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| Woo-hoo! Look at me! I'm soooo special with my longsword specialization and my horsemanship NWP. Right?! |
Monday, March 30, 2026
2nd Edition: The Birth Of Customization
Thursday, October 16, 2025
"Dear JB" Mailbag #43
Hi JB!My friends and I are all very new to D&D and we’re having a blast figuring everything out and playing the game. Last session the party got to lvl 3 and had to choose class features. We also found out that our paladin chose very poor stats for his character (he now has 13 str and 8 constitution). Most of the party did some research before choosing stats for their character but not him.Since we are all very new to the game, as a DM, would you consider giving him an in-game opportunity to change his stats? Like finding a guy that does crazy experiments to people.. or selling his soul to the devil or whatever. Or would you just roll with it?New Player Chose Very Poor Stats -- What Would You Do?
Thursday, December 5, 2024
The Ugliness Of Comeliness
Frank Mentzer and Francois Marcela-Froideval are already hard at work, and I am being flooded with suggestions and ideas from these Good Gentlemen. Francois uses a "Beauty" attribute for his characters, and I have come to the conclusion that you might also like to use such a rating. Here are my thoughts...
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| This is a funny illo, though. |
Friday, September 11, 2020
Annoyances
September, huh? Guess it's time to throw some content up on Ye Old Blog.
While gaming in the time of Covid must certainly suck (I wouldn't know, since I have zero opportunity to game), school in the time of Covid sucks worse. Does it suck as much as this new Blogger interface that I am finding it tricky to decipher at the moment (WTF Blogger)? Yes, more...because it affects the entire household, not just the education and developmental years of our children's lives.
*sigh*
So, yeah, school started up for the kids last week, and I've been dealing with that since the end of August. Oh, and a few other things. But fortunately the fam had a chance to get away for a mini family vacation in the mountains (far away from Covid country) and THAT as much as anything is still keeping my batteries charged up the last couple weeks. Oh, and the return of sports on the TV. Everyone's happy when the Storm or the Sounders can take someone apart (as has become my custom the last few years, I have ignored the Mariners since they fell under .500 and will continue to do so until they can put together a respectable season), and hey football season started! I wear Seahawks merch all year round, but at least now I won't look like such a tool (or, rather, I'll have company with the rest of Seattle).
Mmm. None of that is really "content." Apologies.
Just because I haven't been blogging doesn't mean I haven't been reading (and listening to podcasts) from other folks. Thanks to all of you who have continued to entertain me...it helps keep me sane.
On my own front, well, as said, we've been pretty darn busy the last couple weeks
[ugh...just as an aside, I'm listening to my child's remote learning class in the next room. Is there anything more obnoxious than a 4th grade teacher that claims to love fantasy and cites Harry Potter as her favorite book series? Well, yes, there is...a 4th grade teacher who also touts her Nintendo Switch as her favorite game/toy. Gosh, I am a crusty old man...]
...but before things started heating up, the kids really REALLY wanted to play a superhero RPG. And not just any RPG but, specifically, Heroes Unlimited. Because, as everyone knows, Palladium has the greatest design for an RPG ever. I mean EV...ER. 😉
Actually, here's the deal: an inventory list that includes Real World equipment, especially FIREARMS with ILLUSTRATIONS is pure nectar of the gods to my children, especially the boy. The random character creation which allows one to create a Soviet agent with enough money to buy a Yugoslavian assault rifle (wow, dated) is more adolescent geekery than I can stand, but for my kids, it is FAN-fricking-tastic. Heck, what they wanted to start with was Ninjas & Superspies, but got overwhelmed with the extensive martial arts lists, and decided they'd prefer to make mutants and robot pilots and whatnot.
[no, my kids haven't gotten to that stage where they argue about which culture's kung fu is better. Maybe some day they'll get into the Hong Kong action theater, but right now Lego Ninjago is about the extent of their cinematic martial arts experience]
Anyway, I just decided to "roll with it;" that is, I figured I'd just run the game By The Book, rather than complain about the thing. But, as has happened before, things fell apart in the usual places: character creation and adventure creation. I know, right?
It's actually the latter issue that I wanted to write about. Character creation, despite being convoluted, is still relatively straightforward. And depending on the character type you rolled (or chose) it might even be fast, other than the skill selection process which is O So Awful (sorry, Kevin Siembieda...it is). For a guy who's owned, read, and played the game over three decades...well, it's still a laborious process (depending on the type of character being created), but it's doable. For newbies (like my kids) there's a lot of hand-holding required...unless you want to circumvent it with your own rules (which I did).
Adventure creation...or rather campaign creation...is another matter, though related. Basically, the problem is this: you can't prep anything until after you've got the characters created and the team established. Which may be a big "duh" from long time GMs of the supers genre but was a bit of an "ah ha" moment for Yours Truly.
See, I'll let you in on a not-so-secret secret of mine. I'm not a fan of "Session Zero;" quite the opposite, in fact. When I sit down to play a game, I want to play the game, not "prep" for the next game session. That is a big fat waste of my time. It's what makes D&D such a great go-to game: there's plenty of time to create dungeons, scenarios, adventures, etc. in one's free time (or read and familiarize yourself with a pre-written module), and then when come to the table you simply pull out something that matches the characters' general level. Even for campaign play, you can have multiple established adventures or scenarios ready to point a party towards...or let them choose amongst...based on their comfort level with various risk/reward factors ('No, we don't feel like tackling the Necropolis of the Dead, seeing as how the party cleric got eaten in our last session.'). Hell, even if the party takes a left turn from where you expected an adventure to go, it's fairly easy to come up with something "on the fly" just using random tables.
But that doesn't fly with the supers genre. Unless you're playing a pre-written scenario that includes pre-generated PCs (for example, any of the old TSR adventure modules for Marvel) there's no way to come prepared to the session until AFTER the characters have been created. Starting a basic D&D game? You show up with adventures suitable for 1st level characters (and then let the players put them together in 5-10 minutes). But with supers characters the range of divergent power levels is so wide that you can't do that. You can't prep for a street level Daredevil style game when players are creating Thor-level characters...and vice versa.
Likewise, there's no way for a GM to set-up a campaign until AFTER you see what the characters are you're dealing with. Diego's robot pilot ("Red One") is a Soviet special forces soldier driving a prototype power vehicle with the explicit sanction and blessing of the military institution that developed it. Sofia's tech-savvy inventor is British secret service. While this in itself can be an interesting dilemma to resolve, given an 80's Cold War setting, how the heck am I supposed to have an adventure prepped for that prior to play? Or, rather, how do I prep for the possibility that these are the characters that will be generated at the beginning of the game session?
Oh, yes, yes...I understand that one could say at the outset: "Hey, everyone: your team of superheroes is a special task force put together by the American government to deal with alien invaders" (for instance) "so make sure you create a superhero to match." But, again, what if someone rolls up the equivalent of a masked vigilante while another gets the equivalent of Superman? Point buy? Okay, that's just conceding (again) that the entire first session is going to be spent in character creation as people hammer out concepts and figure where and how to spend points in order to build some sort of coherent, consistent team.
And if you're going to do that, you might as well let the players use their own imagination (rather than set parameters) and prep your adventure based on what they come up with.
This is, in the end, my point: you need a Session Zero (i.e. a game session where no part of the regular game "play" happens) if you're going to run a campaign of any longterm value in the supers genre. You need to establish origins and relationships and how characters complement (or don't) each other and what the power level is going to be. Regardless of the planned scenario (or "story arc") for the campaign.
At least if you plan on running a game that allows for a wide range of different super characters with disparate power levels, i.e. something that emulates the superhero genre. Because in the genre, you DO have characters with divergent power levels: Thor and Iron Man with Hawkeye and Black Widow. Superman and Wonder Woman with Batman and Black Canary. Dr. Manhattan and Rorschach. Green Lantern and Green Arrow. Etc.
And I hate Session Zero. I just do. And I kind of hate pre-generated characters (at least, for this genre of game) because I do NOT want a game to be about how well the players can role-play a particular established piece of intellectual property. Don't give me your Tony Stark impression, pal.
Hmm...that's a lot of hate (probably grumpy due to, you know, everything going on in the world. Lot of smoke outside my window at the moment). But it explains why I've always had difficulty getting superhero campaigns off the ground, despite personally enjoying the idea of running such a game. And it explains why (for me) D&D is soooo much easier to run.
My next post should be on that particular topic.
Monday, April 20, 2020
Third Level
Diego (my boy) playing two characters simultaneously wanted to return to the lizard god temple mentioned last Thursday. This was his third such foray since the TPK that kicked off the campaign; he's like a dog gnawing at a bone. This time, he was bringing two characters: a cleric ("Brother James") and a magic-user whose name escapes me but who was said to be the younger brother of another mage that had been captured (and ultimately sacrificed) in Diego's second foray to the dungeon. D said he wanted revenge against the cultists (who, just by the way, have not established themselves as evil or anything).
Entering under the guise of new worshippers (and paying an offering in gold for the privilege), the pair made it to the main shrine where they cast sleep, dropping all present into a deep slumber. They then proceeded to steal the golden idol from the altar stone and abscond with it before anyone was the wiser. Back in the city, they sold its emerald eyes to a gnome gem-cutter and its gold body to a jeweler that paid them its weight in coin. Diego then congratulated himself mightily.
"Do you feel like you've gotten sufficient revenge for your brother's death?" Um...
The kid realized he'd been so excited at his ruse/petty theft working that he'd forgotten his vendetta entirely ("I should have killed them while they were asleep!")...and indeed, has made dangerous enemies who will certainly be seeking payback of their own for the defilement of their temple. Probably with a hired assassin (time to start working on those subclass rules...).
The more I hone my play, the more I focus on my campaign setting, the more dross and detriment I find myself doing away with. You really, really don't need a "thief" class to play this game (though I can see how one might be helpful in certain instances). And critical hits? Sheesh...I've axed them from the game after a single session and mine were really easy.
[my crit rule was simple: roll a natural 20, do max damage. I did this because I felt players would dig the "excitement" that came with hitting that nat 20 and that they would want some type of reward for the lucky happenstance. In practice, *I* was the one rolling the nat 20s...and why not, when I was acting as so many more NPCs?...which just meant PCs getting cut down faster. That being said I am keeping the "natural 1 attack risks losing your weapon" rule, which I hope will...eventually...affect the NPCs more than the PCs, for the same reasons]
Mostly, I'm running the game as originally written, with very few rule additions...most of which come directly from Mr. Gygax's (stated) house rules. However, there's been one Gygaxian house rule I've studiously avoided since the get go: starting all player characters at 3rd level of experience. I know I've written about this before (most recently back in 2018) and how I find it objectionable from both a design point of view and from general principal.
I've changed my mind.
All PCs in my campaign are now starting at 3rd level. I know there are folks reading this who are going to "tap out" of this discussion as soon as they read that sentence...I'm not the only person that likes to stand on principal. But I've thought about this a lot the last couple days (especially as I've gained more experience with the OD&D system) and I want to enumerate all the reasons I've decided this to be a sensible approach:
- Enhanced survivability: characters get an extra two hit dice. On average this means they can absorb two more blows (one more as a magic-user) than a normal beginning character, giving the player time to re-evaluate a bad tactical decision (i.e. fighting a superior foe). There's some "wiggle-room" for the player, in other words, rather than a "oh, you made a bad decision and/or just got unlucky" one-shot kill result. At least, THOSE situations are more rare when PCs start with more hit points.
- Retained low level experience: no OD&D character gets their first "step up" in attack table or saving throw matrices before 4th level (fighting men only). Heck, no character class gets extra weapon proficiencies (their first new one would be gained at 4th level); characters are left with the same basic "skills" as they had at 1st level.
- Emphasize player skill: with regard to handling starting equipment of a 3rd level character, I allow the players to choose whatever they want off the basic equipment list, with the caveat that they must be able to carry it on their person (in addition, they automatically receive a light horse, saddle, and saddle bags). Players still roll "starting gold" (3d6x10), but this is coin wealth, not equipment. Rather than force players to conform to random chance with regard to what gear they take, they are only limited by their own wishes/choices and encumbrance...and encumbrance is a major part of the game.
- Bonuses received are minor but helpful: a magic-user has three or four starting spells (one of 2nd level), a cleric has two or three (all first level) and the ability to turn monsters up to wraith, and fighters can make three attacks per round when in melee with "lesser" opponents (men and monsters of 1 HD or less). This provides a little more variation/utility to how PCs approach challenges and it isn't so much as to be overwhelming to the new player.
- More game content available: DMs working with 1st level characters...especially inexperienced players using 1st level characters...are forced to walk on eggshells with regard to scenarios, monsters, and challenges presented. Goblins, kobolds, normal men, and giant rats (all in small numbers) are about the only thing such PCs have a decent chance against...and even then, poor luck can quickly mean the death of a character or five. The higher level of the PCs opens a larger range of possible opponents to delight and astound the players. The scenario I've written for today's game includes an encounter with ice trolls (adapted from the Fiend Folio)...2 hit die monsters with minor regeneration. Those should be both fun and different for the players to confront! Also, falling into a pit is less likely to break your character's neck.
- Starting at 3rd level does not preclude low level characters in the game: in the past, I've asked 'If all PCs start at 3rd level, why even bother writing rules for 1st and 2nd level?' There are two very good reasons for this: 1st and 2nd level characters are fantastic for NPCs (wizard apprentices and under-clerics, or up-and-coming heroes) especially the retainers for the player characters (which must start at 1st level). The other reason is that players may end up playing lower level characters: if their main PC dies and they want to take control of a valued henchman, that might well mean playing a character of lower level. And don't forget energy drain! Wights are highly appropriate encounters for 3rd level characters, and it's not too tough to imagine players being drained to a lower level than that at which they started.
- Still retains the "joy" of paying your dues: in OD&D, it takes a player the same number of experience points to get from 3rd to 4th level as it does to get from 1st to 3rd. All you've done is halved the distance...and the slog...of getting there. And even though your character is "paying dues" by fighting low HD monsters, the emphasis becomes more about the treasure, as the x.p. yield from lower HD monsters is fractional, using the PCs' level as a denominator (i.e. those 1 hit die orcs only yield 33 x.p. instead of 100 x.p. to the 3rd level character; you need to kill three times as many for the same reward). I'm not sure you're cutting more than handful of sessions from the character's career...and if it's half a dozen sessions of dross, so much the better.
- Adequately handles the elf (and half-elf) "issue:" I actually like the OD&D mechanics of elves multi-classing...the handling of elves in OD&D generally has given me a lot of grist for my campaign setting which I will, perhaps, discuss in a later post (hint: I'm going Moorcock, not Tolkien, with the species). Unfortunately, you have an issue of the beginning elf character: is it assumed to be 1st/1st level from the get-go (thus giving the player an extra level compared to other adventurers?) or does it simply become 1st/1st in its second game session (when the player decides to switch classes solely with the purpose of picking up a much needed extra hit die)? By starting the PCs at 3rd level, I require elves (and half-elves who have the same capability) to chose which classes gain which levels: i.e. they start as a 1st/2nd fighter/magic-user or a 2nd/1st fighter/magic-user (half-elves with a wisdom of 13+ must be a 1st/1st/1st fighter/magic-user/cleric).Players can thereafter choose to split (or neglect) their advancement as they see fit, but all issues of "training" multiple classes are handled.
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| The "3" is for third level. |
Wednesday, July 17, 2019
Diving Into The Inelegance
It started off...hmm, let’s see...last Friday. After taking the kids to mini-golf in Edmonds, they decided we should go to our favorite game store (“since we’re in the neighborhood”), Around the Table Games. While poking around a bit, I was somewhat amazed to find no more than TWO Palladium books gracing the shelves (not two product lines...two single rule books): a used copy of Heroes Unlimited Revised and an equally used copy of Ninjas & Superspies. While I do own both of these and have in fact had HU sitting on my bedside table the last couple weeks, my son appeared to have been oblivious to this fact, asking if we could get one or both to play.
So we've been playing Heroes Unlimited.
*ahem* Kind of. Let's back up a few hours earlier in the day when I had a chance to futz around on my computer with everyone else still asleep in bed (kind of like this morning). Having just written a post about HU a couple days prior, I decided to actually go through the chargen as written in the ORIGINAL game, and create a handful of characters. One thing I've continuously had to learn and re-learn over the years: there are reasons a game is designed the way it is, and it's best to try it out before trying to "improve it."
And of course, with a laptop it's a lot easier to generate random characters than it was back in my youth. Armed with an Excel spreadsheet and the "randbetween" function, I was able to quickly generate four PCs using original HU's near-100% random system. And guess what? It worked pretty darn good! Each character came out with enough pieces that I could form an adequate picture of the character and their backstory with relative ease. I had the bullied Australian scholar from the poor background who'd ended up working for a private company and stealing their robotic exoskeleton; the silver-spoon Frankforter who'd joined the German military at a young age and built himself into a brick outhouse; the shy professor who wears hats to hide her small horns, and prefers to use her own academic prowess over her mutant psionic abilities; and the Canadian farm boy who volunteered for experimentation and was only (grudgingly) allowed to leave only after the installation realized they had no real way to hold a person with the ability to teleport.
That's some cool stuff right there.
Of course, it all falls down when it comes to the first non-random part of chargen: skill selection. I only took the time to go through the whole process for the Physical Training character...partly because skills are the WHOLE of his "power suite;" partly because, as a guy with an enlisted military background (rolled randomly) he had a lot fewer skills to bother worrying about than the guy with the Masters degree or the lady with a Doctorate. And even knowing that I was just going to take as many physical skills as possible, it took a loooong time. As such I didn't bother finishing up the other characters, let alone spend the time buying their equipment (Palladium, unlike most supers RPGs, doesn't have an "abstract" system for modeling the economy...instead you're counting individual dollars and buying every piece of equipment (even your costume, in the original rules!) from the budget that is your character's life savings).
Anyway, it wasn't just "inelegant;" it was ugly. So I set aside the HU figuring I'd come back to it in another six months/years...and then my kid encountered the books later that same day and wanted to play.
SO...we ended up going through the entire character generation process for him (by hand). After some discussion we decided to play HU (first edition) instead of N&SS. He also ended up with a German; a mutant with the power of shrinking (no change in mass). We did all the skill selection (I provided him with no hints or nudges except to explain that didn't need more than one hand-to-hand skill), just walking him through the process. He spent his fairly ample life savings buying guns and ammo out of the equipment section. It took probably close to two hours to complete the process of making "Dave Dangerfield" AKA "DD." And while that time probably could have been cut down quite a bit with system familiarity, keep in mind that a mutant is probably the simplest of the character types to create, and that we were using the un-Revised HU rules (only one superpower, everything random, choices limited).
[my original idea was to create a character at the same time, a fellow adventurer who would act as an NPC companion; however, I gave up the idea when I rolled Hardware character with a $500K budget to spend. Even without the super-vehicle design of later editions, that's just too much work for the quickie game I wanted to run]
It really emphasized Kevin Siembieda's philosophy with regard to the game's design: HU is supposed to be a "thinking man's game." It is not supposed to be all four-color action and superhero cliches (though what's more cliche than super-powered individual's saving conflicts with their fists?). The time spent in such an elaborate chargen system represents an INVESTMENT in the character; yes, it's also a part of play, too, but in spending so much time building, your identification process (with the character) starts early in the game.
I also think that Siembieda has made very interesting (and astute) choices with what parts are random and what parts are not. A person's education CAN be effected by a host of random elements: opportunities provided by accident of birth, changes in a family's fortune, a person's approach to academic life and standardized testing and how that balances with other aspects of the character's life (social, familial, economic). Codifying that into a random table to determine one's final opportunity at skill selection is appropriate...just as allowing the player to select skill packages based on that (random) opportunity is appropriate. There are things within your control and things outside your control. It really takes the "meta" out of character generation.
[yes, I realize long-time Palladium players will say there's still "meta" involved in selecting physical skills that will optimize a character for combat. Siembieda looks at it differently, writing (in 1E) that players should OF COURSE be optimizing themselves as part of their "training" for a career in hero work. That's not "meta;" it's putting yourself in the mind of your character, deciding whether you should be learning gymnastics or how to speak Russian or how to fly a helicopter]
Yes, I am really starting to become a Palladium system apologist (if I wasn't one already), at least with regard to the HU line of games. The problem is, that such an elaborate, granular system REALLY requires some simplification in order to run the game effectively. Advanced Dungeons & Dragons, for all the "fiddly" it adds to player characters, still maintains a simpler way of codifying bugbears and goblins. A DM might care about every coin of encumbrance and the location of every belt pouch for a particular PC wizard or fighter, but NOT for individual monsters. And yet HU wants me to figure out skill packages and equipment lists for every NPC the heroes might encounter? Ugh! No way!
There are other good concepts in the game that fail in execution. Combat is still kind of a mess, as well as over-emphasized in this "thinking man's game." Some of what appears to have been "corrections" to (what was originally) a D&D chassis are over-thought, convoluted, or impractical in practice. Why bother splitting Charisma into "mental affinity" and "physical beauty?" Why bother having both "hit points" and "structural damage capacity?" And the firearms combat rules are just so...aaaaaRRRGH. I understand why they were revised (and why they were later re-revised), but going more abstract just doesn't jibe great with a combat system that was already over-specific, what with counting individual strikes and parries. The whole thing needs an over-haul.
Anyway...
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| Adventure setting. |
But we never got that far. Danger Dave decided to set-up a hunting blind in one of the powerhouse outlets to the Colorado River a couple days before the projected sabotage was to take place. Failing a prowl roll and encountering a security guard, the PRINCIPLED character's first reaction was to blow him away with his .44 auto-mag, and did so with a natural 20 (critical) roll. After dumping the body in the river, he set up shop to ambush the other security guards (investigating the gunshots) with his H&K sniper rifle. Eventually this led to a bunch of State Troopers from both sides of the Arizona-Nevada border being called to the dam, where a melee ensued along the top of the structure. DD managed to dispatch maybe half a dozen troopers before being thrown off the top and plunging 762' to the concrete powerhouse below (while he succeeded at his "roll with fall" attempt, he still ended up taking 110 points of damage and splattering like a bag of blood and gristle).
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| A fitting end to our "hero." |
My boy immediately wanted to play again by the way, and has since created a new character: this time a Dedicated Martial Artist (ninja) using the Ninjas & Super-Spies set. More later, perhaps.
Friday, January 25, 2019
Cry Dark Future: Re-Visiting Chargen
Let's talk game design instead!
Cry Dark Future (CDF) sets up chargen much the same as Shadowrun 3E: assign a number of priorities (abilities, skills, resources, metatype, and magic) and build your character. It does use random dice roll for abilities, but these get adjusted depending on A) priority assigned to abilities, and B) metatype (character race). Very standard Shadowrun-y though skills are quite different (and far more limited in number), seeing as how we're using a B/X chassis and not SR's "dice pool" system.
Yes, player characters earn "levels" through the accumulation of experience points, just as in D&D; these influence things like hit points, attack ability, saving throws, and skill use. No, there are no "character classes" as CDF attempts to adhere to the "open build" format of chargen found in all editions of SR (a list of pre-built "archetypes" are included in an appendix).
Magicians in CDF are a bit of a divergence from standard SR: although spell-casting ("theurgy") uses a SR-style "pain for play" format, instead of D&D's Vancian "fire and forget" system, the Hermetic/Shamanic dichotomy has been junked in favor of a Sorcerer/Witch system heavily inspired by David Chandler's Ancient Blades trilogy. However, since the spells are still of a Build-Your-Own variety these (mostly) comes down to setting color: a sorcerer might throw a fireball while a witch causes someone's explosive ammo to have a disastrous "malfunction." Sample spells are provided (in yet another appendix), but it's still more "open" than the kinds of spell lists found in D&D and its ilk (Palladium, DCC, etc.).
Other than some simplification (and B/X system-appropriate modification), cyberware is, more-or-less, similar in nature and use to SR. No, there is no essence loss; characters instead lose charisma as they become more inhuman monster and less flesh-n-blood (shout out to Cyberpunk 2020 and cyber-psychosis!). Works great in practice, but for chargen it's still the arduous math exercise, balancing resource expenditure with CHA limits with character effectiveness and "theme." That is to say, it takes a while if you're wanting to "build your own 'borg" (as opposed to using a pre-gen). Of course, the equipment section itself isn't much lighter than a standard SR manual, so just selecting gear for a character with high priority resources is going to take a while regardless of how "cybered" she is.
SO, just continuing where I left off, here's some of the changes I was thinking about making:
- Drop the Shadowrun "priority system" completely.
- Institute a class system...probably something closer to X-Plorers or Holmes then B/X, but I could do "metatype as class" similar to B/X (in which case all trolls and dwarves, etc. would look...roughly...the same). Random rolled abilities would lead players to consider a particular class over another.
- Roll skills into classes (similar to X-Plorers).
- Adopt either a Vancian or "pseudo-Vancian" magic system, advancing spell power with level of experience. Different magician types would have different spell lists (true Vancian), or might keep a slightly more open approach (or incorporate parts of SR's "open" design...such as with regard to conjuration and astral projection). Might still keep "pain for play" because I like the whole concept of "everything costs something."
- Reduce available gear/weapons/cyberware that can be purchased at the beginning of the game; probably based on a random roll (similar to "starting gold" in D&D) though modified based on class selected. This probably means no helicopter gunships for starting characters, unfortunately, but it will give them something to work for.
- Possibly change cyberware to increase in effectiveness depending on level...though as I write this I intensely dislike the idea. Cyberware (especially the potent stuff) should be equivalent to a magic item in D&D. A low level character with a +3 sword gets a lot more benefit from the item than a high level character, even though the effect remains the same...but the low level character probably isn't going to be able to access the type of adventure where such an item would be found. I prefer simply limiting starting cyberware to off-the-shelf basic models rather than SOTA (state of the art) stuff.
Doing these things wouldn't alter much of the game, or require substantial re-writing (well, except in the Character Creation and Magic chapters), and I think it would give me a game a much more D&D-flavored spin: characters would start more gritty and have a reason to "adventure" (to improve), while providing an easier method of generating new characters to replace the casualties of the setting.
What do folks think (especially people who are interested in the game)? Would this be straying too far from what folks hope for or want out of such a game? Should I be snorting less effective cold medicine? Let me know!
Thanks.
; )
Saturday, January 5, 2019
We Don't Care
Sunday, May 24, 2015
KLOANE WAR KNIGHTS - C.1 P.3
Level
|
Credit
|
Culture
|
Linguistics
|
Overawe
|
1
|
+1
|
14+
|
15+
|
+1
|
2
|
+1
|
13+
|
14+
|
+1
|
3
|
+2
|
12+
|
13+
|
+1
|
4
|
+2
|
11+
|
12+
|
+2
|
5
|
+3
|
10+
|
11+
|
+2
|
6
|
+3
|
9+
|
10+
|
+2
|
7
|
+4
|
8+
|
9+
|
+3
|
8
|
+4
|
7+
|
8+
|
+3
|
9
|
+5
|
6+
|
7+
|
+3
|
10
|
+5
|
5+
|
6+
|
+4
|
STAR KNIGHT ABILITIES
Talent
|
Prerequisite
|
Beast Mastery
|
Empathy
|
Channel
Darkside*
|
-
|
Clear Mind
|
-
|
Deflection
|
-
|
Empathy
|
Premonition
|
Mind Meld
|
-
|
Move Many Objects
|
Move
Small Object
|
Move Small Object
|
-
|
Premonition
|
Clear
Mind
|
Reflex Pilot
|
-
|
Surge
|
-
|
Sustain Life
|
-
|
Telekinetic Shove
|
-
|
Visions
|
Premonition
|
Talent
|
Prerequisite
|
Destroy Machine
|
Move
Many Objects
|
Detoxify
|
Surge
|
Healing Trance
|
Detoxify
|
Know Deception
|
Empathy
|
Mask Presence
|
Mind
Trick
|
Master
Darkside*
|
Channel
Darkside
|
Mind Over Matter
|
Clear
Mind
|
Mind Trick
|
Empathy
|
Move Object
|
Move
Small Object
|
Psychokinetic
Storm*
|
Telekinetic
Attack
|
Psychometry*
|
Visions
|
Resist
Death*
|
Channel
Darkside
|
Telekinetic
Attack*
|
Telekinetic
Shove
|
Telekinetic Disarm
|
Move
Small Object
|
Telekinetic Slam
|
Telekinetic
Shove
|
Touch Mind
|
-
|
Talent
|
Prerequisite
|
Ascension
|
-
|
Attunement
|
10th
Level
|
Battle Mind
|
Farsight,
Touch Mind
|
Dark
Lightning*
|
Master
Darkside
|
Disrupt Energy
|
Detoxify
|
Farsight
|
Visions
|
Mind
Rape*
|
Mind
Trick
|
Mind Warp
|
Mind
Trick
|
Mind Wipe
|
Mind
Trick
|
Move Any Object
|
Move
Object
|
Razor Throw
|
Move
Small Object
|
Rend
Space*
|
10th
Level, Dark Lightning
|
Shatterstrike*
|
Psychometry
|
Vitality Transfer
|
Healing
Trance
|
- Causing unnecessary physical harm
- Intentional cruelty resulting in harm or deprivation
- Torture of any type
- Cold-blooded murder (killing an unarmed foe)
- Slaying an “agent of the Star Force,” including any psychic that is not a corrupted follower of Shadow.




