Discussion in 'Roleplaying Forum' started by ytzk, Jan 28, 2013.
Some interesting points, I will consider them. Thanks.
Your welcome. Oh. I was wondering about the mechanism of getting better at the skills? The more realistic approach is that if given enough money, someone will teach everything. Bear with me;
Without a good reason, one should not go to school and learn than approximate 1D10 in a skill per six months of game time. Perhaps multi classes if it is okay with you of course.
An experience check comes automatically upon successfully completing a segment of training. Idea: Learning interval shortend or skills might be increased with using a renowned teacher? I assume that self-study on any academic subject will take longer, right?
Edit: It also can be shorter than six month if it is taking too long.
Now those are some OP detectives
Yes. Sorry, about that. I must have done it by accident in the first place. That's what you get when you want to do four things at the same time. Thanks for pointing it out.
Edit: Done. Much better?
They still have skills that are 4. I don't know about you, but the average Victorian police detective wasn't obliged to keep a strict bartitsu training regime.
I knew there was something wrong. Thanks. You're absolutely right. That kind of training was not used in the Victorian Times by the Detective Department.
What about now? Are they balanced enough? I want to make them just average (or something), but still of some of use in the upcoming encounter with those assassins.
Yeah, I think that's pretty good. But ultimately it's up to ytzk.
I rolled Persuade (5) = 4 heads.
You convince 4 detectives to join you, with maximum skills and HP at 3.
I'd like a sweet, sweet point of Prowling, please! I will edit my character sheet to reflect this.
Mmm. I'm probably going for dodge. Prowl or fire arms is not Sam's cup of tea. What are we doing about the Bow skill? Something else would be appropriate. Research or knowledge (ie. History, religion, occult, et al)?
Just wanting to know that we are on the same page, but maximum skills =5 right? Wouldn't that make them too powerful? Shall I still change them or is it not needed anymore?
Maximum is 5 for skills, yes. If you're talking about the NPCs you recruited, then yes, 5 is a bit extreme for an average person. No need to edit it now, though.
For future reference,
0 - completely useless.
1 - below average.
2 - average.
3 - above average.
4 - excellent.
5 - elite.
For simplicity, let's just keep the arcanum skill set.
Background can apply to different scenarios, though. For example, Abbas is a multicultural linguist, but Sam is an old copper.
Each would have advantages in finding information depending on the context.
As ffor general perception/intelligence, I'd suggest Spot.
If you want specific technical knowledge which can't be found in the tech schools of Arcanum, let me know.
As for spells, many of them can be bent to be non-magickal. For example, Mental college can be advanced hypnotism, or Temporal could be a trance-like state to speed you up, or White could be a kind of Reiki. Other colleges, like Conveyence or Summoning, will probably break the game, so won't be allowed.
General rule of thumb: I'll allow anything which won't ruin the fun. If you want something, just ask.
Spot is or was actually my second choose, but somehow I accidently deleted that. Oops. Mmm. It does fit with Sam's background. I'll go for spot.
Level: 1 HP 6, Persuade 5, pick locks 4, melee 5, Spot 4.
With the eye on his background and personality, I don't think that tech skills (other than pick locks) doesn't fit in. He is not just that kind of guy who would use repair, fire arms or what-so-ever. Schematics are not his cup of tea as well.
Edit: I like the idea by making the spells non-magically.
Stop using google translate, Arthgon.
As for my opinion, I think spells and magick should be within the public eye, as in people know it exists. However, only a few still study and practice it as most see it as unreliable and obsolete when compared to technology.
For instance, in this universe perhaps the Auspicious Incident I mentioned happened because the Ottoman sultan believed that the Janissaries (in this universe, powerful magick users) would not be able to compete with the proper, modernized western armies.
Well that was fun, for an alpha test.
I move that we retire the game and start another one.
We can tweak the mechanics and posting rules to improve gameplay and, of course, enjoyment.
I do have an idea for a more thorough Arcanum conversion, using ability scores as well as skills.
Is it time for my tentacle monster to make an appearance?
Maybe you can start your own thread which concludes all other games with forced tentacle sex.
Already retiring this game? We just got started.
Mechanics? Such as skills, spells, et al?
Arcanum creatures, races, gods? You mean all this in London in the 19th century or something? Meh. I do rather prefer Cthulhu Mythos mechanics et al.
Yes, sorry. The sudden death game suddenly died.
Too bad. I really love a good roleplay in London (or in the world) at the 19th century. Perhaps we could do something like that?
Well, since the alpha test went well, the beta test should be even better.
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