Mouse
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Simon, Lord of Reserved Swedes and Lesser Top Hats
Posts: 154
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Post by Mouse on Feb 3, 2012 15:57:52 GMT
For those of you who don't know me: My name is Simon Axbrink and I study International Relations in my third year here at UWE. If you went to the RP meeting you might have seen me looking for another player for a Pathfinder game.
Yes, I will run a new game. It will be a D&D 6.0 game... Wait? 6.0!? Yes! Drakar & Demoner 6.0 that's what D&D stands for, right?
In all seriousness though. Drakar och Demoner (Dragons and Demons is a Swedish RP-game which started as a translation of DnD first version but then took on a life of its own and became a completely different game. Today, the system is very different and utilizes some d20 rules with no level system or XP and loose character concepts instead of classes. Yes, this means your Full-Plate fighter can be an arcane caster without levels in another class.
I will try to run this game on Saturdays (this can be negotiated) if I can get enough interest. As I'm bored on weekends and being a foreign student I can't go home cause flight tickets are expensive.
I'm expecting no experience in RPing what-so-ever. The system is new to me as well and I will be using a pre-written campaign that I bought called Snowsaga. It will be a learning-by-doing experiment as I haven't found much of a translation so far. Be adviced that this is not another attempt at the disaster of trying to translate Coriolis that was started with a former flatmate and then was handed over to me last year. Being a simpler system (that I know somewhat, Coriolis is still a mystery to me) it can be run without a full translation. As with any new system it has a learning curve, however.
I'm open to suggestion on where to run this. The only thing that is out of the question is the house I live in as it already has two games running in it (and I'd like to run it indoors too...)
I'm hoping to hear from you soon!
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Post by mafoon on Feb 6, 2012 14:30:48 GMT
Yeh i'm up for that, being a weekend game i may not be in bristol every weekend but hopefully can attend the majority of the games. I would like to know a bit more about the system like the basics of combat and alot more about the setting.
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Mouse
Frequent Member
Simon, Lord of Reserved Swedes and Lesser Top Hats
Posts: 154
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Post by Mouse on Feb 9, 2012 15:17:57 GMT
So Ryan will join as a second player and we are gravitating towards playing on Sunday during day-time. I've heard requests for the rules and will attempt to explain some of it here.
The game has 9 base stats which are decided by dice rolls these are:
Strength - Decides bonus damage to hits and base attack bonus
Dexterity - Decides base attack bonus, initiative and movement speed
Size - Decides HP, bonus damage and BAB
Physiology - Decides HP
Perception - Decides how good you are at noticing things and details about stuff and your memory.
Psyche - Decides HP and Courage (all monsters have a fear modifier in this game)
Charisma - Decides how comely you are to people and how you are treated by NPCs
Spirit - Decides your spellcasting and prayer ability
Intelligence - Decides your capability to memorize spells and how many you can cast per day
You roll 4d6 for every stat except size reroll 1s and then remove the lowest die rolled. When you have 8 stats allocate them how you want. Then you may remove points from any stats, for every 2 you remove you may allocate 1 in another stat.
These stats are then used to calculate how many Feat Value points you have. These can be spent on a number of different skills that decide everything about your character from how good you are at tracking to what your attack bonus and language skill will be. How expensive these stats are decided by what career you chose to follower. Hunters for example may purchase the Hunt skill at a very low price. The base stats do not decide what bonus you get to these skills but instead decide how high ranks in a skill you can get.
I think that is enough for now but may add more as players get used to the game.
So far I've noticed three problems with the game I will attempt to address:
1) I haven't played the game 2) I don't like to house rule games I haven't played as I don't know how balanced they will be. 3) Some of the rules are ridiculous and need to be house ruled
I will write down some of these houserules here so you can throw them in my face when they backfire on me.
Dwarven rune priest no longer have to travel to their home mountain, meet a runemaster, take him down n the deepest most dangerous parts of the mountain, wait nine days for a runesmith to make a branding iron + nine more if the runesmith doesn't do a perfect job, brand himself with the rune and then travel all the way back again after a month to rejoin his party. As this might take several years for a rune priest who has put five points in Religious practice and gained 8 new runes.
Instead they have to work for 8 hours a day for 6 days on a mold which they will need to make a branding iron after 8 hours of work in a forge on the seventh day. Work on these may be simultaneous, so that 2 runes can be made each week.
Similarily, Human priests do not have to return to their cloister, isolate themselves from the world outside for 7 days + one day for every rank in Religious practice + one day for every bonus they want to get in order to not fail and have to repeat the process again when they get their chance to get a prayer.
Instead, they have to spend 8 hours a day for a week in either meditation, prayer, contemplating or discussing a religious conundrum depending on what fits with your character. On the end of the seventh day your character will geta vision of his deity, in a dream or whatever fits with your character, and needs to make a religious practice roll. A high roll, perfect hit or exceeding the requirement for excellent work will allow you to chose any 2 prayers from the Prayers of Might list. A Roll exceeding requirements for Good work will allow you to chose 1 prayer of your choice and your deity chosing the other based on your past or the content of your prayer. On a passed roll your Deity will chose both prayers based on your prayer or contemplation. On a failed roll your deity will not pay you much attention and will just chose two prayers for you at random.
The Spellcaster no longer needs to randomly find a magic scroll or train for a month by a master to learn a new spell. Instead his increased knowledge of the workings of magic will allow him to write a magic scroll for himself from which he may learn or memorize the spell as per normal rules on learning from a scroll.
Armour Values are no longer absolutes. A new skill will be added called "Know Weakpoint". This will be a primary ability for rogues and a secondary ability for hunters. When using light weapons (Daggers, Short Sword etc.) on a successful hit a rogue or a hunter may roll an additional time, they may hit the weaker points of the armour and reduct a number of armour value equal to the number they exceed the requirement to pass the roll by. This is implemented to prevent Rogues using light weapons (such as those playing halflings) not being able to do any damage at all on high AV monsters even when rolling maximum damage in later games.
You will no longer have to spend 3 months in training to increase one base ability. Instead you will be able to increase 1 point for the first 50 Adventure Points you get and an additional 1 for every next 100 AP you get after that. This is to discourage players from all taking a break from adventuring to do 3 years of training and have maximum stats without ever getting in danger.
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Post by mafoon on Feb 13, 2012 11:19:55 GMT
Human priest healer, min max for physiology phyche spirit and intelligence, a man of few words that will throw his life on the line for his comrades and show no fear even when he knows it could be the end and is actaully brickin it inside. I'll write a back stroy later.
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Mouse
Frequent Member
Simon, Lord of Reserved Swedes and Lesser Top Hats
Posts: 154
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Post by Mouse on Feb 13, 2012 16:09:32 GMT
Sounds great. Human priests/healers generally chose from Gerbanis faith which focuses on the belief in Storme. Storme is a God of war and battle and grants prayers which improve battle proficiency, damage enemies and shields fighters as well as provide healing for warriors recovering from wounds suffered in battle.
The other choice is Nidendom which is the exact opposite in that it promotes peace rather than warfare. Nidendom has Prayers of Might focusing on protection, holy light, healing and blessing.
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Mouse
Frequent Member
Simon, Lord of Reserved Swedes and Lesser Top Hats
Posts: 154
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Post by Mouse on Feb 15, 2012 15:12:32 GMT
Errata: Because of the power of Prayers of Might priests can now only learn 1 per week.
Dwarven Rune priests can only learn runes that are independent of each other the same week.
Weapons that reach their breaking point now take 1d6 of damage instead of 1d3 to make shields somewhat useful.
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