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) Post by: kenbert on January 21, 2019, 09:09:39 AM 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? Post by: imported_Rasyr on January 21, 2019, 12:04:50 PM 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. Post by: kenbert on January 22, 2019, 12:28:32 AM
Okay, this all makes sense. Which background would you choose if your parents are Mages or Alchemists? Post by: Trentin Bergeron on January 22, 2019, 06:59:59 AM Post by: imported_Rasyr on January 24, 2019, 12:11:41 PM Next up is Talents. This is actually going to be a harder list to pare down. Talents
So that is 48 out of 89 Talents [/list] Post by: AresLunthar on January 24, 2019, 02:27:05 PM Post by: Maestro on January 24, 2019, 05:55:37 PM Post by: imported_Rasyr on January 24, 2019, 06:17:55 PM 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) Post by: AresLunthar on January 25, 2019, 11:26:23 AM Post by: imported_Rasyr on January 25, 2019, 01:48:53 PM
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. Post by: AresLunthar on January 25, 2019, 03:19:35 PM Post by: Trentin Bergeron on January 25, 2019, 09:32:30 PM 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. Post by: AresLunthar on January 25, 2019, 09:38:51 PM Post by: Trentin Bergeron on January 26, 2019, 01:58:13 AM
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. Post by: AresLunthar on January 26, 2019, 02:14:20 AM Post by: imported_Rasyr on January 26, 2019, 03:18:01 AM And yes, I like the idea of including a small area/adventure to get started. I'll see what I can scrape together. perhaps. Post by: kenbert on January 26, 2019, 07:38:50 AM Post by: imported_Rasyr on January 26, 2019, 07:46:40 AM Post by: AresLunthar on January 26, 2019, 12:25:28 PM Post by: AresLunthar on January 26, 2019, 01:47:05 PM 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? Post by: AresLunthar on January 26, 2019, 01:49:36 PM 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... Post by: AresLunthar on January 26, 2019, 10:29:13 PM 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 Post by: imported_Rasyr on January 27, 2019, 05:37:35 AM
We have the Encumbrance rules, perhaps something built off that.
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.
And here you confused me. I am not sure where you would be getting those stats from.
Interesting idea.... Post by: imported_Rasyr on January 27, 2019, 05:39:31 AM 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
....and so forth.... Post by: imported_Rasyr on January 27, 2019, 05:56:16 AM Base Difficulty Ratings Mundane (-10) Easy (-5) Average (+0) Hard (+5) Challenging (+10) Heroic +15) Legendary (+20) Post by: AresLunthar on January 27, 2019, 12:10:42 PM 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 Post by: AresLunthar on January 28, 2019, 01:19:05 AM 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? Post by: imported_Rasyr on January 28, 2019, 05:50:36 AM 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. Post by: AresLunthar on January 28, 2019, 11:28:11 AM Post by: imported_Rasyr on January 28, 2019, 05:44:16 PM 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
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? Post by: AresLunthar on January 28, 2019, 06:48:45 PM Post by: imported_Rasyr on January 29, 2019, 03:07:25 AM
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? Post by: kenbert on January 29, 2019, 05:19:08 AM
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? Post by: imported_Rasyr on January 29, 2019, 05:30:42 AM
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?
As so (currently)
Yeah, this would require serious rethinking if we went that direction. Post by: AresLunthar on January 29, 2019, 11:57:08 AM If you are talking about an arm wrestle type opposed roll then Athletics vs. STR TN greater degree of success wins, right? Post by: imported_Rasyr on February 05, 2019, 10:58:11 AM
I'll have to give this some thought....
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 Post by: imported_Rasyr on February 11, 2019, 06:11:29 AM
Actually, I would take the scribe background for them, it includes a rank of Magecraft, and specialty in Magecraft (Scrolls) Post by: kenbert on February 11, 2019, 06:26:53 AM
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. Post by: imported_Rasyr on February 11, 2019, 06:44:43 AM 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:
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] Post by: AresLunthar on February 26, 2019, 11:45:44 AM Post by: imported_Rasyr on February 26, 2019, 01:42:48 PM 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 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 Post by: imported_Rasyr on February 26, 2019, 02:31:43 PM 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. Post by: AresLunthar on February 27, 2019, 01:31:34 AM Post by: imported_Rasyr on February 27, 2019, 07:45:16 AM 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. Post by: AresLunthar on February 27, 2019, 11:30:58 AM Post by: Fidoric on July 28, 2019, 04:28:00 PM Post by: imported_Rasyr on July 29, 2019, 05:28:49 AM 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. Post by: imported_Rasyr on July 29, 2019, 05:31:50 AM Need another name for Dwelfs too, I just realized that Shadowlings is too close to Shadowkin. Post by: AresLunthar on March 16, 2020, 11:29:14 AM Post by: imported_Rasyr on March 22, 2020, 02:56:40 PM (side note: redoing spell costs takes forever, since I am also working hard to make sure that they are consistent) Post by: AresLunthar on March 28, 2020, 12:10:47 PM |