Firehawk Games

RPG Discussions => Novus 2e => Topic started by: imported_Rasyr on January 21, 2019, 07:04:36 AM

Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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



Kindred Talents
[/list]

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]
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 21, 2019, 07:23:27 AM
Cultures



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]
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 21, 2019, 07:44:31 AM
Backgrounds



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]
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 21, 2019, 08:13:52 AM
Training Path


[/li][li]Fighters[/list][/li][li]Adepts   [/list][/li][li]Hybrids    [/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) ((http:///bigeyes.gif)
Title: Pairing Down for a Public Beta
Post by: kenbert 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?
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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.

Title: Pairing Down for a Public Beta
Post by: kenbert 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?
Title: Pairing Down for a Public Beta
Post by: Trentin Bergeron on January 22, 2019, 06:59:59 AM
I would put Farmer on the background list. Way too classic to leave off. (http:///smile.gif)The choices outside my above comments are great!
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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]
Title: Pairing Down for a Public Beta
Post by: AresLunthar 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.
Title: Pairing Down for a Public Beta
Post by: Maestro 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
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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)
Title: Pairing Down for a Public Beta
Post by: AresLunthar 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.
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr 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.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 25, 2019, 03:19:35 PM
Use a snap-shot approach.  We can write and adventure specific to a small locale and include the races etc. plus source material for just that location.  Similar to what I do for the Novus Mini's (but better).  I don't know if you remember but all of my material actually started with a Rivers Edge publication you and I had talked about years ago.  Maybe I'll mock something up this weekend?
Title: Pairing Down for a Public Beta
Post by: Trentin Bergeron on January 25, 2019, 09:32:30 PM
This is a good idea!

Bundle a small locale, with supporting system bits, and a starter adventure. The market has shifted, so having a playable game will encourage new GMs/players to try it out.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 25, 2019, 09:38:51 PM
That was my thought as well.  Also, I know from experience that developing the whole of a game or setting is quite overwhelming.  So, if we narrow the scope we can make sure not to get bogged down in a 7 or 8 year revision that would see an entire generation of gamer not have access to a new version....wait, which forums am I on?
Title: Pairing Down for a Public Beta
Post by: Trentin Bergeron on January 26, 2019, 01:58:13 AM

....wait, which forums am I on?




LOL

Yeah, I should have quoted you, but I was saying your idea is a good one. Get a "all in one" playable basic intro release that wets prospective GMs/Players appetite.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 26, 2019, 02:14:20 AM
Absolutely.  And, honestly, I was just poking fun at the 7+ year revision of Rolemaster........
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 26, 2019, 03:18:01 AM
Yeah, I had not intended to take what basically amounted to a several year break in writing, but real life happened and that had to take precedence for a long while.

And yes, I like the idea of including a small area/adventure to get started. I'll see what I can scrape together. perhaps.
Title: Pairing Down for a Public Beta
Post by: kenbert on January 26, 2019, 07:38:50 AM
I notice that you don't intend to include any of the spell access talents.  Is the information in the class descriptions and other included information  sufficient to cover all of the necessary workings of the talents?
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 26, 2019, 07:46:40 AM
Yeah, I am on the fence about including them. If I do not, then I would make sure that everything was explained in the correct Training Path.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 26, 2019, 12:25:28 PM
Not poking at you Tim- just ICE.  LOL.  I am going to make a Character with v11 right now.  I'll post them when I am done.

Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 26, 2019, 01:47:05 PM
OK- I put together an Elven/Rover/Scout.  I do have some thoughts formulating, but, over-all CharGen is as fluid as I remember.  I LOVE the 3 stage layered package approach (as you will remember Tim).  So, on to the observations:

1. Add something like Lift/Carry to Size so that we can define a Base Lift Weight.  As a GM it's very a useful.
2. I'd add Equipment to the Training Path - D&D5E gives you options at the various stages of CharGen so you're adding equipment as you're going.  I find players like the "build" aspect.  This would be particularly useful in the "Lite" public play-test version IMO
3.  Stats:  I understand and remember that we changed Novus to a TN20 resolution.  But, I wonder if this revision might be an opportunity to do something a little different....why not present the stats as TNs so when you are rolling skills you are rolling against a stat?

So, for example: the array of +5,+4, +4, +4, +3, +3, +3, +3 would be 18, 19, 19, 19, 20, 20, 20, 20.  If you then reverse the Bonus/Penalties of the Racial Stats you modify the base TN +/- by the racial mods.

Suddenly, aside from combat, all core dice rolls are represented on the Character Sheet.  Since one of the reasons skills were "unlocked" from stats was to encourage creative game-play players would have all their base TNs right in front of them, hopefully removing some of that hesitations.

Thoughts?

Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 26, 2019, 01:49:36 PM
The stats flipped version of the Elven Scout (plus I forgot my STR mod on the last, oooops).  Obviously the secondary stat formula would have to be changed, but, I really like the idea of the TNs being right in front of you.

I'm going to delve into Running Novus next.  I be if we did implement a change like this it would pare down that section dramatically...
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 26, 2019, 10:29:13 PM
So, after reviewing the Running Novus chapter I'd be comfortable reducing all the Skill TN info to the base Stat TN + the generic +3/+5 Minor/Major complication mods.  These could be presented as "Stack-able" mods and make it very easy for GMs to learn how to handle their own game.  We could even use a Minor/Major Advantage mod too....something like this:

Major Advantage -5
Minor Advantage -3
Base TN +0
Minor Complication +3
Major Complication +5

What could be really cool is using complimentary skills to provide a Minor Advantage.  Lock Lore, Herb Lore etc...come to mind.

Anyway, that 's it for now....back to shoveling snow....ugh
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 27, 2019, 05:37:35 AM

1. Add something like Lift/Carry to Size so that we can define a Base Lift Weight.  As a GM it's very a useful.




We have the Encumbrance rules, perhaps something built off that.




2. I'd add Equipment to the Training Path - D&D5E gives you options at the various stages of CharGen so you're adding equipment as you're going.  I find players like the "build" aspect.  This would be particularly useful in the "Lite" public play-test version IMO



That might be a cool idea

We already have the generic adventuring supplies in the equipment section, but we could provide a few options for the core/lite Beta.




3.  Stats:  I understand and remember that we changed Novus to a TN20 resolution.  But, I wonder if this revision might be an opportunity to do something a little different....why not present the stats as TNs so when you are rolling skills you are rolling against a stat?

So, for example: the array of +5,+4, +4, +4, +3, +3, +3, +3 would be 18, 19, 19, 19, 20, 20, 20, 20.  If you then reverse the Bonus/Penalties of the Racial Stats you modify the base TN +/- by the racial mods.




And here you confused me. I am not sure where you would be getting those stats from.




Suddenly, aside from combat, all core dice rolls are represented on the Character Sheet.  Since one of the reasons skills were "unlocked" from stats was to encourage creative game-play players would have all their base TNs right in front of them, hopefully removing some of that hesitations.




Interesting idea....
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 27, 2019, 05:39:31 AM
Doh! I get it now....

since +5 is above the average of +3 by 2 points, the base TN for rolls involving that stat are 2 points less than the base 20.

but, if we are not adding the actual Stat Bonuses into the skill rolls, the array of +5,+4, +4, +4, +3, +3, +3, +3  would perhaps generate TNs of 15, 16, 16, 16, 17, 17, 17, & 17, and then go from there.

And then instead of giving Static TNs, we could present them as modifiers such as
















Action           TN Was            Would now be
Balance (on surface 7-12 inches wide)            20          +0
Balance (on surface 2-6 inches wide)           23          +3
Balance (on surface less than 2 inches wide)           27          +7
Bluff (using Trickery - something believable)           24          +4
Climb Rope (knotted or bracing against wall - 5' Base)           18          -2
Climb (wall with ledges or ship rigging - 5'Base)           20          +0
Climb (few handholds, typical dungeon wall - 5'Base)           25          +5
Climb (rough rock wall or a brick wall - 5'Base)           30          +10
Disarm Trap (average trap)           25          +5
Pick Lock (a simple lock)           18          -2
Pick Lock (an average lock)           23          +3




....and so forth....
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 27, 2019, 05:56:16 AM
And then the Base Difficulty Ratings would be modifiers as well...

Base Difficulty Ratings






Mundane (-10)
Easy (-5)
Average (+0)
Hard (+5)
Challenging (+10)
Heroic +15)
Legendary (+20)
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 27, 2019, 12:10:42 PM
Exactly.  I simply used +3 fuld easily adjust the power level of the game by have multiple sets of DRs:

Base Difficulty Ratings   Power Level 1  Power Level 2





 




 





Mundane                            (-5)               (-10)
Easy                                   (-3)                (-5)
Average                             (+0)               (+0)                       
Hard                                  (+3)               (+5)
Challenging                        (+5)               (+10)
Heroic                                (+(http:///bigeyes.gif)This is what I did with Linear Novus way back when
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 28, 2019, 01:19:05 AM
What might be really cool is having all of the TNs start at 20 then be reduced base on the Racial Package, Culture, Backgrounds and Training Path choices.

You could add a blip to a background saying "the Barbarian Culture respects physical prowess: allocate -3 among CON, DEX, SPD, and STR with a maximum of -2 to any stat" allowing for a culture based stat mod?

Same for Backgrounds and Training Paths?

Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 28, 2019, 05:50:36 AM
While that is an interesting idea, I think that that would make things too convoluted overall.

I like the idea of making the Average roll be 20-Stat, for each stat. And then the GM can determine which Stat applied to a given skill roll.

I'd still have to rethink the Secondary Stat Rolls a little to see if they would change any (since they should be used for Saves and rolls where a skill might not apply, there needs to be some consideration of what that Average for those should be.

Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 28, 2019, 11:28:11 AM
Agreed.  I was tinkering with the Secondary Stats too.  If that becomes the impediment than obviously the change to primary stats is not worth it.  The best I could come up with introduced a new mechanic - and that's not really a solution IMO - I'd rather reduce the "types" of dice rolls.  (The idea was choosing the lowest stat as the TN and the other used as a Bonus vs. it)
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 28, 2019, 05:44:16 PM
Well, Secondary Stats have a base TN of 15 for Saving Throws, and that could actually remain the same (with spells and other things keeping their Save TNs as is).


So the only real change would be for skills.

Instead of

skill + stat + roll + Mods >= (TN 20 + Mods)
(which is it currently, we just have the GM determining the Stat at the time of the roll since many skills could work with different stats based on how they are used)

We are talking about changing it to

skill + roll + Mods >= (TN 20 - Stat) + Mods
(this would essentially be sayin "Make a XX Stat based skill roll" which then gives a base TN based on the stat, and the GM would then apply the mods (he doesn't have to state them beforehand either)

The problem here is that Magic and Combat then become the outliers on how they are resolves (because they still use the old methods, though magic could easily be adapted, combat cannot be so easily adapted.

I ran a few numbers for the Elf (the one you posted) against a Kobold, and here is what I got



Elf
DT 20 (15 + 4 Spd + 1/5 rnks melee)
AR 3 (soft leather +3)
Wp Skill 9 short sword (Dex, DR6, Str, +2init), 10 (bow)
Dex 5, Spd 4


Kobold
DT 24 (15, +1/5 melee ranks (+1), 4 SPD, 2 Shield, +2 size)
AR 8 soft leather +3
Wp Short Spear (Spd, DR7, Str,+0init) 9, Dagger (Dex, DR4, Str, +4init)  Light Crossbow 11
Using Small Shield (+2 DT)
Dex 4, Spd 4
Cbt:1H 7
Cbt:Mi 5

Normal
For Elf to hit Kobold - roll 15 minimimum
For Kobold to Hit Elf -- roll 11 minimum

Ok, using Stat rolls as Base

Elf base 15 (this would be a Dex roll for the Elf, due to short sword)
Kobold base 16 (Spd because of Short Spear)

To hit using Stat rolls
Elf has +5 (4 Speed, +1 from 5 ranks melee)
Kobold has +9 (+2 Size, +1 from 10 combat ranks in Dagger, +4 Spd, +2 shield)

To hit under Stat Base

So the TN for the Elf to hit the Kobold will be the base of 15, + the 9 from the various modifiers, for a total of 24
Thus, the Elf, with 5 ranks in Combat, requires a total roll of 19 or higher to hit the Kobold

Now, for the TN for the Kobold to hit the Elf, the Kobold is starting with a base of 16. He then adds the 5 points for the Elf's modifiers, giving a DT of 21 against the Kobold.
Thus, the Kobold with 7 ranks, would require an 11 or higher to hit the Elf.




As we can see from these number, the Elf gets the short end of the stick here.

But that also brought up another thought.

One thing that has always bothered me with point systems is no easy way to limit the number of ranks, so you could end up with some very lopsided characters perhaps. Like a 100 point Kobold who has 7 ranks in Melee when an Elf of the same point value has only 5.

So, I was thinking, of introducing a cap, simple and effective (and it would mean I have to rework a lot of critters).

Simply put you may have a maximum of 1 rank for every 20 points total (CP & XP combined), no matter where the rank comes from.
This will also allow a GM to better gauge the effectiveness of monsters against PC.

How does this sound?
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 28, 2019, 06:48:45 PM
That sounds good.  I do that with Hero System.  I have some thoughts on Magic that I need to formulate.  As for combat, I don't see it as being an outlier because the roll is opposed by someone else's stat.
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 29, 2019, 03:07:25 AM

That sounds good.  I do that with Hero System.  I have some thoughts on Magic that I need to formulate.  As for combat, I don't see it as being an outlier because the roll is opposed by someone else's stat.




Heh! I never thought of it like that. Combat is something of an Opposed Roll, combined with an Automatic Roll of sorts on the part of the defender.

The main difference being that it uses a base of 15, rather a base of 10. But would that make combat too dangerous? Or might it encourage more practical tactical thinking?

Title: Pairing Down for a Public Beta
Post by: kenbert on January 29, 2019, 05:19:08 AM


So the only real change would be for skills.

Instead of

skill + stat + roll + Mods >= (TN 20 + Mods)
(which is it currently, we just have the GM determining the Stat at the time of the roll since many skills could work with different stats based on how they are used)

We are talking about changing it to

skill + roll + Mods >= (TN 20 - Stat) + Mods
(this would essentially be sayin "Make a XX Stat based skill roll" which then gives a base TN based on the stat, and the GM would then apply the mods (he doesn't have to state them beforehand either




I find that the second method is not very intuitive.  In other games that I have played either the stat is not part of the skill roll or it is added to the skill roll. 

How are you proposing to do opposed skill rolls in Novus 2.0? How would this affect opposed skill rolls?
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on January 29, 2019, 05:30:42 AM


That sounds good.  I do that with Hero System.  I have some thoughts on Magic that I need to formulate.  As for combat, I don't see it as being an outlier because the roll is opposed by someone else's stat.


Heh! I never thought of it like that. Combat is something of an Opposed Roll, combined with an Automatic Roll of sorts on the part of the defender.

The main difference being that it uses a base of 15, rather a base of 10. But would that make combat too dangerous? Or might it encourage more practical tactical thinking?




Epiphany moment.......... Doh!

Rather than base  Defensive Threshold being 15+Speed,  I could change it to 10+Reflexes. This makes it fall in line with other Automatic Skills/Rolls and to me, actually makes more sense over all.

Thoughts? Opinions?





We are talking about changing it to
skill + roll + Mods >= (TN 20 - Stat) + Mods
(this would essentially be sayin "Make a XX Stat based skill roll" which then gives a base TN based on the stat, and the GM would then apply the mods (he doesn't have to state them beforehand either


I find that the second method is not very intuitive.  In other games that I have played either the stat is not part of the skill roll or it is added to the skill roll. 

How are you proposing to do opposed skill rolls in Novus 2.0? How would this affect opposed skill rolls?




As so (currently)



Opposed Rolls
There will often be times where one character or NPC may be attempting something that another character or NPC wants to prevent. One good example might be trying to sneak past a guard who is looking for folks trying to sneak past him.

The simplest method to resolve this is to make both characters/NPCs roll against a base TN 20, adding in all applicable bonuses and modifiers. The one with the highest amount above the TN wins. Failure to get a result above the TN of the task means that you have failed in what you were attempting, even if your opponent in the Opposed Roll also failed to meet or beat the TN, even if their total roll was lower than yours.

Should the roll result in a tie, then the TN is increased by 3 points, and both sides roll again. This being repeated until there is a clear winner.

Opposed Rolls should not be used for things like contests where both participants are trying to hit a specific target, as that is simply a straight up skill roll against an identical TN. One side isn't trying to negate the other's actions.




Yeah, this would require serious rethinking if we went that direction.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on January 29, 2019, 11:57:08 AM
In the case of a passive defense the TN for the opposing roll could be 10+ defenders skill ranks (or Insight).  In the case of active opposition it could be 15+ skill ranks.  I know we had rolls before, but these two options reflect other Defenses, and would speed up game play.  Monsters could have a passive & active skill TN in the stat block for example for Stealth & Search (which would be the most common rolls).

If you are talking about an arm wrestle type opposed roll then Athletics vs. STR TN greater degree of success wins, right? 

Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 05, 2019, 10:58:11 AM

Which background would you choose if your parents are Mages or Alchemists?




I'll have to give this some thought....




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




Done.....

Trooper
     A Trooper is a type of fighter who specialized in the use of Pole
Arms.  They specifically train to get the most out of their weapon.
Troopers who travel or work in areas with limited space will prefer
 smaller versions of their Pole Arms than those who operate in
military units.
   Favored Skills (11):  Acrobatics 1, Athletics 2, Combat:
            1-Handed 1, Combat: 2-Handed 2, Combat: Missile 1,
            Healing 1, Riding 1, Search 1, Stealth 1
   Features:
        Armor, Light (3)
        Armor, Medium (3)
        Double Weapon Combat Style rank 2 (5)
        Toughness (+Stamina to base Hits) ( 8 )
        Weapon Training I (3)
        Weapon Proficiencies: Pole Arm (player's choice),
                  Light Crossbow, Short Sword and Dagger (2)
    CP & XP: Gain +35 XP

Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 11, 2019, 06:11:29 AM

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?




Actually, I would take the scribe background for them, it includes a rank of Magecraft, and specialty in Magecraft (Scrolls)
Title: Pairing Down for a Public Beta
Post by: kenbert on February 11, 2019, 06:26:53 AM


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?


Actually, I would take the scribe background for them, it includes a rank of Magecraft, and specialty in Magecraft (Scrolls)




That makes a certain amount of sense. Do scribes get any literacy?

I could also see a background like lab rat.  As a kid you helped mixing potions or grinding components with a mortar and pestle.  Perhaps as a kid to a mage you would help with gathering spell component and the like.  Perhaps all this is a little too specific for your tastes.
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 11, 2019, 06:44:43 AM
Ok, I have updated which Training Paths I am going to include (on the first page of this thread).

I have pared it down 4 of each type.

The Skill-based Training Paths have been renamed to Adepts, and the Mixed renamed to Hybrids.

The current list is as follows:



  • Casters
             
    • Cleric
    • Magician
    • Mystic
    • Wizard
[/li][li]Fighters
           
  • Archer
  • Swashbuckler
  • Trooper
  • Warrior
[/list][/li][li]Adepts  
           
  • Bounty Hunter
  • Martial Artist
  • Rogue
  • Scout
[/list][/li][li]Hybrids    
  • Bard
  • Elemental Guard
  • Monk
  • Ranger
[/list][/li][/list]

This gives us a selection, and also includes the staples such as the Bard, Monk, and Ranger, while allowing the Elemental Guard to showcase a character with quasi-magical abilities among the Hybrids.
for the Fighters, We have the Trooper, our Pole Arm specialist, the Swashbuckler for our agile fighter type, the Warrior for the general fighter type and the Archer for a ranged specialist.[/list]
Title: Pairing Down for a Public Beta
Post by: AresLunthar on February 26, 2019, 11:45:44 AM
My first browse through the Beta released yesterday: there are 3 classic Subterranean races included (Dwarves, Gnomes, Halflings)and no culture for them.  I'd exclude Urban: Upper and include some the Subterranean.  The stat bonuses are still balanced to a TN20.  Did you decide to keep this?  The DT for some monsters doesn't jive with the player calculation.  A Giant Ant should be 10+8+1= 19 by my calculation.  However, the Giant Rat seems to be OK.  Over-all the DTs seem too high IMO (this is partially because all the defenses and attacks are inflated by the stats).  Haven't quite finished yet.....but, this is the feedback thus far
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 26, 2019, 01:42:48 PM
Actually, the Giant Rat is incorrect. It should have a DT of 23.

Giant Ant should be 20 (10 Base + 8 Reflexes + 2 Size Modifier + 0 Skill [4 ranks combat])

Giant Rat should be 23 (10 base + 10 Reflexes + 2 Size Modifier + 1 Skill [5 ranks combat])

Remember, skills ranks max out at 1 rank total for every 20 points (or portion thereof), so the Giant Ant, which only has 75 points, is limited to 4 ranks in any skill, while the Giant Rat, with 95 points, is limited to 5 ranks.

Good call on the Culture, and easy to change.

Stats - Yeah, I am keeping 3 being the average Human stat for an adult. Perhaps we could reduce the number of points across the board, from 29 total, to say 25, which would only give 1 stat  a slightly above average, and  require players to make harder choices about their stats (since the racial Modes still apply (would have to change Humans slightly then, as they are possibly too powerful right now.

All the Monsters have a flat 3 across the board on all stats before I add in racial modifiers, so that they represent the average of their species.

And now that I look at this table again, and think about it...

Value Descriptor
0 Inept/Child
1 Teenager
2 Young Adult/Average
3 Average Adult Prime
4 Above Average
5 Highly Capable
6 Extremely Capable
7 World Class Ability
8 Maximum Human
9-11 More than Human/Mildly Superhuman
12-14 Moderately Powerful Superhuman
15-18 Powerful Superhuman Abilities
19-23 Legendary Abilities
24+ Godlike Abilities

Starting Stats SHOULD be based on 2's, not 3's across the board. (though I might still leave all monsters at 3's since that makes the ones encountered in their prime (and it would mean not having to go through and change ALL of them, but then again, I may go ahead and change them anyways, to make things more fair), and allows the GM a little leeway to adjust down if they are too hard (i.e. you met a young one). And thus
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 26, 2019, 02:31:43 PM
Yeah, gonna update the critter stats, reducing the base to 2 across the board (which will also change the number of Hits and Minor/Major/Dire Wounds on a lot of them as well Attack Bonuses...)

Will adjust the Stat Gen rules, so that the total for the point buy and pre-made stats is 20 points (as opposed to 29 points). Should have all this done in a day or two, along with any changes I make to the martial arts stuff.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on February 27, 2019, 01:31:34 AM
OK, well, I didn't see size in the Abilities breakdown.  Might be a good idea to include it.  I do firmly believe that you need to switch to a base +0 Stat. 
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on February 27, 2019, 07:45:16 AM
Sorry, but going to a base zero would introduce other issues, especially for the Secondary Stats. I already saw some hints of it just dropping from 3 to 2

As for the breakdowns, yeah, I will add to the Playtest version, but for the beta, I am actually planning on trimming out some of that text about sizes and such, so that you are left with the finished product.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on February 27, 2019, 11:30:58 AM
OK.  Makes sense to trim text out for the beta too.
Title: Pairing Down for a Public Beta
Post by: Fidoric on July 28, 2019, 04:28:00 PM
I think the Paladin is missing as an RPG staple. I would suggest putting it instead of monk or elemental guard. Martial arts are already covered by the martial artist.
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on July 29, 2019, 05:28:49 AM
I have the Elemental Guard in there to show that not all Hybrids have to be spell casters, that they can also be those with an "arcane ability" as well.

Personally, I would rather trim the number of spell users overall (since spells take up a lot of space in the book) since we are going to combine it with the Anwyn setting.

Maybe replace the Ranger with the Paladin, since the Ranger is the same school as the Druid, not the Cleric then we would have Cleric/Paladin, Wizard/Bard, Mystic/Monk and we could trim out the Magician as well, maybe.
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on July 29, 2019, 05:31:50 AM
Ooooh.. looking at the Schools circle reminds me, I need to create a Hybrid for the Spirit Magic school. I like the name of Greywalker for it (which is from a series of books I am reading now, but the training path would not be like the character in the book.

Need another name for Dwelfs too, I just realized that Shadowlings is too close to Shadowkin.
Title: Pairing Down for a Public Beta
Post by: AresLunthar on March 16, 2020, 11:29:14 AM
Where is the Beta at in terms of progress?
Title: Pairing Down for a Public Beta
Post by: imported_Rasyr on March 22, 2020, 02:56:40 PM
working on repricing the spells (also adding in xx per rank durations). Once that is done, then I can move them over to the beta, do some more clean up and it should be ready (note: I am also reworking some of the presentation in the beta as well)

(side note: redoing spell costs takes forever, since I am also working hard to make sure that they are consistent)
Title: Pairing Down for a Public Beta
Post by: AresLunthar on March 28, 2020, 12:10:47 PM
Keep us posted (pardon the pun).