Boards to discuss Hârn, HârnWorld, HârnMaster, and RPGs in general.
Links - Home - Kelestia Productions - Columbia Games Inc
It is currently Mon May 20, 2013 3:52 am

All times are UTC + 10 hours [ DST ]




Post new topic Reply to topic  [ 89 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Mon Nov 15, 2004 9:15 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
The Black Vegetable wrote:
Harshax wrote:
I do have an 18 pound 4-month old slung to my chest

That kid's a monster!

That monster's my daughter!
I meant 16 pounds. :lol:

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Nov 15, 2004 9:19 am 
Offline
Beadle
Beadle
User avatar

Joined: Fri May 09, 2003 4:14 am
Posts: 300
Location: The Land of the South Wind
Females are the most dangerous creatures of them all - regardless of size!

In regards to the sling - I was not looking at reference material when I made my comment, just struck me as something I had not seen listed or talked about very often. You may have been correct, I was just trying to clarify.

_________________
------
John S. Daniel II
------
"Beer is proof that God loves us and wants us to be happy" - B. Franklin
------


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 4:45 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Determining Class Skills

I'd like to use the following method for determine your class skills:
Up to 2 skills from your sunsign
Up to 1 skill from your parent's occupation
Up to 3 skills from your own occupation
3 Skills of your choice

This results in up to 9 skills as class skills for every character. If you wish to make a character with more class skills, you need to take a feat which grants you additional selections.

I say "Up to", because I am doing a lot of conversion work from the HMx charts. Many occupations do get weapon skills. Since I wish to use the d20 Modern Default that no class has proficiencies with weapons other than Simple, I will allow players to select Martial Weapon Proficiencies instead of class skills, when appropriate. This evens out in the end.

If, do to poor education or a limited occupation selection, you are forced to take a skill that you already have from a previous selection, the DM may opt to give you another skill of your choice or grant you Skill Focus in one of your previously selected skills.

Comments?

I'm almost done ironing out the sunsign table. I'll be converting the occupation table soon. FYI - I'm using HM3 as it is the most portable version I have at the moment. If anyone wishes to suggest more occupations, pipe up now.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 6:57 am 
Offline
Yeoman
Yeoman
User avatar

Joined: Mon Feb 25, 2002 3:23 am
Posts: 542
Location: Conway, New Hampshire
Harshax wrote:
Determining Class Skills

I'd like to use the following method for determine your class skills:
Up to 2 skills from your sunsign
Up to 1 skill from your parent's occupation
Up to 3 skills from your own occupation
3 Skills of your choice

I wish I had thought of this!
Harshax wrote:
If, do to poor education or a limited occupation selection, you are forced to take a skill that you already have from a previous selection, the DM may opt to give you another skill of your choice or grant you Skill Focus in one of your previously selected skills.

I'm not sure I agree that a poor education means you should have less skills; just different ones. For instance, I have a bachelor's degree in videography. The mechanic who works on my cars dropped out of high school. Does he have fewer skills than me? Nope. Just different ones. An uneducated 25 year old has the same amount of time to learn skills as his educated counterpart. Just my 2d.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 8:34 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Sample Advanced Class

Knight
Requirements
To qualify to become a knight, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skill: Knowledge (Nobility) 3 Ranks, Ride 3 Ranks, One courtly skill (Hawking, Dance, Diplomacy, etc) 3 Ranks
Feat: Armor Proficiency: Heavy, Martial Weapon Proficiency: Sword, Shield Proficiency
Knighthood must be bestowed upon the character
Class Information
Hit Die: d8
Action Points: 6 + 1/2 character level, round down, every time the character attains a new level in this class.
Class Skills
The knight's class skills are: Diplomacy, Intimidate, Knowledge (Nobility), Ride, Profession (Administration)
Skill Points at each Level: 2 + Int modifier
BAB: Good +1/Level
Def: Average
Fortitude: Good
Reflex/Will: Poor
Reputation: Average

Features (Not yet)
Ideas: Access to Martial Feats, Succor, Military Rank, Leadership, Inspire Troops, Manor and increased wealth, Ransom

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 8:44 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Is it kosher, under OGC and the d20 License to alter; slightly; other OGC content?

For example. In Grim Tales, each basic class goes to 20 Levels. Each class grants a unique bonus if selected at first level. For example, Strong Heroes get lots of armor and weapon proficiencies.

I'm borrowing, heavily, from GT, but would like to change the following:
Classes only go to 10th Level
No unique bonuses at first level. Everyone starts with Simple Weapon Proficiency at 1st level and that's it (like d20 Modern).

Is this allowable. It is about all I'm going to change, the rest is new content.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 9:55 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
After speaking with my d20 buddies, we have come to the conclusion that Ski is a new use for the skill: Balance. I'll be reposting the sunsign table soon. (in one big post)

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 10:08 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Ok. Here is the list all cleaned up and properly formatted. Will start working on Advanced Classes now.

Ulandus
Skills: Climb; Craft (Agriculture, Animalcraft, Ceramics, Hidecraft, Masonry, Textilecraft, Woodcraft); Profession (Embalmer, Herbalist, Lumberer, Miller, Miner); Ride; Survival
Feats: Brawl; Shield Proficiency; Toughness; Tracking; Weapon Focus (Club, Spear)

Aralius
Skills: Climb; Craft (Agriculture, Animalcraft, Ceramics, Hidecraft, Jewelcraft, Masonry, Textilecraft, Woodcraft); Knowledge (Architecture & Engineering); Profession (Herbalist, Lumberer, Miner); Ride; Survival
Feats: Brawl; Martial Weapon Proficiencies (Polearm); Tracking; Toughness; Weapon Focus (Club, Spear)

Feneri
Skills: Craft (Glassworks; Jewelcraft; Lockcraft; Metalcraft; Weaponcraft); Knowledge (Architecture & Engineering); Profession (Miner)
Feats: Martial Weapon Proficiencies (Axe); Weapon Focus (Spear)

Ahnu
Skills: Craft (Metalcraft, Weaponcraft)
Feats: Martial Weapon Proficiencies (Axe, Sword)

Angberelius
Skills: Craft (Metalcraft, Weaponcraft); Perform (Seduction, Musical Instrument)
Feats: Martial Weapon Proficiencies (Axe, Polearm, Sword); Weapon Focus (Dagger)

Nadai
Skills: Balance; Craft (Fletching); Jump; Tumble
Feats: Exotic Weapon Proficiencies (Whip); Martial Weapon Proficiencies (Bow, Flail); Weapon Focus (Blowgun, Dagger, Sling)

Hirin
Skills: Balance; Craft (Fletching, Perfume); Hide; Jump; Move Silently; Perform (Dance); Profession (Fortune Teller: Tarot); Tumble
Feats:Exotic Weapon Proficiencies (Whip); Martial Weapon Proficiencies (Bow, Flail); Weapon Focus (Dagger)

Tarael
Skills: Craft (Fletching, Jewelcraft, Perfume); Diplomacy; Gather Information; Hide; Knowledge (Local); Listen; Move Silently; Perform (Act, Dance, Sing); Profession (Accounting, Fortune Teller: Astrology, Tarot); Search; Sense Motive; Sleight; Spot
Feats:Martial Weapon Proficiencies (Bow, Flail); Weapon Focus (Blowgun, Sling)

Tai
Skills: Bluff; Craft (Alchemy, Brewing, Drawing); Gather Information; Hide; Knowledge (Local, Nobility); Listen; Move Silently; Perform (Act, Dance, Sing); Profession (Accountant, Fortune Teller: Runecasting, Tarot, Physician); Search; Sense Motive; Sleight; Spot;

Skorus
Skills: Balance, Craft (Alchemy, Brewing, Cooking, Drawing, Perfume); Gather Information; Knowledge (Nobility); Profession (Accountant, Embalmer, Fortune Teller: Runecasting, Tarot, Physician, Sailor); Sense Motive; Sleigh;, Swim
Feats: Exotic Weapon Proficiencies (Net)

Masara
Skills: Balance, Craft (Alchemy, Brewing, Shipwright); Perform (Musical Instrument, Seduction); Profession (Fisherman, Physician, Pilot, Sailor); Swim
Feats: Brawl; Exotic Weapon Proficiencies (Net); Shield Proficiency

Lada
Skills: Balance, Craft (Brewing, Shipwright); Profession (Fisherman, Pilot, Sailor); Swim
Feats: Brawl, Shield Proficiency, Toughness

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 10:44 am 
Offline
Yeoman
Yeoman
User avatar

Joined: Mon Feb 25, 2002 3:23 am
Posts: 542
Location: Conway, New Hampshire
Hurry up and send me some stuff so I can start making your Harn D20 masterpiece! Unless you want to do it yourself, in which case, cool!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 11:45 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
The Black Vegetable wrote:
Hurry up and send me some stuff so I can start making your Harn D20 masterpiece! Unless you want to do it yourself, in which case, cool!


soon BV, soon. First cake, then icing.

I've made a few design decisions. This d20 Harn is going to require on d20 Modern. It will borrow an element or two from Grim Tales, but GT is not necessary. I've done this to ensure that gamers will require the least number of products to use d20 Harn.

here is the skeleton of my project:
D20 Modern
Changes from the basic classes
How to generate a birth sign

Class Skills based on background and choices. These do not change for basic classes.
(Advanced class character select skills from their list)

Instead of Simple Martial Proficiencies, everyone gets Light Armor Proficiency to reflect the way people on Harn dress. (ie. Medieval dress was as complicated as light armor)

Skills
New Uses for Balance (Ski)

Feats
New Feats

Remove Simple, Martial, Exotic Weapon Feats. Use weapon group feats.
Weapon proficiencies feats (No Simple, Martial, Exotic)
Weapon Groups
Axe (Battleaxe, Handaxe, Shorkana, Pickaxe, Sickle, Warhammer)
Blowgun
Bow
Club (Club, Mace, Maul, Morningstar)
Crossbow
Dagger
Flail (Ball & Chain, Grainflail, Warflail)
Net (Cloak, Net)
Shield
Sling (Sling, Staffsling)
Spear (Javelin, Staff, Trident)
Sword (Bastard Sword, Greatsword, Broadsword, Shortsword)
Thrown (- - -)
Whip (Isagra, Whip)

Equipment
Covert the Harn price list to Wealth DC

Combat Rules
Wound Points/Vitality Points
Degree of success for combat damage
Active Defense (defender rolls d20)
Counterstrike Option
Increased difficulty versus multiple defenders

New Magic System
Spells


Advanced classes
Harper
Knight
Lia-Kavair
Priest (10!)
Ranger
Shek P'var
Converted Monsters

Artifacts

Gamemastering Harn
Themes
The big plot hooks

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Nov 16, 2004 12:12 pm 
Offline
Solithar
User avatar

Joined: Thu Feb 21, 2002 3:35 am
Posts: 1528
Location: Fort Collins, CO
Harshax wrote:
Is it kosher, under OGC and the d20 License to alter; slightly; other OGC content?


Yes, it's ok as long as the stuff you want to modify is indeed open gaming content. Just about everything in GT is OGC, though.

Worth noting you should keep track of OGC you use or modify because you'll need to include a reference in the OGL you include with your product.

_________________
::: Shâne
Now logging as Shadow of Bukrai.


Top
 Profile  
 
PostPosted: Wed Nov 17, 2004 1:27 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
I want to remove the generic d20 Armors, and use 12 or more "suits" of Armor (ala. Warflail, with his permission), but I'm at a loss for how to name them.

Should I name them according to the armor type protecting the torso? The average material used for protection? Just curious what people think about this.

Pure speculative, very optional . . . .
As an aside, we could use piecemeal armor, by calculating the average protection for all locations and all impacts. Half the result is AC, half the result is DR. This would result in an AC/DR bonus for "Rich Knight 4" of +10/10. Heavy F would be +8/7. Medium F would be +5/5.

These are preliminary ideas, I don't know how well my idea would hold up rigourous analysis.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 17, 2004 1:45 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
I'm doing so preliminary conversions of prices to the wealth system. Do these DCs seem particularly Harn?

Rich Knight 4 - DC 35
Heavy F - DC 28
Medium F - DC 26
Light L - DC 24
Unarmored L - DC 20
Wheel barrow - DC 10
Lance - DC 19
Battlesword - DC 20

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 17, 2004 3:51 am 
Offline
Gone to Yashain

Joined: Sat Apr 10, 2004 4:10 am
Posts: 337
Two points
What do you mean by "Rich Knight"? Is that the DC to hire a rich Knight? Or is it the level of wealth that a rich Knight might reasonably posess?
Second when using spells and "Gainng" fatigue - what about using the Fatigue rules? Cast one spell and become fatigued (as per the rules on teh state of fatigued). Cast a second while fatigued and become exhausted. No absolute maximum on spell-casting per day, but two spells in short order will wipe a character out. I might be tempted to save the Con/Str drain for critical failures (which I realize don't exist in D20). Just a thought.

_________________
Proudly Displaying a Distressed US Flag in absentia


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 17, 2004 3:53 am 
Offline
Yeoman
Yeoman
User avatar

Joined: Mon Feb 25, 2002 3:23 am
Posts: 542
Location: Conway, New Hampshire
Charles S wrote:
Two points
What do you mean by "Rich Knight"? Is that the DC to hire a rich Knight? Or is it the level of wealth that a rich Knight might reasonably posess?
Second when using spells and "Gainng" fatigue - what about using the Fatigue rules? Cast one spell and become fatigued (as per the rules on teh state of fatigued). Cast a second while fatigued and become exhausted. No absolute maximum on spell-casting per day, but two spells in short order will wipe a character out. I might be tempted to save the Con/Str drain for critical failures (which I realize don't exist in D20). Just a thought.

Those are my ideas! Do you have ESP, Charles?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 17, 2004 4:59 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Charles S wrote:
Two points
What do you mean by "Rich Knight"? Is that the DC to hire a rich Knight? Or is it the level of wealth that a rich Knight might reasonably posess?
Second when using spells and "Gainng" fatigue - what about using the Fatigue rules? Cast one spell and become fatigued (as per the rules on teh state of fatigued). Cast a second while fatigued and become exhausted. No absolute maximum on spell-casting per day, but two spells in short order will wipe a character out. I might be tempted to save the Con/Str drain for critical failures (which I realize don't exist in D20). Just a thought.


If you were familiar with Warflail's HMx Armour Profile spreadsheet, you'd know that Rich Knight 4 is the truly heavily-armored kit with above average quality equipment. Lots of plate, chain, and quilt. approximately 14,000d

As to the spellcasting - either system would offer the same result; non vancian spell casting; except yours is less forgiving. At least with the variable fatigue die against CON/STR, you may have the capability to cast more than one spell per hour. Also, you'll be able to differentiate true masters of a convocation from apprentices. Give me some time to define the details, I'll post them later, along with the Shek P'var Advanced Class.

_________________
A moment is the most you can ever expect from perfection.


Last edited by Harshax on Wed Nov 17, 2004 7:16 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 17, 2004 7:06 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Requirements
One Script - 5 Ranks
Knowledge (Arcane) - 5 Ranks
Knowledge (Depending on Chantry) - 5 Ranks
Craft (Depending on Chantry) - 5 Ranks
Profession (Depending on Chantry) - 5 Ranks
Acceptance by a Chantry

BAB - Poor
DEF - Poor
HD - d4
FOR - Poor
REF - Poor
WIL - Good
REP - Average
Skills - 8

Class Features
1. Primary Covocation, Neutral Magic
2. Magic Adept
3. Secondary Convocation, Talent
4. Secondary Convocation, Talent
5. Magic Adept, Talent
6. Tertiary Convocation, Talent
7. Tertiary Convocation, Talent
8. Magic Adept
9. Opposed Convocation, Talent
10. Grey Master

Feature Description
Convocation
The character gains access to a new convocation skill. This becomes a class skill, with an INT, WIS, or CHA modifier. The modifier is determined by the Chantry at which the character studies.
This skill is used to cast spells. When spending Skill Points to improve convocation skills, remember that opposed convocations cannot have more ranks than tertiary convocations. Tertiary convocations cannot have more ranks than secondary convocations, and secondary convocations cannot have more ranks than primary convocations. In other words, your Primary Convocation must be the highest spell casting skill you possess.

Casting Spells
To cast a spell, the character must succeed at a Convocation Skill check. The DC to cast a spell is twice the spell level, plus 9.
Spellcasting causes fatigue, represented in temporary ability damage to Strength or Constitution. The amount of damage caused by casting a spell is equal to 1d6 per spell level. This fatigue is healed at the rate of 1 point per hour. It cannot be healed or accelerated in any way.

The effective caster level for a successful spellcasting attempt is equal to the spell level. Caster level result is increased by one for every 5 points that the spell DC is exceeded.

Magic Adept
The character's spell casting ability has improved to such a degree that they may ignore some fatigue caused by spell casting. At second level, the character ignores a number of points per die of fatigue equal to the Ability modifier which governs there spellcasting. At 5th and 8th Level, this protection increases by one point. Regardless of the character's protection, results of 1 on fatigue dice cannot be resisted.

Magic Talent
The character chooses a bonus feat from the following list: Item Creation feat, Meta-Magic Feat, Increased Caster Level (+1), or Magic Adept

Using MetaMagic and this spell system
Meta Magic spells increase the effective spell level of a spell. A quickened Magic Missile is the equivalent of a 5th Level spell, meaning that the DC to cast such a spell is 19. Successfully casting such a spell causes 5d6 Fatigue.

Grey Master
Grey Masters are the ultimate spell casters. (TBD)


Example of spell casting.
Suppose you want to cast a Fireball. First you need to succeed at a Peleahn Convocation skill check DC 15.

If you succeed, you produce a fireball that does 3d6 Damage.

You now suffer Fatigue equal to 3d6. You roll, and get the following results: 1, 3, 6. You suffer 10 points of temporary damage to Str or Con, your choice.

Now, later on, you get the Magic Adept Class Feature. Your spellcasting ability score is 16 (+3). You throw another fireball, and get the exact same results. This time, you suffer less fatigue:

Die Result:
1 - Cannot be resisted. Set this die aside.
3 - This is equal to your ability score bonus, discard it.
6 - This result is reduced by 3 points (your ability score bonus)

Result
This time, you suffer 4 points of Fatigue.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Nov 18, 2004 2:00 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
I've tightened up my ideas regarding Crafts, Knowledge, and Professions to better simulate the effect of Guilds and limited methods of acquiring knowledge.

Crafts, Professions, and Knowledge
Harn d20 does not differentiate between crafts and professions, since the distinction was not always clear. On Harn, every profession produces something; a sword, pot, or an eloquent writ or a legally binding contract; so a craft skill seems like the suitable skill to use, but what about running a franchise or recalling important facts or detail about a certain craft?

Generally speaking, it is illegal to practice a craft without being a member of an appropriate guild. In fact, guilds are so secretive that they try their utmost to keep their trade secrets out of the hands of non-guildmembers. The ability to learn a skill outside of the guild varies dramatically, while a smart person might cobble together the skills necessary to make charcoal, learning the legal code of a town requires access to a guildmember’s library.

Guilds will attempt to have non-guildmembers punished for practicing their craft. This is not strictly enforced, but it does depend on the power of the guild in question. The Mercantyler’s Guild has extensive power and influence, while the Charcoaler’s Guild much less so.

To simplify the skill list, Harn d20 uses just the Knowledge skill for each occupation, at the same time, new feats are introduced to simulate the secrecy of the guilds, and the methods available to obtain knowledge in a specific occupation.

With a Knowledge skill, you can attempt to appraise crafts or recall facts. You can even attempt to apply the knowledge to some occupational task, but at a -4 penalty.

New Feats:

Guildmember: Apprentice
Benefit: You may now legally practice the specified profession under the guidance of a master. If the skill is not a class skill, it becomes a class skill. You now learn secret techniques available only to guildmembers. Skill checks to perform the occupation are no longer made with a -4 penalty.
Normal: Without this feat, attempts to perform an occupational task suffer a -4 to the appropriate Knowledge Check.

Guildmember: Journeyman
Prerequisites: Apprentice, Knowledge (Specific) 5 Ranks
Benefit: Gain all the benefits of a journeyman of your guild.

Guidmember: Master
Prerequisites: Apprentice, Journeyman, Knowledge (Specific) 10 Ranks
Benefit: Gain all the benefits of a master of your guild.

Guildmember: Franchise
Prerequisites: Apprentice, Journeyman, Master, Knowledge (Specific) 10 Ranks
Benefit: You have been awarded a franchise by your guild.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 19, 2004 2:59 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
ITINERANT MONK
The Itinerant Monk is driven to understand the world around them. They are masters of diverse lore, language, and observation. Enlightenment is of the utmost importance to them. These seekers tend to be very diplomatic and trustworthy, in order to ensure their own freedom of movement, and access to dusty libraries and personal collections. Because of their reputation for enlightenment, deduction, fairness, and diplomacy, they are often called upon to answer unsolvable crimes.

Requirements
To qualify to become an Itinerant Monk, a character must fulfill the following criteria.
Skill: Diplomacy 4 Ranks, Knowledge (Any two) 5 ranks, Read Language (Any) 4 Ranks, Speak Language (Any) 4 Ranks.
Feats: Skill Focus
Class Information
Hit Die: 1d6
Action Points: The Itinerant Monk gains a number of action points equal to 6 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills
The Itinerant Monk’s class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Wis), Gather Information (Cha), Handle Animals (Cha), Investigate, Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Spot (Wis), Speak Language, Treat Injury (Wis).
Skill Points at Each Level: 9 + Int modifier.

Smash Agrik's black balls with these damn table codes!!!!
Code:
LEVEL   BAB   FOR   REF   WIL   Feature      DEF   REP
1st   +0   +0   +0   +2   Skills      +1   +1
2nd   +1   +0   +0   +3   Secret      +1   +1
3rd   +1   +1   +1   +3   Profile      +2   +1
4th   +2   +1   +1   +4   Secret      +2   +2
5th   +2   +1   +1   +4   Lore      +3   +2
6th   +3   +2   +2   +5   Secret      +3   +2
7th   +3   +2   +2   +5   Discern Lie   +4   +3
8th   +4   +2   +2   +6   Secret      +4   +3
9th   +4   +3   +3   +6   Sixth Sense   +5   +3
10th   +5   +3   +3   +7   Secret      +5   +4


Class Features
The following features pertain to the Itinerant Monk advanced class.
Skills: The itinerant monk has invested must effort into understanding causal relations in the world around him. This effort allows him to gain incite into events that have transpired. The Itinerant monk gains access to two new class skills.
Investigate (Int) Trained Only
Check: A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers.
Analyze Clue: The character can make an Investigate check to apply forensics knowledge to a clue. This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found.
The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.


Collect Evidence: The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit.
To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.
Try Again?: Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence collected cannot be recollected, unless there is more of it to take.
Special: A character can take 10 when making an Investigate check, but cannot take 20.
Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a –4 penalty on his or her check.
A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks.
Time: Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.

Research (Int)
Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.
Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.
The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
Try Again?: Yes.
Special: A character can take 10 or take 20 on a Research check.
Time: A Research check takes 1d4 hours.

Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the Itinerant Monk chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
Lore: At 2nd level, a Itinerant Monk gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Itinerant Monk adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Profile
By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Itinerant Monk compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)
The Itinerant Monk can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Itinerant Monk combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.

Discern Lie
At 7th level, an Itinerant Monk develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Itinerant Monk must be able to see and hear (but not necessarily understand) the individual under scrutiny.
With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Itinerant Monk can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

Sixth Sense
At 10th level, an Itinerant Monk becomes so attuned at solving mysteries that he or she finds a way to put two and two together and rarely misses a clue. Whenever the Itinerant Monk spends 1 action point to improve the result of a skill check made using certain skills (see below), the Itinerant Monk gets to add an additional 1d6 to the result.
The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.

Secret Table
Secret Effect
Instant mastery: 4 ranks of a skill in which the character has no ranks
Secret health: +3 hit points
Secrets of inner strength: +2 bonus on Will saves
The lore of true stamina: +2 bonus on Fortitude saves
Secret knowledge of avoidance: +2 bonus on Reflex saves
Weapon trick: +1 bonus on attack rolls
Dodge trick: +1 bonus to Defense
Applicable knowledge: Any one feat

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 19, 2004 5:46 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
I really like BV's spellcasting causes fatigue. Here was my attempt at implementing it. Three of the conditions I listed below are already in the SRD, slightly modified to include spellcasting rolls.

Spellcasting causes strain. There are 5 levels of strain, which result in greater degrees of fatigue. The 5 levels of strain are:

Spent: A spent character is breathing heavily, but is not hindered in any way. After one minute of rest, a spent character is no longer spent.

Winded: A winded character takes a –1 penalty on attack rolls, spellcasting rolls, and skill checks based on Str, Dex, or Con. After 1 minute of rest, a winded character is no longer winded.

Fatigued: Characters who are fatigued can’t run or charge and take a penalty of –2 to Strength and Dexterity, and to spellcasting rolls. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued.

Exhausted: Heroes who are exhausted move at half speed and cannot run or charge. Furthermore, they take a –6 penalty to Strength and Dexterity, and to spellcasting rolls. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued.

Unconscious: An unconscious character is unable to defend him or herself. The character is helpless and typically falls prone.

Dead: Not another level of strain, just what happens if you get pushed beyond unconcscious.

The level of a spell determines how many levels of Strain you will suffer if you cast the spell successfully.

The DC to cast a spell is Twice the spell level + 9. For each 5 points you exceed the DC by, reduce the strain by one rank.

A failed spellcasting check makes you Spent, if you are not spent already.

If you attempt to cast spells comulatively (round after round), the DC is increased by 2. For each round you do not cast a spell, reduce the comulative penalty by 2.

You cannot normally attempt to cast a spell that would result in your death. Generally speaking, you would be limited to 5th level spells. You can try to cast a higher level spell for every 5 ranks you possess in the appropriate spellcasting skill. However, a simple success when casting a 6th level spell or higher still results in death.

Example
5th Level Peleahn Mage, with 8 Ranks in Peleahn and a +4 Int Bonus has a total of +12 to spell casting.

She attempts a Fireball. (DC 15).

The character rolls an 8 + 12 for a total of 20. Normally, you would be Fatigued after casting this spell, but the degree of success reduces to strain from 3 to 2, resulting in the mage being Winded.

If she tries to cast a Fireball the very next round, the DC increases to 17. If she fails the roll, she gains no additional strain, since she is already more strained than Spent.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 19, 2004 8:09 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Ranger

Requirements
To qualify to become a Ranger, a character must fulfill the following criteria.
Skill: Knowledge: Nature 4 Ranks, Survival 4 Ranks
Feats: Dagger, Bow
Class Information
Hit Die: 1d8
Action Points: The Ranger gains a number of action points equal to 6 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
Lvl BAB FOR REF WIL DEF REP  Feature
   1 0   +1  +1  0  +1  0    Signs & Markers, Track
   2 +1  +2  +2  0  +2  0    Endurance, Wild Empathy
   3 +2  +2  +2 +1  +2  +1   Sneak Attack +1d6, Bonus Feat
   4 +3  +2  +2 +1  +3  +1   Animal companion
   5 +3  +3  +3 +1  +3  +1   Favored Enemy
   6 +4  +3  +3 +2  +3  +2   Sneak Attack +2d6, Bonus Feat
   7 +5  +4  +4 +2  +4  +2   Swift tracker
   8 +6  +4  +4 +2  +4  +2   Camouflage
   9 +6  +4  +4 +3  +5  +3   Sneak Attack +3d6, Bonus Feat
  10 +7  +5  +5 +3  +5  +3   Favored Enemy


Signs & Markers: you understand the signs and markers used by other hunters of the woods. You may communicate basic concepts such as ‘food this way’, ‘danger that way’, or ‘beware of royal foresters’. You can also estimate the age of a found marker by +/- 1d4 days (if recent), +/- 1d20 days (if semi-recent), or +/- 1d4 months (if old). Really slick idea BV!

Track: Gain the track feat. If you already have it, pick from the bonus feat list.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Endurance: A ranger gains Endurance as a bonus feat at 2nd level.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Favored Enemy (Ex): At 5th level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 10th level, the ranger may select an additional favored enemy from those given on the table. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Sneak Attack: If a ranger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

Bonus Feats: Rangery stuff, especially bowmanship and mobility feats.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 19, 2004 8:19 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Knight
Formatting the tables is killing me. I'm posting class features only.

Requirements
Medium Armor Proficiency, Heavy Armor Proficiency, Shield, Sword Proficiency. Two courtly skills 3 ranks
No Missile weapon proficiency
Code:
   Knight
1st    Flower of Chivalry
2nd    Bonus Feat
3rd    Land Grant
4th    Bonus Feat
5th    Flower of Chivalry
6th    Bonus Feat
7th    Leadership
8th    Bonus Feat
9th    Flower of Chivalry
10th   Bonus Feat


Bonus Feats - Lots of fighter type stuff
Land Grant - Gain a manor and land
Flower of Chivalry - Whenever the character participates in an activity that is for the benefit of their allegiance, they may spend an Action Point to gain +1 to Hit, Damage, Saves, and Skill checks for a number of rounds equal to 3 + their Charisma Score.

At 5th Level, this increases to +2
At 9th Level, it affects all characters of like allegiance within 30' of the knight

Some specific feats only to the knigh include
Weapon specialization, greater weapon focus, greater weapon specialization, and a feat that reduces armor check penalty

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Nov 19, 2004 8:47 am 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
Skeleton of the Miracle System

1st Level priests get access to miracles. By spending an action point, a priest can attempt to invoke a miracle. The DC is 10 + Miracle Level. Priests roll 1d20 + Charisma Modifier. Failure means the Action Point is wasted.

I'm going with a generic Priest template, where priests of different gods get specialized abilities at different levels. I'm still working to fill out the list. Some examples are:

Halea (Taken from Personality Advanced Class)
Unlimited Access
When others would normally make a Diplomacy check or Bluff check to smooth-talk or trick their way into a private party or invitation-only event, the Personality adds a bonus equal to his or her Personality level.

Winning Smile
A Personality develops such a force of personal magnetism that he or she can convince a single target to regard him or her as a trusted friend. (If the target is currently being threatened or attacked by the Personality or his or her allies, this ability won’t work.)

Compelling Performance
A Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of his or her choice—despair, hope, rage, or Lust—in a target.


Morgath
Turn/Rebuke Undead

Naveh
Sneak Attack, Martial Arts, Assassin's Death Attack

Peoni
Healing Hands

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Dec 11, 2004 6:02 pm 
Offline
Knight
Knight
User avatar

Joined: Tue Aug 13, 2002 8:28 am
Posts: 1178
Location: Chicago, IL
repost. d20 Harn weapon table
Code:
Weapon                    Damage Critical  Type  Incremen  Size   Weight Price   DC   RestrictiNotes
Axes (Requires the Axe Weapon Proficiency feat)
Battleaxe                  2d8      20      S       —     Medium  6 lb.  100d    18   Mil (+3)
Handaxe                    2d6      20      S       —     Small   3 lb.   72d    16   Lic (+1)
Hatchet                    2d6      20      S       —     Small   2 lb.   12d    10       —
Shorkana                   2d6      20      S     10 ft.  Small   2 lb.   48d    14   Lic (+1)
Sickle                     2d6      20      S       —     Small   2 lb.   10d    10       —
Warhammer                  2d8      20      B       —     Medium  5 lb.   90d    17   Mil (+3)
Greataxe                   2d12     20      S       —     Large   12 lb. 140d    18   Lic (+1)
Bows (Requires the Bow Weapon Proficiency feat)
Hartbow                    2d10     20      P    130 ft.  Large   3 lb.   96d    17   Lic (+1)
Long Bow                   2d8      20      P    100 ft.  Large   3 lb.   36d    13   Lic (+1)
Long Bow, Composite        2d8      20      P    110 ft.  Large   3 lb.   48d    14   Lic (+1)
Short Bow                  2d6      20      P     60 ft.  Large   2 lb.   24d    12   Lic (+1)
Short Bow, Composite       2d6      20      P     70 ft.  Large   3 lb.   30d    13   Lic (+1)
Crossbows (Requires the Crossbow Weapon Proficiency feat)
Crossbow, Hand             2d4    19–20     P     30 ft.  Small   2 lb.   48d    14   Lic (+1)
Crossbow, Heavy            2d10   19–20     P    120 ft.  Large   8 lb.   60d    15   Lic (+1)
Crossbow, Khuzdul Repeate  2d8    19–20     P     80 ft.  Large   6 lb.  120d    18   Mil (+3)
Crossbow, Light            2d8    19–20     P     80 ft.  Medium  4 lb.   48d    14   Lic (+1)
Clubs (Requires the Club Weapon Proficiency feat)
Club                       2d6      20      B     10 ft.  Medium  3 lb.   12d    10       —
Mace                       2d8      20      B       —     Medium  8 lb.   84d    17   Mil (+3)
Maul                       2d10     20      B       —     Large   10 lb.  24d    12       —
Morningstar                2d8      20     B+P      —     Medium  6 lb.   48d    14   Lic (+1)
Sap                        2d6      20      B       —      Tiny   2 lb.    2d    4        —
Stick                      2d4      20      B     10 ft.  Small   3 lb.     —    —        —
Daggers (Requires the Dagger Weapon Proficiency feat)
Dagger                     2d4    19–20    S/P      —     Small   1 lb.   24d    12   Lic (+1)
Keltan                     2d4    19–20    S/P      —     Small   2 lb.   36d    13   Lic (+1)
Knife                      2d4      20     S/P      —      Tiny   1 lb.    6d    7        —
Taburi                     2d4      20      P     10 ft.  Small   1 lb.   20d    12   Lic (+1)
Flails (Requires the Flail Weapon Proficiency feat)
Ball & Chain               2d8      20      B       —     Medium  5 lb.   60d    15   Mil (+3)
Grainflail                 2d6      20      B       —     Medium  4 lb.   12d    10       —
Nachakas                   2d6      20      B       —     Small   2 lb.   12d    10       —
Warflail                   2d10   19–20     B       —     Large   10 lb.  60d    15   Mil (+3)
Net (Requires the Net Weapon Proficiency feat)
Net, Light                  —       —       —     10 ft.  Medium  4 lb.   36d    13       —
Net, Heavy                  —       —       —     10 ft.  Medium  6 lb.   48d    14       —
Net, Hooked                2d4      20      P     10 ft.  Medium  8 lb.   60d    15   Lic (+1)
Picks (Requires the Pick Weapon Proficiency feat)
Pick, Light                2d4    19–20     P       —     Small   3 lb.   72d    16   Lic (+1)
Pick, heavy                2d6    18–20     P       —     Medium  6 lb.   90d    17   Lic (+1)
Polearms (Requires the Polearm Weapon Proficiency feat)
Glaive/Bill                2d10     20      S       —     Large   10 lb.  84d    17   Lic (+1)
Jousting Pole              2d6      20      P       —     Large   10 lb.  40d    14   Mil (+3)
Lance                      2d8      20      P       —     Large   10 lb. 120d    18   Mil (+3)
Pike                       2d8      20      P       —     Large   9 lb.   96d    17   Lic (+1)
Poleaxe                    2d12     20      S       —     Large   12 lb.  96d    17   Mil (+3)
Staves (Requires the Staff Weapon Proficiency feat)
Javelin                    2d6      20      P     30 ft.  Small   2 lb.   48d    14   Lic (+1)
Shortspear                 2d6      20      P     20 ft.  Small   3 lb.   36d    13   Lic (+1)
Spear                      2d8      20      P     20 ft.  Medium  6 lb.   60d    15   Lic (+1)
Staff                    2d6/2d6    20      B       —     Large   4 lb.   36d    13       —
Trident                    2d8      20      P     10 ft.  Medium  4 lb.   72d    16   Lic (+1)
Swords (Requires the Sword Weapon Proficiency feat)
Bastard Sword              2d10   19–20     S       —     Medium  6 lb.  180d    19   Mil (+3)
Battlesword                3d6    19–20     S       —     Large   8 lb.  230d    20   Mil (+3)
Broadsword                 2d8    19–20     S       —     Medium  4 lb.  150d    19   Mil (+3)
Estoc                      2d8    19–20     P       —     Medium  4 lb.  150d    19   Mil (+3)
Falchion                   2d8      20      S       —     Medium  4 lb.  120d    18   Lic (+1)
Longknife                  2d6    18–20     S       —     Medium  4 lb.   96d    17   Mil (+3)
Mang                       2d8    19–20     S       —     Medium  4 lb.  110d    18       —
Mankar                     2d6    19–20     S       —     Medium  2 lb.   84d    17       —
Shortsword                 2d6    19–20     P       —     Small   2 lb.   90d    17   Lic (+1)
Whip (Requires the Whip Weapon Proficiency feat)
Isagra                     2d6      20      S       —     Medium  3 lb.   20d    12   Lic (+1)
Whip                       2d3      20      S       —     Medium  2 lb.   12d    10       —


Whoah, is the weapon table a misprint?
Actually no, it’s not. I doubled up on the weapon damage for a couple of reasons. While I haven’t been the recipient of a sword blow, I’m pretty certain it hurts like hell, and that it’s sure to cause Massive Damage a lot more often than is usually possible with the original 1 die value and a critical hit. (even then, it's not possible for a good % of weapons) I wanted to retain the Massive Damage Threshold, and I wanted medieval character facing a guard with a broadsword to have the same sense of dread that modern characters feel when in a gunfight. Even if this was a game simulating the dangers of the modern firearms, I’d probably want to keep the chart as is.

_________________
A moment is the most you can ever expect from perfection.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 12, 2004 2:02 am 
Offline
Beadle
Beadle
User avatar

Joined: Fri May 09, 2003 4:14 am
Posts: 300
Location: The Land of the South Wind
Very interesting idea - doubling the weapon damage. Will definitely change the balance of power in combat. I assume there will be a supporting write-up in the text to cover doubling the damage - otherwise most people will assume it is a typo. You might also have examples of how combat is changed by this, relating back to the massive damage rules, etc. So a reader not used to Harn, will understand why the change was made. I assume that critical hits still double the damage? As a side note, my wife's character, the GreatAxe weilding Ivinian Shieldmaiden becomes even scarier in combat if I switch over to this... 4d12+STR bonusx2 on a critical hit...

_________________
------
John S. Daniel II
------
"Beer is proof that God loves us and wants us to be happy" - B. Franklin
------


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 89 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 10 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group