is going to disbalance it against that plate mailed front-line fighter. Trust me... it's happened to me.
In our opinion, game balance comes from the GM in every game in existence. The GM is like the host of a party, and it's his job to make sure all his guests have fun. We've tried to build a foundation that is solid and strong so the GM can do his part to balance his stories.
So you can't break this or any system; you can only fail to manage your story well enough to give all players a chance to have fun! :-)
[/game_theory_rant]
Ok thanks for the insight, very helpful
How exactly do skills scale/work, are they bonuses added to an attribute?
Skills are rated with levels (from 1 to 6) and given a score (%) which is calculated by taking half of a specified ability (for instance, Logic/2 for a spellcaster), +10 per skill level.
For instance, if your character has a level 1 Thief skill and a DEX of 64, then his score is 64/2+10 = 42%. Talent (DEX) is making more of a difference than his training (level).
Increasing level in individual skills costs an amount of development points equal to 3 times the desired level.
For instance, if your character wants to increase his Thief skill level to 2, he will have to pay 2x3= 6 DP. Then he has a 64/2+20 = 52% score.
Some skills require training (at least one level) in order to use. Others you can use even without training you'll just suck (level = 0 in score calculation). Anyone can pick up a sword and try to cut someone, especially if they're strong. Someone with skill can do it well, even if he isn't.
Are there checks and balances to skill growth?
What I mean is, what's stopping every character from maxing out all his skills, and if that's possible, won't all characters be the same?
Thanks for the replies btw.
Well... you typically get between 5-7 DP per session. There are 8 skills. You advance fairly quickly initially then slow down.
Level Total DP spent to achieve
1..............3
2..............3+6
3..............3+6+9
4..............3+6+9+12
5..............3+6+9+12+15
6..............3+6+9+12+15+18
So to achieve level 6, you'd have had to have spent 63DP. You'd be a one-trick pony but good at it if you didn't spend any DP on anything else during your career... but you'd reach level 6 in somewhere around 10-15 adventures. In one skill. To max out all your skills it would take gaming once per week for 2 years... but yeah it can be done.
However, there is a supplement "Epic Adventures" (working title) being developed and tested which will advance levels to a 1-10 scale, and provide rules for siege, mass combat, and more. There will be plenty to keep characters challenged and engaged even at the upper end of the spectrum.
Hope that helps!
I'm going to splash some cash.
I'm after a rules lite(ish) standard fantasy setting that's not 3.X (really sick to death of that).
This seems to tick most of my boxes.
Thanks again.
Is there a way of being notified by email when a thread you've posted in gets a reply?
With the spell templates, how would you create (for example), a spell that allowed you to step through a portal in the air, enabling the pcs to escape? Obviously this is a d&d spell called Dimension Door. Or what about changing form into a bear or some such?
I was wondering how the system handles these types of spells. Spells that do not come under such templates as 'Buff', 'Blast', 'Aid' or 'Bolt', for example.
Thanks
Regarding transformation into a bear, that can be done with the Transform spell.
The dimension door spell is another issue... We do have the Transport spell. Although it doesn't specifically describe an effect identical to the dimension door spell, it does provide effects like blinking and teleporting.
We were general and flexible with the spells in this core product release. They cover much of what you'd want to do, but not everything. Additional spells will be published in various supplements that keep with this categorical concept. Therefore, simulating every finite spell from D&D is sorta beyond the scope of this magic system. But remember, this is a creative commons product and we not only permit but encourage YOU to produce additional content. Someone making a new spell system with more numerous and specific spells (and a different acquisition method) might be a neat product.
Also - magic items and potions can be made by use of the enchanter skill which have effects not covered by the existing spell list. If you want a caster type character capable of doing all sorts of neat tricks not specifically covered by the known magical spells of the kingdoms, then you get creative and build yourself magical gadgets!
And let's not forget, this game was designed to a strong GM role (like the old days) and house-ruling things can be simple and fun. The GM is there to make sure you enjoy your time in his game. Tell him you have a concept that requires a certain spell and he's likely to create one (or as for suggestions here on the forums).
Thank you again for the in depth reply
I'm going to purchase the game on the strength of what I've learned here
Thanks again
Great, I look forward to hearing feedback!
Just read it all and I'm very impressed!
w00t! Don't hesitate to ask for clarification where required
If I want to charm/intimidate/seduce an npc, I assume I use Scholar?
But what if I have no skill levels in Scholar, I can't use it, so how would I go about trying to bluff a guard?
But what if I have no skill levels in Scholar, I can't use it, so how would I go about trying to bluff a guard?
Probably use half WIL or possibly Thief (Deception)
Hey I like that, it works.
I'll probably give the player a choice over which to choose. Because like the game says; '...in favour of the character'.
Thanks
Anyone else think characters will be able to fly up levels with the current DP awards?
Looking at page 22, it's very easy for a character to earn at least 6 DPs per session. Very easy. Considering the level requirements go up 3, 6, 9, 12, 15 and 18, I can see this being a bit of a problem.
Even though they'll probably be investing some points in abilities as well, I think character growth will be too quick.
I dunno, I prefer solid and fast progression, and the game also encourages you to branch out into other classes.
Yeah, I can max spellcaster relatively quickly in around 10-15 sessions. But that leaves me with no logic increases (which I want to really go into 100+ skill checks for spellcasting and thus several "safe" attacks per round bits) nor any increases to str (and thus no extra body points).
And even then, if I max spellcaster, I might want to go into enchanter too, partially to get access to the spells I didn't get in spellcaster through rune magic, and also so I can make magic items and scrolls etc.
And then there's warrior and dex so I can handle myself in melee combat (typical nail the spellcaster tactic, after all) and take a couple of resistance rolls against attacks without failing due to multiple action penalties.
And Scholar so I can talk to people. And thief never hurts for that stealth. Leader's got some sweet bits too!
Suffice to say, I suspect progression will be manageable, but we'll see.
That's very true, there's enough to 'level up' as it were, but at the expense of niche protection. If all characters did that, they'd all be the same. More or less.
Still, it's a simple matter to just ask for double the points needed.
Having said all that, I'm going to use it as intended before I mess with it.
Still, it's a simple matter to just ask for double the points needed.
Having said all that, I'm going to use it as intended before I mess with it.
I find that niche protection usually appears on it's own when dealing with groups. If the group thief has already spent most of his DP on becoming a better thief, and does so well, most players will first go in other directions rather than try and match him in the field in which he has a massive head start.
Besides, there's 8 skills/classes. I feel there's plenty of room for players to diversify before they start stepping on each others toes, especially if they spend DP on attributes as well.
Seeing as more skills will be coming along, I don't think there will be much problem with stepping on each other's toes. The problem is really only short term in regards to the longevity of the game system.
But what if I have no skill levels in Scholar, I can't use it, so how would I go about trying to bluff a guard?
The Scholar is more of a diplomat. He knows what side of a plate a fork goes, when it's required to burp after a meal, social graces of the House of Lady Iph, etc.
The Thief is also skilled in lying (seducing?). You could offer the player a choice of WIL or Theif check. A character seducing an NPC would probably be contested by the NPC's WIl/Thief skill. Remember if they are a Minor NPC they would use half their Score using any task unassociated with theirdescriptor.
Matilda (Large Dwarven Bearded Female Tavern Owner 55%) might not be easily seduced and would get a straight 55%. However, Jeolyn (Young Female Mistress 60%) might only get 1/2.
More skills for the game? Sweet!
I did similar with a homebrew game I was once working on. I had the 'Bard' class to take care of social interactions. It made sense for a lot of things, seducing, befriending, deceiving, even gathering LOre, but I had a bit of a disconnect with Intimidation.