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imported_Rasyr

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Pairing Down for a Public Beta
« on: January 21, 2019, 07:04:36 AM »
One of the things that I have done with Novus 2.0 is to include a lot more material in the Alpha Playtest that is required, so that I have things to expand it with, to allow players to choose their own level of buy-in to the system. This way a gamer does not have to shell out $20, $30, $40 or more if they do not want to. Instead, they can just go with maybe $10 for the core rules, and then add things that interest them one or two items at a time, for a much smaller investment over all.So over the next few posts of this thread, I plan on listing the various sections of the playtest doc, and highlighting the items that I think should be part of the core. I want feedback on this. If you think I should add something, or remove something, let me know, make you case. I may or may not end up doing as recommended, but I am not infallible, so feedback is always welcome

imported_Rasyr

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« Reply #1 on: January 21, 2019, 07:11:02 AM »
Ok, here is the list of playable Races in the Playtest doc, and I have marked my choices in Bold Maroon, to make them stand out a bit more. Thoughts and opinions welcome!

Races


  • Asgerdi
  • Centaur
  • Dwarves
  • Elves
  • Gnomes
  • Halflings
  • Humans
  • Orcs
  • Rachni
  • Vrosi

Kindred Talents
[/list]

  • Asgerdi
  • Centaur
  • Dwarven
  • Elven
  • Gnome
  • Halfling
  • Human
  • Orc
  • Rachni
  • Vrosi/li]
And here is a sample of a Race and Kindred Talent entry

Elves
Elves stand just over 5' tall on average. They have slight,
wiry builds and their ears are very pointed. Elves can live as
long as 500 years, remaining youthful until the end.
    Stats (4): +1 Charisma, +1 Dexterity, -1 Resolve, +1
        Speed, -1 Strength
    Size (0): Medium (Base Hits: 20, Base Move 10';
        Encumbrance is 20 lbs +(2 lbs x Strength))
    Nightvision (10): This ability allows the character to
        see, when outdoors on a bright night, up to 500' as if
        it were just a very dark day. When he is indoors, this
        allows the character to see twice as far as the light
        source normally allows.
    Enhanced Senses (5): Elves have excellent senses overall.
        This grants a +2 bonus to all Perception rolls. This
        costs 5 points in total, 2 points for each +1 and then 1
        additional point for allowing the bonus to apply to all
        instances of a single skill.
    Enhanced Hearing (2): Elves have very acute hearing,
        and gain an additional +1 to all hearing related rolls.
    Natural Bowman (3): Elves gain a +1 bonus to any
        rolls involving the firing of Bows. This ability is not
        considered to be any sort of Specialty, skill rank or
        talent, so does work with all of them.
    CP & XP (6): Gain +6 CP and +24 XP


Orc Kindred
  Major (14)
    Stats (4): -2 Charisma, +2 Constitution, -1 Intelligence,
        +2 Strength, -1 Wisdom
    Nightvision (5): This ability allows a character of Orcish
        blood to see outdoors as well on a bright night as he
        would at dusk. On a night that is lit only by stars,
        he can see clearly up to 250'. When he is indoors,
        this allows the character to see twice times as far as
        normally allowed by a light source.
    Enhanced Smell (5): The character gains a +2 modifier to
        all smell-based Perception and Tracking rolls.
  Minor (9)
    Stats (3): -1 Charisma, +1 Constitution, +1 Strength
    Nightsight (3): This ability allows a character with Orcish
        blood to see outdoors as well on a bright night as he
        would at dusk. On a night that is lit only by stars, he
        can see clearly up to 125'.
    Enhanced Smell (3): The character gains a +1 modifier to
        all smell-based Perception and Tracking rolls.


Note: The costs next to each ability would not be included in the final product.
Additional Note: The Player, during character generation picks one race, picks one culture, picks one background, picks one Training Path, etc. They would have to pay Character Points for a Kindred Talent[/li][/list]

imported_Rasyr

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« Reply #2 on: January 21, 2019, 07:23:27 AM »
Cultures


  • Arboreal
  • Barbarian
  • Hillock
  • Mariner
  • Nomad
  • Rural
  • Subterranean
  • Sylvan
  • Urban, Lower Class
  • Urban, Middle Class
  • Urban, Upper Class

And here is a sample of what a Culture entry looks like

Rural
Those from this culture live in small towns and villages
away from the hustle and bustle of larger towns and cities.
    Skill Ranks: Athletics (player's choice) 1, Craft:(player's
        choice) 2, Foraging 2, Gimmickry 1, Healing 1, Riding
        1, Stealth 1, Tracking 1
    CP & XP: Gain +10 XP[/list]

imported_Rasyr

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« Reply #3 on: January 21, 2019, 07:44:31 AM »
Backgrounds


  • Apothecary/Herbalist
  • Balladeer
  • Beggar
  • Blacksmith
  • Bowyer
  • Brewer
  • Cartographer
  • Craftsman
  • Cutpurse/Pickpocket
  • Dwarven Stalwart
  • Dwarven Trapspringer
  • Dwarven Traveler
  • Dwarven Woodwise
  • Elven Huntsman
  • Elven Roamer
  • Elven Rover
  • Elven Treegard
  • Farmer
  • Fisherman
  • Gnome Sentry
  • Gnome Stalker
  • Gnome Warden
  • Gnome Watcher
  • Grifter
  • Guard  (note: formerly the Background known as Person-at-Arms)
  • Halfling Rambler
  • Halfling Sentinel
  • Halfling Spotter
  • Halfling Tinker
  • Herald
  • Herdsman
  • Hunter
  • Innkeeper
  • Jeweler
  • Locksmith
  • Longshoreman
  • Mason
  • Merchant
  • Miner
  • Ostler
  • Perfumer
  • Physician
  • Recruit
  • Sailor
  • Scribe
  • Scullery
  • Ship Pilot
  • Shipwright
  • Tanner
  • Teamster
  • Thespian
  • Timberwright
  • Trainer
  • Trapper
  • Weaponsmith
  • Woodcrafter

Here are a couple of Samples

Apothecary/Herbalist
    More civilized Cultures call somebody with this training
an Apothecary, while those from other Cultures may call
him an Herbalist. He knows about the special properties of
plants and knows how to bring out those properties into
wondrous concoctions that can aid those in need.
    Skill Ranks: Craft: Herbalist 2, Foraging 2, Healing 2,
        Magecraft 1
    Specialties: Herbals (Magecraft)
    CP & XP: Gain +10 XP


Dwarven Stalwart
    A Dwarven Stalwart is a newly inducted recruit into
Dwarven service, trained to protect Dwarven tunnels.
    Skill Ranks: Athletics (player's choice) 2, Combat:
        1-Handed 2, Search 1
    Weapon Proficiencies: Hand Axe, Mace, War Hammer
    CP & XP: Gain +3 CP and +7 XP[/list]

imported_Rasyr

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« Reply #4 on: January 21, 2019, 08:13:52 AM »
Training Path


  • Casters
     
    • Cleric
    • Druid
    • Magician
    • Mystic
    • Shaman
    • Sorcerer
    • Warlock
    • Wizard
    • Dual Mage
[/li][li]Fighters
  • Archer
  • Berserker
  • Cavalier
  • Dual Weaponist
  • Duelist
  • Gladiator
  • Leader
  • Swashbuckler
  • Swordsman
  • Trooper
  • Warder
  • Warrior
[/list][/li][li]Adepts  
  • Bounty Hunter
  • Burglar
  • Corsair
  • Martial Artist
  • Minstrel
  • Rogue/Highwayman
  • Scout
  • Spy
  • Thief
[/list][/li][li]Hybrids    
           
  • Arcane Archer
  • Bard
  • Beastmaster
  • Chi Fist
  • Elemental Guard
  • Mage Hunter
  • Monk
  • Paladin
  • Ranger
  • Shadowkin
  • Warrior Mage
[/list][/li][/list]

And a couple of sample Training Paths





Cleric
    Clerics are priestly magic users who are devoted to one or
more deities who goals are benign to the mortal realms. Such
deities often stand against creatures from the Infernal Realms
and often travel the world, adventuring and looking for such
blights to wipe out. Many clerical orders of benign deities
prefer using bludgeoning weapons over edged weapons due
to the symbolism involved with sacrifices (i.e. the shedding of
blood), and the fact that bludgeoning weapons are often more
effective against a number of the lesser forms of undead.
    Magic Stat: Wis
    Favored Skills (12): Casting: Divine Magic 2, Combat:
        1-Handed 1, Diplomacy 1, Influence 1, Lore:
        Religion 2, Magecraft 2, Perform: Storytelling 1,
        Streetwise 1, Targeting 1
    Features:
        Armor, Light (3)
        Cantrips (5) - may learn up to 10 + Wis cantrips
        Spell Access, Major (15) - Divine Magic; +4 to
            Sensing Magic
        Weapon Proficiencies: (One 1 handed weapon of the
            player's choice) (0)
    CP & XP: Gain +35 XP
     

Swashbuckler
    Swashbucklers, sometimes called Swashers derive
their name, in part, from the small shields that they use
in conjunction with Light Swords, with first half of their
flamboyant attitudes and style of fighting.
    Favored Skills (9): Acrobatics 1, Athletics (player's
        choice) 2, Combat: 1-Handed 2, Combat: Missile 1,
        Healing 1, Riding 1, Search 1
    Features:
        Armor, Light (3)
        Fencing Combat Style - Tier 2 (5)
        Sword & Board Combat Style - Tier 2 (5)
        Toughness (+Stamina to base Hits) (

Offline kenbert

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« Reply #5 on: January 21, 2019, 09:09:39 AM »
Hi Tim,

I am curious why you would choose the Wizard over the Warlock or Druid?

Perhaps I misunderstand the intent of the backgrounds but I'm surprised I don't see backgrounds like mage apprentice or  Alchemist apprentice.  Are backgrounds supposed to simulate what you were exposed to by your parents?

imported_Rasyr

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« Reply #6 on: January 21, 2019, 12:04:50 PM »
Culture -- skills learned by all from that Culture, regardless of background  (i.e. Adolescent skills part 1).

Backgrounds -- you got it. It represents early training influences (i.e. Adolescent skills part 2).

the two together defines where your character came from

Then the Training Path is basically represent Apprenticeship. This is where you are/where you are heading.


Offline kenbert

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« Reply #7 on: January 22, 2019, 12:28:32 AM »

Culture -- skills learned by all from that Culture, regardless of background  (i.e. Adolescent skills part 1).

Backgrounds -- you got it. It represents early training influences (i.e. Adolescent skills part 2).

the two together defines where your character came from

Then the Training Path is basically represent Apprenticeship. This is where you are/where you are heading.




Okay, this all makes sense.  Which background would you choose if your parents are Mages or Alchemists?

Offline Trentin Bergeron

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« Reply #8 on: January 22, 2019, 06:59:59 AM »
I would put Farmer on the background list. Way too classic to leave off. The choices outside my above comments are great!
Trentin C Bergeron
Bard, Creative, & RPG Enthusiast

imported_Rasyr

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« Reply #9 on: January 24, 2019, 12:11:41 PM »
Farmer added, Person -at-arms renamed to Guard


Next up is Talents. This is actually going to be a harder list to pare down.


Talents


  • Acute Hearing
  • Acute Smell
  • Adherence
  • Adrenal Defense
  • Agile Defense
  • Amazing Leaping
  • Ambidexterity
  • Animal Tongue
  • Armor, Heavy
  • Armor, Light
  • Armor, Medium
  • Attack Enhancement
  • Blazing Speed
  • Blind Fighting
  • Cantrips
  • Combat Reflexes
  • Combat Training
  • Command
  • Danger Sense
  • Darkvision
  • Dense Musculature
  • Dwarfism
  • Eagle Eyes
  • Extraordinary Aim
  • Far Ranging
  • Favored Combat Style
  • Favored Skill
  • Flight
  • Focused Dodge
  • Frenzy
  • Geo-Awareness
  • Gigantism
  • Hammer Throw
  • Herbalist
  • Immovable Will
  • Impedance Reduction
  • Improved Save
  • Influence Animals
  • Infravision
  • Innate Melee Attack (En.)
  • Innate Melee Attack (Ph.)
  • Innate Rngd Attck
  • Instinctive Defense
  • Language, Spoken
  • Language, Written
  • Light Touch
  • Lightning Reflexes
  • Many Shot
  • Mental Link
  • Mnemonic Ear
  • Mounted Archery
  • Mounted Combat I
  • Mounted Combat II
  • Nat. Camouflage
  • Nat. Linguist
  • Neutral Odor
  • Nightvision
  • Physical Training
  • Point Blank Shot
  • Poison Sack
  • Precise Shot
  • Regeneration
  • Second Sight
  • Sense Magic
  • Shapeshifter
  • Shield Training
  • Skill Focus
  • Sleight of Hand
  • Specialty
  • Speed Loader
  • Spell Access, Major
  • Spell Access, Minor
  • Spell Access, Semi
  • Spell Focus
  • Stat Increase
  • Sturdy Build
  • Taunt
  • Tough Skin
  • Toughness
  • Visions
  • Waylaying
  • Weapon Control
  • Weapon Finesse
  • Weapon Focus
  • Weapon Kata
  • Weapon Proficiency
  • Weapons Train. I
  • [Weapons Train. II
  • Web Spinners    

So that is 48 out of 89 Talents


[/list]

Offline AresLunthar

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« Reply #10 on: January 24, 2019, 02:27:05 PM »
For something like Talents I would recommend including everything used in the "templates" then adding a short list afterwards when we can look at what options extra talents provide.

Maestro

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« Reply #11 on: January 24, 2019, 05:55:37 PM »
Regarding your Fighter Training Paths, its strange to me that you have 2 dedicated specifically to swords but none of the others are paired to specific weapons, except the archer. In your Libram Novus 11, there are quite a variety of lances/spears/polearms, plus there is the advantage of reach beating initiative in the Novus rules. In real life, no army was complete without spearmen. I would recommend having some sort of spearmen/polearms type path. Besides, swords get way too much credit xD

imported_Rasyr

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« Reply #12 on: January 24, 2019, 06:17:55 PM »
Not a bad idea

The playtest has a Dual Weapon style that is specifically designed for Short Spears, Quaterstaves, and Pole Arms that are more towards the 6' length rather than the 8' length.

And I could easily add an Armsman Training Path, as a a Fighter type who specializes in those sorts of weapons.

Though if I add in an Armsman, I would likely remove the Dual Weaponist from the core, or perhaps the Swordsman (leaving the generic Warrior, and the Archer and Swashbuckler)

Offline AresLunthar

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« Reply #13 on: January 25, 2019, 11:26:23 AM »
I think the public beta should be written to compliment a first release of some Tyrlon material too.  So, you could bundle them as one product perhaps?  It also might help decide on what is included for races, backgrounds, talents etc.

imported_Rasyr

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« Reply #14 on: January 25, 2019, 01:48:53 PM »

I think the public beta should be written to compliment a first release of some Tyrlon material too.  So, you could bundle them as one product perhaps?  It also might help decide on what is included for races, backgrounds, talents etc.




Interesting idea, though with Tyrlon, that would be more of source book, or so I had pictured it, which would require the core rules to use.

One problem with Tyrlon is that it would definitely require more Races, Talents, and even monsters to be included just for the Tyrlon specific material. Perhaps I could try to time the releases to be close to one another

bundling them as a single product would be problematic, but perhaps bundling the two seperate products together as a special deal might work better.