[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Thread Primer.jpg (337 KB, 1088x771)
337 KB
337 KB JPG
Preparing for playtesting edition.

>Built high atop a floating rock, the great city of Sanctaphrax is bound to the ground below by a chain, its inhabitants living with their heads literally in the clouds.

>What is this?
A Fa/tg/uy homebrew based on the Edge Chronicles series of books.

Previous Threads;
>>36261395
>>36343881

>Our lengthening Pastebin (Contains links to Charts and Sheets as well as mechanics and general info)
http://pastebin.com/syx3WHYy
>>
>>36420920
Might be worth posting the To-Do list
>>
>>36421265
>Distantlands To Do list
Add anything you want. The more the merrier.
>More clearly delineated sections in general (perhaps separated by a line of underscores). As it is, there's a bit of a muddle with the alternate rolling method halfway through the races and some notes on skills placed under professions.
If I have to recommend a set of headings, right now I'd go for the following:
>Core Mechanics:
Dice-Related, Edge Points and Chargen (age blocks and character sheets).
>Professions:
Exactly what you'd think. The list of professions, divided if necessary by Age of Flight. Backgrounds go here too, I suppose.
>Skills:
The full skill descriptions, prerequisites and so on.
>Setting:
The lists of races and assorted flora.
>Other:
The alternative rolling method and other assorted miscellaneous things that we end up accruing.
>>
Stats/Descriptions of any kind of anything from places to monsters or whatever is welcome too though the end results may get slightly modified as we crunch more numbers and start playtesting.
Any feedback or thoughts on anything we have going or any mechanics is highly encouraged, we learn a lot by explaining how things work so everything helps.

Here's a sample item we whipped up last thread;
>Skychart;
+1 Dice Type to Navigation as long as the character has d6 Navigation Skill (Max D10). Can be used as a D4 Navigation Roll by any character who can read.
Item Quality; Varies from Damaged to Exceptional.
Any (or maybe just Critical Failures? I want it to be a risk for the untrained as they may smudge it etc.) Failures while using a Skychart downgrade the Quality by one point.

Flat bonuses are a bit to good(or brutal) but limited dice increases seem to work a lot better. Minor drawbacks, or minor bonuses for untrained characters or what have you are fine.
If anyone wants to take a stab at brewing some items, have at it.
>>
Bumping for justice.

>>36421297
Perhaps "Gather Information" or "Listen" for a urban skill?

Side note, Knight Armor has Parawings in the design.

>Item: Parawings, allows the player to make a roll to glide, useful for not dying if your ship is crashing.
>>
>>36421502
Those sound good.
Think Listen could be under perception? Or do you think it could be a different skill entirely?
I'll throw in Gather Info, seems to be fairly common.

>Side note, Knight Armor has Parawings in the design.
Great to know, thanks. I'll update.

>>36421265
Be sure to take a break on the Fauna stuff too, you're working to hard on this!
>>
>>36421700
Depends on whether or not you consider perception to be a visual thing or not. Sure you might want to SEE danger coming at you, but hearing it is fine as well.

And like I said last thread, you should have a good reason to be a Knight who isn't in Sanctaphrax, people will notice that.
>>
>>36422009
I fall in the camp that would prefer perception to cover all sensory acuity. That way, you don't end up requiring 2-3 skills just to know what's happening around you (a la 3.5e).
>>
I'd love to be a big part of this and work on professions. What exactly do you need, just a list and descriptions?
>>
File: Success Chart 2.png (54 KB, 1020x606)
54 KB
54 KB PNG
>>36422434
A list, descriptions and some skills that would fit under that profession would be ideal.

>>36420920
Today's first crunch aid is here!
I've amended the success chart to include the cumulative probability created by a flat +1 or -1 modifier. That, for now, should be all the information required to gauge the effects and assign equipment stats and TNs.
>>
>>36422261
I'm all for this, simplicity just makes things easier.

>>36422593
That's amazing thanks.

>>36422434
List them, what they do. Any appropriate skills you can think of. Any prerequisites or other requirments they may have.
Doesn't have to be hard crunch, any info is good.
>>
>>36422724
God damn name field.

But yea, just do anything you want really. There's tons of stuff to be filled in.
>>
>>36422724
>>36422009
Alright, then Perception will go all around.

How about in that regard, if you just manage to pass a Perception roll you KNOW that something is there, maybe you heard it, if you pass the challenge number with room to spare then your results are better.

>>36422434
An ideal set up might be say.

>Profession: Knifegrinder
>Prerequisite:Grindstone mateirals
>Skills: Crafting, Trading, Stealth, Perception
>Background, a knifegrinder makes sure your blades are shape, a skilled one is often sought after by individuals of shady professions, waif assassins and guildsmen alike seek a fine grinder to give them a blade to end their enemies' life.

Obviously Knifegrinder is sorta lame and whilst an actual profession in the series, does not lend itself to high adventure, but you get the idea.

As a side note, do we have "Stealth" as a skill?
>>
>>36422832
What are your thoughts on some form of actual Profession based skill which can be used to roll tests to make money using your profession. Similar to perform in some systems
>>
>>36422832
>As a side note, do we have "Stealth" as a skill?
Kind of?
>Tracking; Active Skill
>Sneaking, detection, hunting. Anything to do with finding prey/evading a predator falls under tracking.

Though if anyone feels Sneaking and Tracking should be 2 that's cool with me.

>An ideal set up might be say...
Sure, looks good. Try to put maybe 5 or so skills for each class and perhaps more for 'elite' classes like Skyship captain.
Thanks for the work.
>>
>>36422867
Well in 3.5, Perform and Profession have empty slots next to them that you can fill in with what your profession is.

That might be better than adding in a million "Knifegrinder","Sausage Salesman", "Lumberjack".

Here's how I'd do it.

>Profession, anything in the vein of a job, working a loom, filing paperwork, balancing your checkbook, grinding a knife.
>Crafting, this is actually making things, smelting, building, and other such deals. This is more in the way of raw tools and materials, one could be say...a jewelry craftsman, but then you'd likely not know how to fix a skyship or forge a blade.
>Perform, singing, dancing, or giving a rousing speech. Anything that is in the way of public actions or visual artistic pursuits.

How does that sound?
>>
>>36422911

Guy working on Professions here, I like it.

Er, should I use a Trip?
>>
>>36422906
I feel as though the two should be separate-ish. Tracking certainly involves sneaking up on your prey, but stealth is more general to things such as espionage or trying to hide yourself away.

I don't want to do the 3.5 "Move Silently" and "Hide" thing because simplicity is always a virtue, but at the same time, I feel like a Waif assassin might know how to stay hidden, but not catch a prey in the wild.
>>
>>36422918
Right now we have a few namefags who have contributed assloads of info.

I've been posting pretty regular and I haven't cared to use a name so far, maybe I'll adopt one after playtesting so it's easier to find any posts I'll make in regard to that, but it's whatevers.
>>
>>36422942

Alright. This is me from now on.
>>
>>36422832

I like your system, I think I'll use it for now.
>>
>>36422911
>Crafting
Well we have 2 crafting skills one for small items and one for big to keep it simple. So I think it's a little redundant.

Perform could work.

>Profession, anything in the vein of a job, working a loom, filing paperwork, balancing your checkbook, grinding a knife.
Could work too, but it sounds pretty generalized without having a clear distinction though. For example I would just put "Blade Sharpening" as a Fine Tools skill check.
>>
>>36422979
Alrighty then.

Head's up, the Edge Chronicles wiki is a nice source of info and it's easier than leafing through the books, though if you get the chance those are always a good read.

Right now, we're set on getting the First Age of Flight ready for gaming with the Second and Third Ages as future plans.

Plus everyone wants to fly a ship using a rock.
>>
>>36423007
I was just using the blade thing as an example.

Profession is pretty generalized, that's why I propose the 3.5 example and making it a blank slot next to it where the player has to fill in what they want their profession skill deal to be, it's a general slot that you need to put a specialization in to use.

The construction/fine tools difference works for crafting, so yeah. You're right on that one.
>>
Some Thoughts on Criticals
>A roll of below 1 is always a critical failure. Static maluses are deadly.
>A roll of 1 counts as a critical failure for you, but not your whole team (you lose EP and so on).
>If your pooled results are more than 5 below the TN, you suffer a critical failure.
>Rolling 12 or above is a critical success.
>If your team surpasses the TN by 5 or more, it is a critical success.
Naturally, crits (positive or negative) don't stack. I suppose if you get a personal critfail in the same roll as your pool ends up with a critical success, you can cancel them.

>>36422911
That does make sense - put one of those as available to each profession. Perhaps allow it to be free, so that it doesn't get utterly neglected in favour of practical skills. I'm also in favour of allowing the various skills to have a gameplay application other than making money: professional work can help while adventuring, crafting's utility should be obvious and perform can be used to enhance persuasion attempts and suchlike.
That seems to fit with our fairly open interpretations of skills as opposed to the "if it's not on your character sheet..." attitude occasionally espoused elsewhere.

>>36422918
We do have a good number of contributing anons. Use a name if you need to create a sort of continuity in your posts for some reason (such as my crunching or Edgeraces' fluff dumps).

Really, it doesn't matter either way. I haven't noticed any anons' work being ignored at any point, certainly.
>>
>>36423041
Lemme' give an example.

>Tam Woodwalker
>Race: Woodtroll
>Background: Deepwooder
>Profession-Deepwoods Hunter/Lumberjack
>Skills: Combat, Tracking, Flora, Fauna, Climbing, Foreign Cultures, PROFESSION(Lumberjack)

That last bit is important to the idea of "Profession", Tam now is skilled in the ways of cutting down trees, he can tell you how much that log is worth, what it's made out of, what kind of grain is the in the wood, how old it is. What kind of trees are around you, if that wood has a secret compartment due to the grain changing. You can see how this is useful, Profession doesn't let Tam tell booking clerks how to do their job or anything of sort, it just means he's a professional lumberjack.

>>36423063
See above, I figured that if the player wants a specific career in their background, then they should have some skills and knowledge relating to it. So it works best as a side deal.

And please, I'm not fully getting the critical, is this in a scenario where the team pools their rolls?
>>
>>36423041
If Profession is greenlighted as a skill it should probably be an associated skill of most the undertown backgrounds.
Certain races might also get it as an associated skill for limited selection of professions.
Woodtroll might give Profession(Lumberjack)?
>>
For the moment I've divvied up into areas where the Profeessions would normally be found.

UNDERTOWN: Trades (knife grinding, butchery, smithing, construction, I'll add more later) markets/mercantile, business (tavern ownership rather then say working the bar) Leagues (whether you're a former Leaguesman, or a Hat-Tipper that picked up a bit) Rubble Barges/Boatsmen (gotta get across the river) black marketeering (from fromp-fighting to underhanded flight-rock harvesting), shipbuilding, alchemy, brewing...

SANCTAPHRAX: Student (skills vary by which school) Knights Academy, Professor/Under-professor, Guard/Bodyguard (from regular guards to Treasury guards), Maid/Butler, Kitchen servant (really any kind of servant), Basket tenders (the guys that operate the evevator baskets to get in and out) and flight rock harvester

MIRE: Hunters, caravaners/guides, bandits, possibly slavers headed to Undertown

TWILIGHT WOODS: Guide, possibly miners depending on the age.

DEEPWOODS: A lot like Undertown, tradesmen, leatherworkers, hunters, slavers, lumberjacks (lumberjacks can specialize based on the type of tree) tribesmen/warriors, alchemists & apothecarys, fortuneteller/soothsayer

I know the roles on a Sky Ship were posted previously so I won't overwrite them with my current list.

Unfortunately it's late, so I'll let you guys nitpick my list, add whatever you'd like, and I'll get back to you tomorrow. That's when I'll go into more detail.

Tata for now.
>>
>>36423127
I think we might be going with adding it as a free skill that you need to specify what you're job or area of expertise is.

Also.

>Woodtroll
>Profession(Lumberjack)

>>36423119
>Woodtroll
>Profession(Lumberjack)

I am a wizard.
>>
>>36423119
The criticals relating to a specific roll apply in all circumstances - whether rolling alone or pooling your roll. So if you roll 12+ or 1-. you're always getting the effects of a critical for yourself. The TN-related ones apply to everyone who pooled their rules. I'm not sure if crits and critfails count as a guaranteed success/failure would be balanced, however - perhaps their effects of gaining and losing EP are enough.
>>
>>36423119
We should probably sort out the terminology so there is no overlap with the term profession.


The skill could be renamed Career, Trade or Business?
Alternately the overarching profession could be referred to as class or something?
>>
>>36423157
>rules
Should be "rolls", obviously.

>>36423157
I'll propose Employment. Trade fits best of your examples, but can be confused with the Trading skill.
>>
>>36423139
Not sure if you saw, I dumped a bunch of professions in the previous thread that were copied into the pastebin, mainly various trades for the leagues and such mainly for fluff classes but they'd probably be used to the skill now
>>
>>36423139
Nice job, I think it was Edgeraces or Distandlands Anon who posted a big list on each League and what they do if we still ahve that.

The Sanctaphrax list is gold, I kinda skipped over the Merc guards and the serving staff.

I don't think they had any guides for the Twilight Woods until the Second Age and we'll work on that after we release the initial game.

>>36423157
Alright, thanks!

>>36423161
>>36423177
What Distantlands said, Trade is a better word, but it meshes with "Trading".

Unless we remake "Trading" as "Bartering", if anyone wants to do that.
>>
>>36423187
>>36423202

Alright thanks. I'll take a closer look tomorrow and get back to you folks.
>>
>>36422911
>>36423063
Reading it again I like the idea a bit more. If you can write a good explanation for the 'Profession (______)' skill and what it does that would be cool. I'm having trouble wording that well myself (blame the insomnia).

>>36423063
Those sound good. I like the cancelling idea too.

>>36422918
Use a name if you want. I do go through the threads and read every post whether I reply or not, so your feedback is being acknowledged either way.
>>
That wording works well, Thanks >>36423177
Choosing an Employment skill should be part of character creation and a part of your character.

If it is a free skill for everyone, undertowners and perhaps deepwooders should get bonus die for their backgrounds / some races.

A undertowner slaughterer who grew up selling charms on the street should have a crunch-y stat that he can use to make money better than fouthling Sanctaphrax academic who's spend his years studying and researching academic skills.

Sure, the academic might have Profession(Windtaster Student) But it's pretty difficult to make money with that wherever they make port, at least more difficult than it is to sell charms
>>
>>36423224
Well my idea is that the Profession/Trade (____) skill is anything that could be considered a job field or area of expertise. If you are a butcher then you should know your way around meats, how to treat, identify, cook, and poison if need be. Instead of putting a million skills in all of those various fields, we just have one skill that you fill in with whatever your background would entail as a job you might have or still have held. In the Tam Woodwalker example, as a Profession/Trade (Lumberjack), Tam knew how to identify different trees and wood grains as well as what they did. It's a skill that allows you to use knowledge that your character would have to your advantage in a specialized area that you are familiar with.
>>
>>36423224
>Profession (______)
Prerequisites: A Profession
Description: Your daily employment, the very meat and drink of your trade, can be leveraged to make some money. At any times an employer might be found, you may offer your services for a wage or other benefits.
>>
>>36423119
>>36423127
>>36423161
>>36423271
Trade or employment work. Looks like a good addition too.

>>36423139
Thanks for the info. I'll add it to Edgeraces listings.

>>36423119
>>36423157
I'll add these little Q&As too so hopefully everything become easier to understand.

>>36423281
>>36423302
I'll quote that. Thanks guys.
>>
>>36423271
>>36423302
Do you guys just want Profession to be for money-making or do the idea I have where you can apply it to other scenarios where that job knowledge might be used for other ends?
>>
>>36423281
Personally I think that the Profession/Trade/Employment(____) Skill shouldn't be used for knowledge checks outside knowing how to make money from the profession as then it'll cause overlap with other areas.
Sure a Undertown Commoner Fourthling with Employment(Lumberjack) might know which trees are worth the most and how to cut them down best to make money, but a Deepwoods Woodtroll with Employment(Lumberjack) can use his background and/or racial bonus to Flora to know about the properties of the different trees and what they do and use that knowledge to boost his Employment(Lumberjack) roll.
>>
>>36423281
That seems to me like an example of the professions as a whole. Flora is a skill associated with the Lumberjack profession and would be used to identify the various trees. The profession/employment skill is merely for doing your actual day job, as I see it.
If it entails a whole suite of capabilities, it starts to render the other skills redundant.
>>
>>36423338
>>36423342
Fair point, I was worried about it edging into other skills.

So all your Employment does is supplement a Flora or whichever roll would actually be used? Is that the idea?
>>
>>36423338
>>36423342
>>36423338
>>36423377
I'm honestly sort of against the whole Profession _____ thing myself.
Lots of overlap right now, and feels very generalized without clear definition to make it different or separate.
>>
>>36423377
You roll employment to make money when you get an opportunity to do so.
You might use other skills to boost this roll if they apply at the time
>>
>>36423386
As I see it's its a mechanic for players to make/ earn money which is something we haven't figured out yet.
Also something that undertowners can use to balance them out against the superior knowledge of the other backgrounds.
>>
>>36423386
Well my original idea for Profession was that it would be a general slot to fill with a specific skill that the other stuff didn't cover.

So going back to the Lumberjack example, let's be simple. You can just know how to cut down trees, sure it might entail knowing more about the trees than Joe Schmo, but at the same time, you are not a scholar. That would be Flora's field. Trading or Bartering to actually sell it is the field of Trading and Bartering.

So Profession is "it isn't covered by the other things" in that regard, just a skill you would have based on your job and background, being able to work a loom or keep records.

>>36423395
If we simplify Profession, then selling stuff will probably remain the field of Trading.

How does that sound?

>>36423413
At the same time, this is a good point.
>>
>>36423386
I'm actually going to agree here. I'd been thinking of it as a slightly-expanded version of the 3.5e professions that are basically "roll to make money" (adding "roll to do someone a favour"). Really, there is just too much overlap at this point if we allow it to supplement the other skills, as it's more or less redundant with the profession than grants those skills in the first place.

In short, I suggest that the idea isn't implemented (although Perform still has room to exist as a social skill, seeing as we need more of those), unless we go by a very strict "only applies to doing your specific job in the circumstances of gainful employment", which itself doesn't mesh well with the looser definitions of most skills.
>>
>>36423458
>>36423386
Yeah, after reading your points I'm happy to abandon the Employment(____) skill. It does kinda overlap with the 'Profession as a class' thing we've got going on.


On another note, what are your thoughts on some form of a Common sense skill?
Something to use to represent the street/edge smarts acquired by growing up in undertown as one of the Urban skills were chasing?
>>
>>36423511
Alright, fair points all around, Employment is out.

As for common sense..."Street Smarts"? Maybe?

Edge Smarts seem more like a survival deal.
>>
>>36423413
>Money making mechanic.
Don't terribly like the sound of it.
You should be able to use your skills to produce an income. As for undertowners they should be balanced beyond the ability to earn money. Maybe they lack the education of scholars but they make up for it with practical knowledge.

>>36423445
>Using your lumberjack example
You may not be a scholar, but you can tell someone how much time and effort it takes to harvest a bail of lufwood. You don't have to know the science behind it but you can gather it and apply a material cost.

>then selling stuff will probably remain the field of Trading.
Depends. If someone is selling you plants you could again roll a Flora check to appraise their worth, notices how fresh they were etc.

>>36423511
Well we have;
>Foreign Cultures; Passive Skill
>High Culture/Influence; Passive Skill
Maybe..
>Low Culture; Passive?
>>
>>36423445
Profession (____) as a catch-all worked in 3.5 (well, it didn't, but that's more due to implementation) due to the very strict definitions of skills by the RAW. Here, on the other hand, skills have wide, sweeping definitions covering large numbers of applications and the specific skills should exist to cover the things that can be done. The Lumberjack profession, for instance, includes under its banner an array of skills including flora, trading and so on. You have to choose a few of those skills (three?) to take, so the Undertown lumberjack could conceivably have an entirely different skillset to a Deepwoods one.
>>
Also in the pastebin the 'third' part of character creation that influences your starting skills would be your characters race, right?
Though maybe reorder them later...

Character creation usually goes
Race->Profession->Background
as oppposed to
Background->Profession->Race?
>>
>>36423548
Wouldn't it be race -> background -> profession?

>>36423528
>Low Culture
It does seem like a low/popular culture skill could fit, covering street knowledge and suchlike.
>>
>>36423528
>You may not be a scholar...
Yeah, that was the idea behind it, I guess.

Low Culture is good, maybe for stuff like Black Market contacts, where to buy the best stuff? Who to rub elbows with? Impress gangs?

>>36423541
Fair.

Does Undertown even have Lumberjacks?

>>36423548
Race seems to be our third deal.

So reordering should be nice, might make things clearer to people used to Race-Class-Skills character creations.
>>
>>36423525
>Street Smarts
Sounds good instead of Low Culture. We'll put that in.

>Edge Smarts
Elaborate? What would you put under that skill?

>>36423548
>>36423581
True enough, I'll change it. I have a ton already to add but I'll get around to it a bit later, trying to take it a little easier today, going to sleep early too.
>>
>>36423586
>Does Undertown even have Lumberjacks?
Probably not, given the massive obstacles between them and the nearest decent location for forestry.
>>
>>36423594
I wouldn't put Edge Smarts under anything, that was just a proposed name.

I'm okay with either name, but Low Culture makes me giggle.
>>
>>36423586
>Low Culture is good, maybe for stuff like Black Market contacts, where to buy the best stuff? Who to rub elbows with? Impress gangs?
Spot on.

>So reordering should be nice, might make things clearer to people used to Race-Class-Skills character creations.
If you guys come up with any editing or layout changes that's great stuff. I've been trying to make a legible document from copy+paste so don't worry about getting on me for that.

>>36423615
>Low Culture makes me giggle.
Hah, fair enough!
>>
>>36423594
Edge smarts was just a word for a kind of overall common sense skill, but its better to be broken up into street smarts and other things.
>>
>>36423630
>>36423615
Boy I'm slow today.
>>
>>36423629
Right, so Undertowners will have Low Culture as a skill? How about Leaguesmen can get a fledgling knowledge of it for maybe an extra year or so in their character creation since plenty of Leagues do shady business, not to mention Sky Pirates?
>>
>>36423630
An overall common sense skill would definitely be a little overpowered, rendering, say, the "is this orange ball of fur safe for me to kick?" aspect of Fauna obsolete.
>>
File: giphy.gif (471 KB, 225x229)
471 KB
471 KB GIF
>>36423673
>would you kick a wig-wig?

But yeah, that skill does sound a bit too general, sorta like the same problem with Profession.

Also, having one person in my playtest group(two confirmed now) who has never read the series will be fun to watch when Wig-Wigs come out.
>>
>>36423665
Sounds good.


I'd say Low Culture class skill for
>Leaguesmen (maybe with a small penalty)
Should we add Leaguesmen as a Profession?
>Skypirates
>Undertowners
>Mercenaries?
>Slaver
>Politician

Also are Mire Caravaneers FAoF or 2nd?

>>36423699
>wig-wigs
You cruel man.

Also some ideas for monsters stats, could make things a bit terrifying and say any Failure rolling against a Wig-Wig swarm is automatically a Critical as they eat through equipment/people or something.
>>
I was here for the first thread and thought you guys gave up, I will definitely keep up from here on out.
>>
>>36423744
Mire Caravaneers are both FAoF and 2nd, they're a mix of slavers and people just trying to transfer wares. In the Second Age the Great Mire Road makes this job kinda obsolete.

As for Leaguesmen, I assumed we had Guilder as that role, but Leaguesman also works, mostly based around trading and politicking. The penalty is great because of course poor people dislike rich assholes.

>wig-wigs

I've teased her with details of how the Deepwoods are awful, my plan is to run this as a playtest, give them a skyship and some basic missions to see how the system works.

And I love that Wig-Wig failure. Seriously, this system will be somewhat high mortality for the unprepared.

>got bit by Hoverworm, untreated, float away and explode
>slept in Caterbird cacoon, woke up to a Rotsucker's acid eating me away
>saw some little cute fuzz-balls, turned out to be land piranhas.

>>36423749
We're going strong, anon! Occasionally we have dead times where the main crunchers aren't here and it's just lore-bumping.
>>
I've been thinking a lot about alignment in the edge chronicles and how it would transfer into the games mechanics.

I've come up with a few different ideas.

A completely irrelevant alignment/diety choice at character creation where you simply choose
Earth/Sky and have it be curseword of choice.

Alternately I was thinking about reoccuring themes within characters and the things that separate the heroes from the villains.
There's a lot of core dichotomies represented in the books and the grey areas that result from choosing one of the other.
Issues such as

Loyalty vs Deceit
Science vs Nature
Self vs Others
Profit vs Honor

I've been playing around with a way to work these and other themes into a kind of alignment system but it's keep reverting to a Virtue/Vice system for WoD, but i don't think that really fits.

Perhaps some sort of system where players simply choose one or the other from a few binary pairs to create a kind of personality of their character as an alignment.
With the above choices as examples,
Twig might have chosen
(Loyalty, Nature, Self, Honor)
Whilst an equally 'good' character Maris might have chosen
(Loyalty, Science, Others, Honor)

idk there's a lot of overlap with the one's I've listed above, but you can kinda see what I was going for.
Should we have an alignment system at all?
>>
>>36423825
Yeah, I get what you're saying. I'm just not sure how this works in terms of crunch. DnD alignments have a clear effect on gameplay. This...I dunno? This seems more up to backstory and characterization.
>>
>>36423848
I'm much more of a backstory and characterization kind of person, heh.
It kind of shows as the only realy crunch-y thing I've contributed is the initial suggestion of the Edge points system
>>
>>36423749
We're as persistent as the Gloamglozer.

>>36423786
>Mire Caravaneers are both FAoF and 2nd, they're a mix of slavers and people just trying to transfer wares.
Alright thanks.

>And I love that Wig-Wig failure. Seriously, this system will be somewhat high mortality for the unprepared.
Hopefully we can keep it nice and balanced, but it should be interesting.

>>36423825
I don't particularly like Alignments myself. If we had anything I would say in FAoF the prejudice against Earth Scholars by Sky Scholars is something, but it's more a roleplay element.
At this time I don't really see a place for it. Though I'm willing to hear any and all opinions on it if people think otherwise.
>>
>>36423875
Fair enough, I've spent most of the last two threads contributing lore info.
>>
>>36423875
>It kind of shows as the only realy crunch-y thing I've contributed is the initial suggestion of the Edge points system
Don't sell yourself short, that was a stroke of genius and propelled a lot of good discussions and eliminated a huge dilemma about check mechanics and all that.

You're doing great work on this.
>>
>>36423890
Always appreciate it too, thanks for all the contributions.
>>
>>36423941
No problem, I've always loved this series.

Next topic, enemy stats?

Any ideas?
>>
>>36423901
Thanks :)

Wasn't trying to sell myself short, just pointing out I'm generally better at Lore/fluff :P
>>
>>36423962
Wig wigs need to have high damage and low HP... that or maybe have Wig wig swarms be one entity
>>
>>36423825
I'd personally rather leave alignment as up to RP, although there's definitely space for all of this Iin the setting document, as we are assembling one.

>>36423875
Your proposal for Edge Points does still form the brunt of the current system and your immense contributions in terms of setting detail (which will be essential when it comes to statting everything) have been immeasurable.
It takes a lot to make a system and all my charts would mean nothing without the context everyone else has provided.
>>
>>36423999
>Low HP.
Maybe a vulnerability to fire as well?
We could try to make something up for working in "swarms" of things.

>>36423962
>enemy stats
Probably need something for groups vs individuals maybe. Do we want groups of monsters using the same dice pool mechanic as players? If so how to balance an individual monster, maybe they get to roll at minimum 2 skill dice? So even alone there's a threat?
>>
>>36424213
I would assume it depends on the monster in question.

I'll be back in a little bit.
>>
>>36424238
BACK, it's late where I am so I'll be getting off soon.

But here's how I see it.

Problem is, most monsters in the Edge Chronicles are met one on one in most situations, but you can see how some would still be dangerous to a group, Woodwolves, Wig-Wigs, and Hoverworms can all ruin your day. Log-worms especially are awful.

Here's a sort of solution maybe, avoid DnD style head on battles, Rotsuckers attack at night, Skullpelts use trickery, Tarry Vines grab the unaware, etc. Head on battles is for goblin mercenaries or Shryke warriors, in the Deepwoods, what you want most from the players is their fear, that idea that ANYTHING around them could potentially kill them. Sure, Log-Worms and Nameless ones can do large amounts of damage in a straight up fight, but most of the time you're worrying whether or not that slithering sound you hear will kill you.
>>
>>36424373
I just know people will want to head to head stuff so we may as well tackle it.

I'm thinking Monsters always roll an Equal pool to the players group from their skills(max 5) and could have a special attack dice that works on a crit or so.
Gives each monsters a handful of skills/attacks like claw/bite/ and some special properties like Spit Acid.
For a rotsucker (rough example I don't think rotsuckers actually spit acid?)..Could give them a stat block like

Sneak d8
Tracking d6
Claws d6
Perception d6
Spit acid d8 or 10 on a crit it degrades a defensive item one quality level.

Certain monsters can add more dice to make them extra lethal or some such.
>>
>>36424489
Alright, I'll try and run that during this weekend to see how it works.

Rotsuckers don't so much shoot acid as...stomach acid, it won't burn you right away but you shouldn't stay in it.

On the subject of health, players have Edge Points, what do NPCs have? Do they get a pool of Edge Points or just plain Hit Points?
>>
Digging the progress guys. Agreeing with Employment being phased out for now, but definitely keep Perform as a skill.

Muglumps:
Sneak d8
Combat d8
Survival d6
Sneak d8
On a critical they drag the character under the mud with their sucker-feet, doing another (d4? small but significant damage) and disappearing from the view of other characters.

Also, Low Culture should definitely be Under Culture, just saying.
>>
>>36424567
Alright, I'm out, see you all tomorrow before Thanksgiving.
>>
>>36424669
Survival is just a header, I really need to do something about that..
Anyway, I use your template and whipped this up.
>Sneaking D4 (D8 in bodies of water)
>Combat D6
>Perception D6
>Tracking D6
>Fauna D3
Fauna represents a rudimentary understanding of what he can eat or not and might give players a chance with bait or something.

As for his ability. Don't be afraid to make it severe.
I was thinking maybe if the Muglump wins a roll, or a fail/crit fail is rolled by the player they get dragged under water. Contributing no dice on the next round and in the case of a critical, possibly suffer further and/or start to drown.


Also we need more bestiary skills as that's pretty much the most selection I could make while maintaining 5. Something to think about.

I'll update the bin with everything tomorrow since I put it off today.
Out for now.
>>
>>36424861
Right, my bad.

Possible monster skills:
Grapple-represents an ability to physically control a character, through constriction, wrestling, or adhesion
Swallow- represents the ability to swallow parts of or an entire character, doing significant and lethal damage, respectively.
Poison-represents a potential (often very high) of introducing a harmful chemical, with varying effects and degrees. Some races should have bonuses to this.
Frighten- represents shock and awe tactics, overwhelming threats, or psychological manipulation through pheromones or shrieks.
>>
>>36424861
It's good to see precisely how unforgiving combat is becoming in terms of values beyond abstract damage. A lot of special bestiary skills would be specific to certain creatures (while the discussed Muglump drowning can probably fit elsewhere, the Hoverworm's venom, for example isn't as general).

>>36424669
I'll second "Under Culture" as an excellent name for the skill.
>>
>>36425390
Once Edgeraces puts together the fauna list I'll chug through the most likely combat encounters. More monster skills/qualities:

Swarm- while an individual monster of this species might be minor, they only come in bulk. A monster with the Swarm quality ignores any penalties for being damaged until completely killed, and can surround players by itself.
Flying- this monster is capable of flight or levitation. Unless making a melee attack that turn, it cannot be reached with melee weapons (except for bizarre circumstances, like being trapped indoors)
Thickskinned- while this monster is too dumb to understand armor, it has skin that can turn aside all but the strongest weapons. Treat as wearing Light Armor.
>>
Halitoad: A large reptile with terrible breath, capable of stunning at medium ranges and fatal at close range.
Combat d4 (Tongue)
Fauna d4
Tracking d6
Climbing d8
Poison d6 (okay, we're going to have to figure out how ranged attacks work. This one scales as it gets closer.)

Hoverworm: A 4 to 6 foot worm that floats on jets of air emitted from ventral ducts. While the mouth tendrils are extremely venomous, the anatomy is unstable (piercing or slashing weapons are treated as automatic crits on a successful hit).
Tracking d4
Combat d4
Perception d4
Poison d8 (upon infection, the character rapidly swells and becomes buoyant. There's a cure- one of the healing herbs, maybe, or an otherwise useless herb if we want it to be hard to cure without prepared medic)
Special Qualities: Flying

Skullpelt: While not an extremely powerful combatant, the Skullpelt lurks in Lullabee groves, preying on the hallucinating wanderers passing through.
Combat d6
Tracking d4
Subterfuge d6
Foreign Cultures d4
Frighten d8 (when in Lullabee groves. Can be negated with a sufficient Perception check)
>>
Early morning bump before I'm off again.

>>36424567
>Do they get a pool of Edge Points or just plain Hit Points?
Unsure, I'm going with EP pools but it may get tedious.
Any thoughts of that are welcome.

A quick thought on armour and “Primary Dice”. When rolling Skill checks, characters can choose (or must?) use the highest dice score as their primary skill. This determines characteristic of the delivered/received damage. Which can potentially be used to deliver non-lethal alternatives (through Passive Skills) or lethal attacks (through Active Skills).
Some attacks may cause a characteristic decrease which is always applied to the Primary Dice.
Armour (and some items) add additional “Equipment/Armour Dice” to a Hero’s pool which is always treated as the Primary Dice, even when it is the lowest dice score. When a failure is rolled for armour, reduce its dice type/bonus/whatever by 1. Basically treat it as an ablative skill die that can “soak” hits, but not too many before it gets compromised.
Similarly when fighting monsters making a special attack a critical success (or fail for the monster) could result in disable of that particular weapon. Like you cut off a tongue or so.

Another item that might benefit from this mechanic as parawings, since you can put the parawings as a Primary dice when falling or add it to boarding actions. Not sure about that one.

Thoughts welcome.

>>36425390
>>36425863
It’s not even so much creature abilities but actual skills that can be applied to creatures. For example I can’t think of a reason to give a Hammelhorn Trading, so by and large they’re fairly limited.

>>36425863
>>36426131
Good ideas.
Be careful about the flight thing. I'm not sure about restricting damage or utility by attack type. Maybe consider a bonus to ranged weapons instead so there's more reward and less drawback considering how brutal everything looks already.

Even my example has a problem with that and needs a bit of rewording I think.
>>
Tarry Vine: This little fuck does nothing but grapple and grab.
Grapple d8
Fauna d6
Tracking d4

Blookoak: Fed by the symbiotic tarry vine, this tree eats anything with blood (I guess?). Luckily it is a tree.
Combat d12 (mouth only)
Swallow: d8 (usually should be smaller, but the Bloodoak has something like a 7 foot mouth diameter)
Qualities: Thickskinned, it's a damn tree what eats bitches

Wig-wigs- You've been waiting for this. Cute, tiny balls of orange fur that are, essentially, a hopping set of razor-toothed jaws. Typically found in roving packs of 15 to 30, unless you're under a slave market- then it's in the low hundreds.
Combat d8
Fauna d4 (ain't gotta know what's what when everything is edible to you)
Tracking d4
Perception d6
Qualities: Swarm

So I've been running with using a Quality to make up for a lack of skills, any issues with that?
>>
>>36426205
>Careful about flight
You sure? I always like the concept of having to prepare a variety of equipment for different circumstances, and honestly I think it'll still end up benefiting the players. Characters can have bows or crossbows and so attack at range, but most animals are limited to melee, so they'd have to expose themselves to melee attacks anyway.
>>
>>36426284
>You sure?
Nah. I'm on complete autopilot and may put off updating the bin again to get more sleep (I'll try not to). Just keep doing your thing I'm sure everything will get slightly changed anyway as we fit it in.

Anyway, I'm off for the day. Bumping it up.
>>
>>36426241
>Wig-wig having Perception d6
Actually, better suited to have Frighten?

Rotsucker: This winged beast feasts on those foolish enough to sleep in an unguarded cocoon (of which there are many, in the Deepwoods). By emitting a tarry substance from abdominal glands, it traps the sleeping creature in with a hearty portion of regurgitated stomach acid to rot and then consume later at its leisure.
Combat d4
Tracking d8
Qualities: Flight
Unique Qualities: Can produce a powerful but slow-acting acid. Not suitable for combat.
Can produce a thick tar that hardens rapidly to approximately 4-4.5 on the Mohs scale.

Woodwolf: They're wolves, man, you don't need a description.
Combat d6
Tracking d6
Perception d4
Fauna d4
>>
Reed-Eels: Living in small glades and masquerading as grass, these eels are cunning and venomous.
Combat d4
Poison d4
Grapple d6
Qualities: Does Swarm really apply? They're definitely a group of creatures, but because they're rooted in the ground, they can't really move in to replace fallen individuals. I vote yes, but I want backup or dissent.
>>
>>36426808
I'll vote against swarm on the Eels. Due to the non-replacement, they will become less effective as they take damage and thus, even as a large mob, do not apply for Swarm by default.

There are circumstances where it would make sense, however, such as when you're only trying to kill a number of a large population (such as if there are simply too many eels and you're attempting to scare them).

No in general, yes at the GM's discretion (which can apply to anything).
>>
Back for the morning.
>>36426205

I'm having some confusion around prinary dice. Could someone define that a bit for me please?

Otherwise, I'm wondering if we should go with HP for monsters and EP for more human enemies.

Love the idea of being able to crit disable thing.
>>36425390
Under Culture it is then!
>>36426808
Man, you're doing great on all these stats. All I did was just list the damn things.
>>
>>36426205
I'd definitely like a clarification on this "primary dice" system. Basically, if Our Hero has d6 Combat and d8 Hunting, he can use the latter?
Can they use a non-violent skill like flora in such circumstances?
>>
Has any one actually defeated a wig-wig swarm in the books? Not survived but outright defeated. How about having a swarm treated as a single entity, with a constantly size and constantly increasing HP. Or perhaps treat the swarm as an area of effect which chases down its prey again with increasing HP. Idea being you cannot feasibly win. You can escape if you know how and are quick and lucky enough. But actually winning?
>>
>>36431759
Sorry. I meant to say constantly Increasing size.
>>
>>36431759
In the books, you can burn Wig-Wigs can conceivably defeat them, but it requires such effort to burn the whole swarm that it's never done.

>>36431229
I feel like it should just be d6 Combat for combat, if you're saying that Hero would use d8 Hunting in combat.

>>36431825
Right now we're treating Wig-Wigs as a swarm single entity.
>>
>>36431935
I feel the same. I was simply attempting to interpret System's idea.
>>
>>36432247
Fair enough. How do you feel about EP or HP being the health of a enemy character?
>>
>>36432348
I prefer using EP. Rather than having two semi-redundant health-tracking systems, it makes for a far more streamlined system to simply use EP for both and apply modifiers (such as the already-designed Swarm) that take effect when an enemy would differ from the usual system than to create an entirely new set of crunch that has to emulate the old half the time anyway for humanoid enemies.

Also relevant is that Edge Points as discussed are not explicitly meat points - rather, they represent the character's ability to continue; while a total loss of EP represents death in a PC, in, say, a swarm of Wig-Wigs it represents that they have been persuaded to cease their assault, probably through a large application of fire.
>>
>>36432781
Good point, so EP is for everyone.

How many EP points should we give the aforementioned Wig-Wigs? Should EP be scaled to player ability?
>>
>>36432821
'Fraid I'm too tired at the moment to do a proper analysis. Static totals work better as they allow for the PCs to actually progress, rather than walking the treadmill of enemies scaling exactly as they do.

For a ballpark estimate, I'd give the swarm a large amount (maybe about 50-60, but I don't have damage calculations on hand) and a serious vulnerability to fire (perhaps 5-10x) so that they aren't a guaranteed TPK.
>>
>>36432943
Alright, we'll work more on this tomorrow or so.

I also have trouble seeing Wig-Wigs you fight as anything other than a TPK.
>>
>>36432781
Expanding on this- should the ultimate consequence of the loss of EP be based on what was the final straw? For instance, dying only happens when the last EP is lost through combat. If the last EP is lost through a failed San check, the character goes irreparably insane. Poison, maybe paralyzed or permanently ill.

On the other hand, we could try to keep track of how a majority of EP are lost, but I like the "final straw" aspect of the first option.
>>
>>36433001
I suppose that is true.

As I see it, the system should aspire to be deadly but survivable with a lot of luck or the right knowledge. Hence the supreme importance of the flora and fauna skills once you're out of civilisation. Perhaps a balance could be reached in this case where the EP of the swarm is well above what a party could be expected to deal before being consumed (they have good DPR and thus can't just be poked to death), but grant the weakness (fire) a multiplier large enough to make it survivable, if not easy.

I'll try get some charts done concerning combat tomorrow. For now I'm going to get some sleep.

>>36433185
The "Final Straw" version appeals to me too. Just as long as it is remembered that a total loss of EP does render a character unplayable, fluffing it as madness or a vegetative state will help explain why you "died" to making a failed roll to study your charts far more intuitive than "you stabbed yourself with a letter opener".
>>
>>36433246
Yeah, that was kinda how I was looking at it "deadly but survivable".

>>36433185
I assumed losing all your EP meant that the next time you did anything with serious consequences it would be the end of you. Trying to fight, fly a ship, etc.
>>
>>36433520
That could be it too, if you lose all EP by being shitty at flying you could fall off the ship, flora misrolls end up with a fatal mistake, etc.
>>
>>36433575
Well you currently do lose EP in a critical fail.
>>
>>36433185
The 'Final Straw' approach Is what had been coined 'Falling off the Edge'.
The critical failure/failure/battledamage that removes the final of your edgepoints is the action that kills you thus reflecting the volatile and dangerous nature of even everyday life on the edge.
ANYTHING can kill you.
Using your streetsmarts in undertown to find a shortcut and failing could lead to you taking a wrong turn and falling down a manhole/ run into a cloddertrogs house who oneshots you.

A critical failure during a flora check to gather some herbs could cause you to accidentally touch a deadly toxic plant

A critical failure at perception might have you being so focused on listening for anything interesting, that you don't notice the falling sanctaphrax weight chain and find yourself crushed.

The edge is a dangerous place.
>>
File: Death_Cheaters.png (1.24 MB, 390x1253)
1.24 MB
1.24 MB PNG
I've been thinking about how to recreate the twilight woods in game.

Characters must roll a skill check for every (Hour/30mins?) they spend in the twilight woods.
Not sure which skill yet, maybe survival? Preferrably some sort of Mental Fortitude/Sanity skill / Whatever skill they'd use to roll against telepathic attacks / glister encounters.

Combined with the rolls to actually survive, escape, navigate etc in the woods there will be a lot of rolls so players are bound to start losing edge points fairly quickly unless they have the mental fortitude to make it though (Twig style.)


Characters who run out of Edge points in the Twilight woods will not die, instead they become 'Death-Cheaters'.
Death-cheaters have cheated Death and their stats should reflect that, once a player has emptied their Edge points any further Edge points lost now reduce the maximum Edge Points that the character can have.
This represents the Death-Cheaters body becoming damaged and decaying these wounds will never heal as the player is technically 'dead' and no longer heals. Also represents losing the memories of the years of their lives (As Age = Edge Points)

Death-Cheaters are also likely to wander off away from their parties into the woods and become lost forever so players should keep a close eye on their dead party members if they wish to keep them.
Not sure if wandering off should be an hourly skill check for Death-Cheaters while in the woods?

So if a player is in the Twilight woods and goes insane via failing a mental check, or loses the last edge points and dies horribly they continue on as a Death Cheater.
>>
>>36435346
Fuggmug is a Mottled Goblin Stone Pilot who was a Sanctaphrax Servant, none of the skills in his life have prepared him for such mental strain as exibited in the Twilight woods.
At age 20, he's got a maximum of 20 edge points but currently only has 8 from previously failing at a few other things.
Three failed mental checks and a failed tracking check take him down to 0/20 Edge points. Instead of falling off the edge, he loses his mind completely becoming a gibbering mess. His party are tied together by rope with Fuggmug in the middle, preventing him from wandering off. He continues to fail many mental checks and his Edge point maximum has now been reduced. to 5 by the time they leave the woods. Before they leave, his party make a check to stabilise him giving him an edge point.
At this point he is 1/5 Edge points and still a gibbering mess, though he can now regain Edge points as per normal but is at risk at 'falling off the edge' once more if he falls to 0 outside the woods.
>>
>>36435375
Effectively reduced to a corpse, nice.

Similar note, a definite minus to things like diplomacy(walking corpse) and perception since Deathcheaters were rarely aware of where they actually were.
>>
File: Sepianightwandering.jpg (92 KB, 604x570)
92 KB
92 KB JPG
>>36435637
Yeah I'm assuming there would be some form of skill penalties too, but I'm not sure how to crunch those.

Depends how long you lived /How bad you looked I guess
>>
>>36433185
At least read the old stuff if you're going to suggest things. There already is a final straw.
>>
I'm alive.

>>36426413
>>36426241
>>36426131
I'll start putting these in the bin tonight at some point along with the rest of the stuff in the thread.

>>36428881
>>36431229
My idea behind Primary Dice is you can use any (or just the highest skill dice?) as a primary or put one "out in front" to take the brunt or perform whatever attack. Which also determines if the overall Attack is passive or Active, not taking into account dice added to your pool from the party. So if you made a roll with Negotiation as your Primary it would be a Passive.
>Using a Passive skill could potentially make your attack non-lethal as you talk down your opposition etc. Maybe resulting in EP loss but no injuries.
>Using an Active Skill adjusts EP and piles on injuries.
Note that's only for your attack. You may try to be Passive and use non-lethal skills to try and diffuse the situation, while your foe is Active and trying to injure you.

Anyway, it's more an idea for Armour as you take the pool and roll normally, adding a different coloured dice to the pool or something for your armour. This becomes the Primary Dice as your armour will (almost) always take the brunt of an attack.

For example if any attack reduces a die by 1 type like an acid attack for example. This will only affect Armour and reduce the protective value by one dice type so long as it's been used.
A crit fail also reduces armour by one degree (?).

This encourages people even with high dice to use even d4 armour as the armour can soak a sneaky critical and get destroyed isntead of suffered x EP points (though you may still get injured)


Let me know if that helps or is just more confusing. Need to sleep more.


>As for combat;
Maybe using a higher combat skill score than your opponent that gives you some kind of bonus.
Reduces their armour by 1 dice type?
>>
>>36436081
Probably a minus to rolls.

>>36436866

Anon from the Profession debacle. I think what I'm getting from this is that you can use a skill in place of attacking? Is that it?

If you're saying I can use some other skill instead of Combat, I feel as though that might imbalance non-Combat professions.

As for armor, is the current idea that you do an armor roll to see how much of the enemies roll you soak up?

>>36436546
Hey man, don't be a dick.
>>
>>36437097
Yes, the point is not to have non-combat characters be useless in a fight and add alternatives to "I roll my combat dice with a pool of added combat dice" vs "I roll my combat dice" or having every character/monsters with stacks of combat skill.
Higher combat scores should give you an advantage over lower scores. What kind of advantage I'm unsure.
Combat is still Combat though. Stacking EP loss and injuries is still pretty good.

>As for armor, is the current idea that you do an armor roll to see how much of the enemies roll you soak up?
Kind of? In the above theory the Armour adds a separate Skill Dice. If a crit fail or something is rolled, say by the muglumps special drowning attack. You could take the hit to your armour. So in that situation maybe your armour is ripped off and pulled underwater instead of you or something to that effect.

>>36435346
>>36435375
>>36436081
>>36437097
On cumulative failures Twilight Woods exposure could give you a stacking modifier depending on exposure.
>So if a player is in the Twilight woods and goes insane via failing a mental check, or loses the last edge points and dies horribly they continue on as a Death Cheater.
Very cool.
>>
>>36437097
>armor roll.
So you don't exactly roll, more deduct dice type/bonuses/remove the dice from the pool entirely.

It's just a thought, any counter-points or thoughts are welcome.

>>36436546
>>36437097
>Hey man, don't be a dick.
Indeed let's keep it civil, we've had a real lack funposting so far.
>>
>>36437333
I'm just unsure of how this works.

I roll my combat die, let's say I have a d8 for combat, but then I can add my d4 skill of hunting as well?

Okay, so say I am a character with no Combat skill can I ONLY do my d8 of hunting as an attack? Or is there a default roll of say d4 or something for damage? And how to weapons factor into this?

>Armor
So armor acts as a buffer before you lose EP or health?

(man, combat seems to be our hardest bit of crunch so far)
>>
>>36437569
>>36437569
>I roll my combat die, let's say I have a d8 for combat, but then I can add my d4 skill of hunting as well?
Yes. Though preferably that would be coming from someone elses pool. The idea that characters only contribute a single dice to a test unless you're making a solo roll which reminds me.

Okay, so say I am a character with no Combat skill can I ONLY do my d8 of hunting as an attack? Or is there a default roll of say d4 or something for damage? And how to weapons factor into this?
No.

You could use almost any skill. Say you have Flora/Trading/Navigation.
You could make a roll used your trading to try and bride your way out of a sticky situation.

You could use a Flora roll to convince some goons that a glowing vial is really something quite deadly, or that the cave moss they just walked over poisonous and you have an antidote.

Maybe you could also use Navigation to prove you're the deckhand on the Great Sky Whale or similar and that your captain will have words if they do anything to you.

That's how I see it anyway.

>And how to weapons factor into this?
>Solo skill tests?
Unsure™ People talked a bit about solo tests but I have to go re-read it now and we don't have anything for weapons. Or armour for that matter.
We're working on it, any suggestions welcome.
>>
>>36437732
>The typos.
Bribe*
>>
>>36437732
I'm just trying to get as much hammered out before the playtest.

So in the case of combat, alternate skills can be used in place of combat rolls as an alternative action?

In group combat, one person rolls combat and the rest can factor in which skill they feel best suits the situation?

>Weaponry
Right now, I feel as though weaponry should be the damage you can deal, combat rolls is how severe it is and if you manage to hit, weapons effect the maximum roof of damage. Obviously a greatsword can hit worse than a dagger.
>>
>>36438115
>So in the case of combat, alternate skills can be used in place of combat rolls as an alternative action?
Yes.

>In group combat, one person rolls combat and the rest can factor in which skill they feel best suits the situation?
No, each character divides their dice among the members of the party to make pools depending on what skills you want to contribute to their allies rolls.

>I feel as though weaponry should be the damage you can deal,
Not sure about this. It's one of the big problems with DnD.
If we did something with weapon properties by category it might be better. Small weapons like a dagger could work better against armour since you can slip in between plates or cut away straps.
Long weapons may keep people away, hit airborne threats.
Blunt weapons could be used to break objects.
I feel they should do around the same damage though.
Having a bigger knife doesn't necessarily mean you stab the guy harder/better than he can stab you.
>>
I know I'm supposed to be working on the Fauna list, but I keep getting distracted by other easier tasks.

Currently statting the different Goblin clans.
>>
>Rolls
See, I want non-Combat characters to be useful, but what I'm worried about is if someone has a group of people with a d8 in Hunting and they pool it together, how is that better or worse than everyone using a d8 in Combat? What I'm worried is that non-Combat characters can apply their better non-Combat skills into the combat pool.

>Weapons
Interesting point, I didn't think of properties. Do you think there should be strength or profession limits to how good you can be with weapons? A Leaguesman certainly wouldn't be skilled with a cutlass.

>>36438561
It's okay, Fauna is MASSIVE and you've done great work with all the rest alone.
>>
>>36438739
Well, I'm off for right now, later taters.
>>
>>36438739
>What I'm worried is that non-Combat characters can apply their better non-Combat skills into the combat pool.
I don't see the problem honestly.
The point is that combat isn't the be all end all. And characters who aren't good at Combat should be able to contribute without feeling mitigated by high combat rolls.
The last thing we (maybe just I) want is characters all the same at creation with multiple levels pumped into combat because it's the only way to survive fairly lethal encounters.
Besides, Combat isn't nearly as important as the preparation beforehand.

>how is that better or worse than everyone using a d8 in Combat?
Did you read this?
>As for combat;
Maybe using a higher combat skill score than your opponent that gives you some kind of bonus.
Reduces their armour by 1 dice type?

Higher Combat values could have some kind of advantage over lower scores.
>>
Remember everything below is open to suggestion/criticism :)

GOBLIN RACE STATS PT 1

>Goblins

>>Dwarves
All dwarves are small mottled looking goblins beaklike mouths and clawlike feet. All Dwarves have Combat, Animal Training and Riding as they regularly capture and ride Nameless ones.

>>>Black Dwarves
d4 Combat
d4 Riding
d4 Animal Training
d4 Fauna??

>>>Red Dwarves
Red Dwarves maintained the various Flora that made up the Thorn gate
d4 Combat
d4 Riding
d4 Animal Training
d4 Flora

>>Tusked Goblins
Tusked Goblins all have tusks or protruding teeth, they were adequate fighters and workers. All tusked Goblins have Combat, Construction and Diplomacy. (We really don't know much about these guys any help would be great.)
>>>Snag-Toothed Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>>Snagjaw Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>>Saw-Toothed Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>>Underbiter Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>
>>36439089

>>Symbite Goblins
All Symbite goblins live in closeknit communities and are generally peaceful, All Symbites have Diplomacy, Fine tools and
>>>Gnokgoblins

Gnokgoblins are quite friendly and adapt easily to a wide variety of roles and jobs, They are adept climbers.
d4 Diplomacy
d4 Fine Tools
d4 Climbing
d4 Trading

>>>Gyle Goblins
Gyles have a good knowledge of how to find various fruits and the methods to cook them.
d4 Diplomacy
d4 Fine tools
d4 Flora
d4 Cooking

>>>>Bark Gyles
Are a subtype of Gyle and have no mechanical differences

>>>Tree Goblins
Tree Goblins make homes in trees and have good climbing skills.
d4 Diplomacy
d4 Fine Tools
d4 Climbing
d4 Perception

>>>Webfoot Goblins
Webfoots make their homes around lakes and are good swimmers
d4 Diplomacy
d4 Fine Tools
d4 Swimming
d4 Perception

>>>>White Webfoot Goblins
White Webfoot Goblins are adept in Combat
d4 Diplomacy
d4 Fine Tools
d4 Swimming
d4 Combat

The following are all varients of Webfoots who have no mechanical differences
>>>>Crested Goblins
>>>>Red-Ringed Goblins
>>>>Tusked Webfoot Goblins

>>Lop-Eared Goblins
The Lop-Eared Goblins are less violent and are generally more peaceful, subtypes of Lop-Eared Goblins have Diplomacy and Trading
(( NEED TO GET MORE INFORMATION ON LOP-EARS AND SUBTYPES))
>>>Pink-Eyed Goblins
d4 Diplomacy
d4 Trading
d4 Perception
d4 ????

>>>Scaly Goblins
d4 Diplomacy
d4 Trading
d4 ????
d4 ????

>>>Blunderhead Goblins
d4 Diplomacy
d4 Trading
d4 ????
d4 ????

>>>Mottled Goblins
d4 Diplomacy
d4 Trading
d4 Fine tools
d4 Construction

>>>Low-bellied Goblins|
Good Farmers and friendly.
d4 Diplomacy
d4 Trading
d4 Fauna
d4 Animal Training
>>
>>36439104

>>Furrow-Browed Goblins
All subtypes of Furrow-Browed Goblins have Combat, Construction and Perception representing their strong warriorlike physique and wide vision.

>>>Hammerhead Goblins (as Youth)
Hammerheads are quite dexterous and thus have a bonus to Tracking
d4 Combat (melee)
d4 Construction
d4 Tracking
d4 Perception

>>>Flat-Head Goblins
Flat-heads are braver and have a bonus to Subterfuge for Intimidation.
d4 Combat (melee)
d4 Construction
d4 Subterfuge
d4 Perception

>>Long-Haired Goblins
Good leaders, not the strongest but the most warlike of all goblins

d4 Combat (melee)
d4 Subterfuge
d4 Tracking
d4 Perception

>>>Tufted Goblins
Very warlike like Long-haired Goblins, but show some elements of the more peaceful tribes

d4 Combat (melee)
d4 Diplomacy
d4 Perception
d4 Subterfuge

>>Other Major clans
>>>Grey Goblins
Grey goblins are the most fourthling-like Goblins and are a mixture of goblins and other races.
d4 Diplomacy
d4 Combat
d4 Tracking
d4 (Skill of choice from any other race)

>>>White Goblins
All white goblins are blind and use there tendrils to see and percieve instead of sight.
d4 Perception
d4 Combat
d4 Climbing
d4 Tracking
>>>>Wormchin Goblins
Subtype of White Goblin


>>Minor Clans (Probably not include these)
>>>Bandy-Legged Goblins
>>>Black-Eared Goblins
>>>Darkridge Goblins
>>>Glintergoblins
>>>Jag-Eared Goblins
>>>Mossy-Backed Goblins
>>>Septic Goblins
>>>Spindle-Eyed Goblins
>>>Thick Necked Goblins
>>>Tufted-Eared Goblins
>>
>>36438833
The important thing to remember is that the Combat skill has very little use outside of combat, unlike the others. Thus, it seems like we should definitely provide a bonus to combat for using the skill - it getting a bonus to damage seems fair.
>>
>>36439140
Maybe something +1 EP damage for each dice of combat you have?
D4 +1, D6 +2, D8 +3, D10 +4, D12 +5

It's more to stop stuff like >>36439089
>>>Snag-Toothed Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>>Snagjaw Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????
>>>Saw-Toothed Goblins
d4 Combat
d4 Construction
d4 Diplomacy
d4 ??????

Asides from one stand out skill, they're virtually identical. With a wider range of skills that can be used in combat it gives a bit more utility to characters to mix and match as they see fit without feeling like they're crippling themselves by not pumping skill point into Combat.

>The important thing to remember is that the Combat skill has very little use outside of combat,
Maybe you should be able to use combat in other instances like any other skill. If a character has no Negotiation talent, they should still be able to threaten violence by unsheathing a weapon or something. Adding the Combat roll to the Negotiation roll of another character. It also stops it from becoming a redundant skill when there's a lack of combat since you can still add it to pools.

Maybe add a modifier for Untrained Skills.

It's all up in the air though. Throw down your opinions.
>>
>>36439295
Yeah, though that's just the way I was doing Goblin races. Due to the fact there are so many different races, the Major Clan decides most of the bonuses with only small differences to differentiate the minor clans.

Sadly there is next to no information I can find about the the tusked Goblin clans :(
>>
>>36439410
No worries. It's more a problem with the system/lack of skills.

We still have a lot to figure out.
>>
>>36439117
Random assorted Races

>Banderbear
d4 Fauna
d4 Flora
d4 Tracking
d4 Combat (melee)

>Elves
>>Oakelves
All Oakelves have amazing eyesight and can see Auras of those around them allowing insight into all cultures
d6 Perception
d4 Foreign Cultures
d4 Gather Information

>>Barkelves
d6 Perception
???
???

>Fettle-Leggers
Part plant, Known to work as Weavers and have Digitigrade feet for good balance
d4 Flora
d4 Fine tools
d4 Balance
d4 Tracking

>Fourthlings
d4 Diplomacy
d4 Subterfuge
d4 Fine tools/Trading?
d4 (Skill of choice from any other race)


>Gnomes
>>Mobgnomes
Mobgnomes are short nimble and quick suitable for a large range of jobs. They have often been shown in employment using Ropes.
d4 Fine Tools
d4 Balance
d4 Climbing
d4 Knots

>Nymphs
>>Bushnymphs
Mysterious scary plant people from the deepwoods.
d4 Flora
d4 Tracking
d4 Subterfuge
d4 Fauna

>Shrykes
d4 Perception
d4 Combat
d4 Diplomacy
d4 Subterfuge


>Slaughterers
d4 Animal Training
d4 Fine Tools
d4 Fauna
d4 Tracking

>Spindlebugs
d4 Animal Taming
d4 Perception
d4 Diplomacy
d4 ????
>>
>>36439707
As usual, feedback plz
Just the Trolls, Trogs and Waits left.

Also thoughts on Swimming as a skill? I gave it to the Webfoot goblins up there ^
>>
>>36439718
Well with trogs what will be the deal with females?
and between pre and post bloodening?
>>
>>36439872
That's just Termagant Trogs.
I'll probably do up three sets of stats for Male/Female/ Unblooded Female
>>
>>36439718
Looking great. I definitely second Swimming as skill. Spindlebugs should have Alchemy, Fourthlings Trading, Barkelves probably Flora?
>>
Also, my bad, Falling Off the Edge is totally a thing.
>>
>>36440026
>>36439718
Sounds alright.
>Swimming;
Do you guys think Active or Passive or both?

>>36439707
>>36439117
>>36439104
>>36439089
I'll add this and everything else in the thread to the bin tonight or early tomorrow depending on how hard I crash.


>>36440048
Don't worry about it. The bin is still a mess and I'm know people are having problems navigating my terrible layout. I'll try to add some section numbers and better headers like I said I was going to days ago. Should make things a little clearer with any luck.

I'm going to try to crunch through combat over the next few days too and test some other theories. if anyone has suggestions or reasons why the current idea trend is awful, shout it out.

Don't forget our deadline for playtesting is Friday/Saturday at the latest so let's try to get as much done as we can for those people who want to test the system. May try to pull together some roll20 shenanigans but I'm undecided.


And thanks again for all the work and contributions everyone.
>>
>>36439718
They look great.
Honestly as long as we have a rough idea for the races it's already plenty. As we play and figure out values or whatever we can always amend stat blocks later.
>>
>>36439707

>Trogs
All Trogs are generally huge violent and strong. All Trogs have Combat, Construction and Subterfuge(Intimidation)

>>Cloddertrogs
d4 Construction
d4 Combat
d4 Subterfuge (Intimidation)
d4 Diplomacy

>>Termagant Trogs (Female)
d4 Combat
d4 Construction
d4 Subterfuge (Intimidation)
d4 Animal Taming (including some sentients)

>>>Pre Transformation / Males
Those who have not undergone transformation including most males are generally kind friendly.
d4 Fine tools
d4 Animal Taming
d4 Knots
d4 Diplomacy

>>Skulltrogs
Skulltrogs are brutal and will happily kill anyone they encounter.
d6 Combat
d4 Construction
d4 Subterfuge (Intimidation)

>>Gahtrogs
Gahtrogs hunt as a pack and track down, kill anyone they find.
d4 Combat
d4 Construction
d4 Subterfuge (Intimidation)
d4 Tracking

>>Ravine Trogs
Ravine Trogs are known to show interest in outsiders and are generally more peaceful.
d4 Combat
d4 Construction
d4 Subterfuge (Intimidation)
d4 Foreign Cultures

>>White Trogs
Larger and gentler than most other Trogs but cannot speak Common. Make homes hanging from the rooves of caves with thin walkways joining them.
d4 Combat
d4 Construction
d4 Subterfuge (Intimidation)
d4 Balance

>>Quarry Trogs
Like Cloddertrogs, but hairy.
d4 Combat
d6 Construction
d4 Subterfuge (Intimidation)

>>Grey Trogs
Are Grey
d4 Combat
d4 Construction
d4 Subterfuge (Intimidation)
d4 ?????
>>
>>36440323

>Trolls
All trolls generally friendly have an affinity for Flora to some degree and thus start with Flora and most with Diplomacy

>>Woodtrolls
Woodtrolls are friendly to most outsiders and work as lumberjacks and carpenters. They also can see glisters better than most.
d4 Flora
d4 Construction
d4 Diplomacy
d4 Perception

>>Barktrolls
Known to work with Ironwood trees.
d4 Flora
d4 Diplomacy
d4 Construction
d4 Trading

>>Gabtrolls
Renounced for their knowledge of herbs and remedies, Gabtrolls are see more than most with their stalked eyes.
d4 Flora
d4 Perception
d4 Medicine
d4 Alchemy

>>Lugtrolls
Lugtrolls generally rely more on their social skill.
d4 Flora
d4 Diplomacy
d4 Perception
d4 Subterfuge

>>Brogtrolls
Slow and dim and often used as muscle.
d4 Flora
d4 Diplomacy
d4 Construction
d4 Combat

>>Tree Trolls
Taller spindly Trolls who lived in trees and wove elaborate shrawls.
d4 Flora
d4 Diplomacy
d4 Climbing
d4 Fine tools
>>
>>36438833
Back

First off, my worries relate to the value of combat in combat. I didn't see that point about the Combat skill bonus, but all the same I'm trying to figure what a balance between not wanting to be in combat and having skills to avoid while at the same time making direct combat dangerous for professions that would be unskilled at it. I don't want gung-ho characters, I play with gung-ho people.

Maybe I'm still not fully getting the dice pool, but I'm trying to figure how it relates to one guy attacking and the rest deciding to assist that, if that would be a situation.

Also, Edgeraces? Awesome work with those races.

>>36440165
For swimming, maybe active? I assume swimming is rolled in a stress situation, not a leisurely dog paddle, but getting out of rapids before you drown.

Hell, mostly I assume players will be making rolls for untrained or stress situations.

And I'm off again, will come back in the early morning for my timezone.
>>
>Waifs
All waifs are telepathic and can hear thoughts and spoken words. Thus they all start with the special skill (Waif Telepathy) and Perception.( But they only have three skills as a method to balance them?)

>>Nightwaifs
Nightwaifs have stronger hearing than other waifs
d6 Waif Telepathy
d4 Perception

>>Waterwaifs
Scaly waifs with an affinity for healing
d4 Waif Telepathy
d4 Perception
d4 Medicine

>>Greywaifs
Slightly larger than most waifs
d4 Waif Telepathy
d4 Perception
d4 Balance

>>Ghostwaifs
More frail than most Waifs.
d4 Waif Telepathy
d4 Perception
d4 Subterfuge

>>Flitterwaifs
Flitterwaifs are more feral, violent and can fly.
d4 Waif Telepathy
d4 Flight

Woodwaifs
d4 Waif Telepathy
d4 Perception
d4 Flora

Copperwaif

d4 Waif Telepathy
d4 Perception
d4 Combat(Darts)?


The following are rare types only seen in the Nightwoods/ Only mentioned.
>>Barkwaifs
>>Leechwaifs
>>Bloodwaifs
>>Mottled Waifs
>>Blackwaifs
>>
>>36440837
Eh messed up the formatting at the end there. Fix it up before it goes in the pastebin.

I'm not too keen on the waif telepathy or assignment of skills, but there isnt very much to distinguish the different waif species. I just took traits from the members of each we encountered.
Need to be reworked later.
>>
We need some feedback on the crunch. How do people feel about this?
>>36439140
>>36439295
>>36438739
Should combat be better?
Is there to much overlap between other skills and combat or not enough?
What advantage can we give Combat?
Say if you are using a combat dice in your pool maybe you could gain a small something.

Should we give it an advantage at all and perhaps take a more combat-centric approach?
>>
>>36440866
I lied and came back like an addict.

But feedback. Firstly, I'm not crazy about combat centric, I get enough of that with DnD. I'd rather treat fighting monsters as an exercise in preparation and survival. Mercs and pirates can be fought head on.

Issues are coming partially because I'm being sorta crunch retarded and I don't fully get the combat pool as is and I feel like I'm going to have a hard time explaining it Saturday(though we should get some info on how combat plays out then.

I've already said my worries on combat, so I don't think there's more I can contribute right now.

(Off for reals this time)
>>
Ok I put Distanlands and Edgeraces posts together and made a decent outline of what our skill success system looks like.

>>Thoughts on EP/Skill Rolls.
Normal Skill Success grants nothing.
Skill failure loses you 1 edge point.
*Critical Skill failure loses you two edge points.
>A roll of below 1 is always a critical failure. Static maluses are deadly.
>A roll of 1 counts as a critical failure for you, but not your whole team (you lose EP and so on).
>If your pooled results are more than 5 below the TN, you suffer a critical failure.
*Critical Success on a task can grant you 1 Edge point (Up to a maximum of 15)
>Rolling 12 or above is a critical success.
>If your team surpasses the TN by 5 or more, it is a critical success.

*Naturally, crits (positive or negative) don't stack. I suppose if you get a personal critfail in the same roll as your pool ends up with a critical success, you can cancel them.

While under 5 edge points, Players can regenerate 1 point per day of rest until they reach 5 again.
Under 5 edge points players can begin to get wounded and lower edge points = more serious injuries.
When a player looses all their edge points, they 'fall off the edge' and succumb to their injuries or die as a result of the skill failure in a horrible accident.
Trying things unskilled is dangerous on the edge, the game should reflect that."
=>({More severe penalties?} Active Roll Critical Failure = 3-5 Edge Points and/or a problem/injury/something. Failure of a test loses 1-3 Edge point for whomever is making the roll.)

and here's the EP chart, which still needs a how to. But if any of that doesn't/does make sense let it be know.
http://imgur.com/0vFCp8f
>>
Fuck me, meant to link the probability chart.
>>
>>36440631
Swimming should definitely be active.

Also digging the skill penalty to waifs. Waif Telepathy, I imagine, is capable of being added to any roll that deals with another individual, with a dice size penalty to monsters or other, less intelligent beings.
>>
Equipment!

Ramming prow: While ships typically take equal damage from collision (d6/per unit of speed they are going, combined), this modification reduces the damage to the equipped ship to (d4/unit of speed it alone is going).

Ship Scythes: Popularized by the infamous Windscythe, these mounted blades hang off both sides of the ship, allowing an automatic d6 attack to sails or rigging with a successful Skysailing roll (to steer close enough without colliding).

Fire Onegar: This specially-made catapult takes up a ship weapon slot, doing both normal catapult damage as well as setting the target aflame.

Open Sky Sails: These carefully tailored sails can be switched easily with normal sails. Open Sky Sails are both reinforced and elastic, better suited for the destructive storms found in Open Sky. While above the Edge, however, they are capricious and cause a dice size penalty to Skysailing rolls.
>>
Working on a proposal for combat and other opposed rolls, based on what's been discussed here.
Should be ready within a decent timeframe.
>>
>>36442575
Awesome. My Ship Equipment post above is just for fluff, feel free to tweak or crank any numbers necessary.

Skycraft: Expertly carved lufwood can be treated with a special varnish (d6 Alchemy requirement to attempt) to make it lighter than air. Often carved into the shape of Deepwoods fauna, these craft can lift a single rider and about as much gear as they can carry into the skies on silk sails. They're as fast as a medium Skyship and much more agile, but require a d8 Skysailing ability to control and it's encouraged to honor Sky Above by creating your own (d6 Construction).

Skyfiring: While traditionally performed as a Sky Pirate execution, the practice of tying someone to a Bloodoak log and lighting the end has been used at least once to cross from Riverrise to Undertown in a fiery arc. Successful recreating this feat should only be attempted under the most dire circumstances, and requires at least a d8 Skysailing roll (higher, maybe?)

Also petitioning to change the name of Gather Information. Infiltration, Reconnaissance, or just Schmoozing, I just don't want any Dungeons and Dragons terms bleeding over unnecessarily.
>>
Also, speed.

So this can totally be thrown out, but I'd rather deal with nominations of speed rather than quantification. It removes the temptation of abusing physics knowledge and speeds gameplay considerably.

For instance, we have:
Immobile: Rocks, most plants. Does not move without outside influence.
Lumbering: A grazing hammelhorn, a cloddertrop pulling a heavy cart, any character moving through the Mire without proper footwear.
Brisk: The normal walking pace for most races.
Fast: The normal sailing speed of typical Skyships, or a dead sprint by most races.
Blazing: A Sleek ship with full wind behind it, a bird after prey.
Zooming: A diving hawk, a Skyfired log.

Upon writing it, I realize that my previous writeups for ship design require a lot more variance in speed. Should we change those? Change this? Definitely need feedback on the names, if nothing else.
>>
File: Rolls Proposal 1.png (61 KB, 1026x590)
61 KB
61 KB PNG
>>36442575
Here it is, screencapped because my internet is down and I am definitely not going to try type something this long on my phone. I should get an opportunity to send it in a more-easily-copied format later, but see pic related for now.

>>36442698
I like the idea of using nonspecific speeds. Keeps everything nice and intuitive (and easy to calculate).
The names are good, although I'd personally put "blazing" as faster than "zooming".
>>
>>36442920
How are the wear-and-tear EP losses divided between a party of multiple characters? While a group pool for Combat/Subterfuge/Skysailing pool works, a group EP pool means that everyone would drop dead at once, right?
>>
>>36443052
I was thinking of making it apply to the EP of each individual in the group, which favours creatures (either big and tanky or small, swarmed and thus a true pooled EP) while making fights between people short and very deadly. We have, after all, established that the best fight is the one that never starts and I feel the crunch should reflect that.
>>
>>36443143
Alright. Have we decided/figured out what's a typical EP pool for a starting character? Just checked the pastebin and couldn't find it.
>>
>>36443165
A character's starting EP (and EP cap at this stage) is equal to his age at the game's start. Lost EP can be restored through medicine up to the top of the first injury threshold and only crits can restore it to the cap.
>>
>>36443329
So 21 for those with typical lifespans... Yeah, that's a good amount. It's possible that one battle could kill it if went badly, and unless they're all flawless, exhaustion and accumulated injuries will kill in three or four skirmishes when denied rest and healing. Awesome.
>>
>>36443362
It seemed best to integrate into the crunch the idea that treating the game like a dungeon crawler isn't going to work: even if you win all your fights, it's not going to end well for you.
While avoiding conflict through forethought and trickery does carry its own risks, it's the only way to survive in the long run.
>>
>>36442920
Going to have split this dump into two posts, but I have the opportunity and it's better than making System manually type out the bits we use.

==On Rolls, v1.0==

The basic system consists of pooling the results rolled by each player and comparing it to a single Target Number (TN).
Each player may contribute one die to the pool, drawn from a skill suited to the task.

The die rolled is determined by proficiency in that skill:
-Untrained: d4-1
-Slight Training: d4
-Good Training: d6
-Competent: d8
-Expert: d10
-Master: d12

Once a die has been selected and added to a group pool, that skill is considered "exhausted" and may not be used until the
start of the next round.

Skills are marked Active or Passive: the former will have more drastic effects but entails far greater risks, while the latter
tends to be more reliable and less risky, but also less useful in desperate situations. Some skills may have both an active and
passive set of applications, in which case you may decide which to use when contributing the die.

Finally, when all the dice have been pooled, if they equal or exceed the TN, the roll is considered successful, otherwise it is
a failure and the appropriate consequences are felt.

[See Edge Points notes for the qualifiers and effects of criticals.]
>>
>>36444411
=Opposed Rolls Proposal, v1.0=
When it comes to conflict - whether actual combat or any other situation - rather than rolling against a set TN, both
conflicting parties roll their die pools using the appropriate skills (such as Combat in the case of physical conflict),
whereafter the pooled totals are compared.

The group with the higher pooled total is considered to have taken the advantage in the conflict and is thus successful:
for each point of difference between the two, subtract one EP from the totals of the unsuccessful party (ie. if party A
rolled a total of 12 and party B rolled a total of 9, party A won by a margin of (12-9 =) 3 and thus each member of party
B subtracts 3 EP from their total). This may be modified by items or notes under skill descriptions - a weapon may, as
opposed to simply allowing a reroll of a Combat die, offer the ability to treat the margin of victory as one higher, while
armour may cause the margin of defeat to be treated as one lower.

However, conflict is not easy and, therefore, both sides lose EP after each opposed roll equal to the half the unsuccessful
roll, rounded down (using the same example as above, each member of both sides would lose half of floor(9/2) or 4 EP, with each member of party B losing
a further 3 as above for a total of 7), due to the stress and wear (as well as small successes ultimately irrelevant to the
outcome but nonetheless present and achieved by both sides within the round).

Naturally, when not engaged in a fight to the death, either party may see fit to forfeit before running out of EP entirely,
at which point, if the surrender is accepted, the conflict will end and both may walk away alive, albeit with one succeeding
in their aims in the conflict - the debate may be won; the battle declared a triumph.

And there you have it. I've amended this section to mention that the EP attrition applies to everyone.
>>
>>36444411
>>36444436
Okay, thank you. I think I got the idea now

>>36441269
Thank you as well..

So now that we have combat sorta down.

Weaponry, System proposed weapon properties, the thing is we need some hard crunch instead of just fluff.

>Dagger: Easier to hide, larger weapons require higher Stealth rolls in order to smuggle into places.

System talked about using daggers to stab between chinks in armor, nice trick, but in fairness, most armor depicted in the series is just a breastplate or some other measly pieces. People prefer mobility over protection, so daggers should remain stealth or off-hand weapons.

>Cutlasses/Falchion/Scimitar, the bread and butter of a Sky Pirate, Merc, or Knight. This should be your go-to generalist weapon, the average Sky Pirate cutlass usually doubles as a machete for Deepwoods exploration. I dunno here, maybe give a scimitar a bleed damage effect on good Combat rolls?

>Greataxe-Large, heavy, and good for chopping, attack multiple targets?

>Flail-Shrykes used these, bleed damage, maybe?

>Spear-Length is a bonus

>Crossbow, range is a bonus, perhaps Combat characters can fire off two shots with a normal bow?

That's all for now.

>>36442630
>Skyfiring
Maybe a higher roll that d8? Maugin had NO idea if that would really work, and no one else was able to replicate that feat.

And I don't feel as much of a need to change Gather Information, it describes what you are trying to do quite well.

>>36442698
Those speed terms are fine.

Nice work, by the way.
>>
>>36445082
If in doubt, allow the weapon (provided that it's quality is high or it affords an advantage) to provide one reroll of the Combat skill, thereby aiding the roll. If that seems too powerful, rather let it add one to the margin of success on the opposed roll: a static bonus, but one that does not affect the chance of success.

Perhaps give large or unwieldy weapons a larger bonus to damage (+2), while remembering that they are hard to conceal and, if that doesn't seem punishing enough as a counterbalance, give some form of penalty to the initial roll that is removed if you succeed.

Combat as per my proposal is a little too abstract for intricate tactical details to make much of a difference.
>>
>>36445379
That sounds like it could work.

By "damage" do you mean it would take off more EP from the other guy?
>>
>>36446151
That is correct. When referring to damage bonuses, I mean in crunch terms an increase of the margin of success should you succeed.
>>
File: 1416390121614.png (339 KB, 1008x784)
339 KB
339 KB PNG
>>36445379
>it's quality
Should be "its", obviously. I really need to read through my nonsense before pressing post.

>Picture bump, because I couldn't think of some appropriate lore to mention.
>>
Has anyone done a complete skill list or is that still to be done?
>>
>>36447333
Still to be done, we have skills in the pastebin right now if you want to look.
>>
>>36447153
How high would you figure a Bloodoak grows to? Obviously not super high because it needs to eat, but if you had a marker on the treetops would it be possible to kick mutinous members down to the forest floor for execution via Bloodoak or would they just die on impact?
>>
>>36447590
Bloodoaks are described in the wiki as "typically not tall" and from how Bloodoak hunting works, they likely wouldn't be visible from above the canopy. I suppose if you flew extremely low above the treetops and had decent aim (as well as a victim who wasn't struggling too much), you'd might be able to execute a prisoner thus, but it'd be less effort and more reliable just to leave said prisoner in a Tarry Vine hunting ground.
>>
>>36447590
I think bloodoak groves would be pretty easy to spot given the huge clearing they create around themselves
>>
>>36447959
You can find the general area by the ring of glades around it, but the actual Bloodoak itself is elusive.

Also, they're fairly rare and extremely valuable, so it's more likely that you'd end up cutting it down for its wood if you found one than using it as a means of execution.
>>
>>36448040
If you just toss the poor bastard in the vicinity of the bloodoak, it should take care of him just fine. No precision needed
>>
>>36448040
Why not both? Feed the mutineer to the oak to distract it while the lumberjacks go to town
>>
>>36448297
That does seem like the kind of plan some PCs might execute.
>>
>>36448387
I was actually aiming at having a possible introduction to Bloodoaks via the players witnessing said manner of execution. But I wasn't sure if it would be feasible with the Bloodoak's nature.

>>36447863
And thank you. I knew it wasn't above the canopy, but I wasn't sure how short it was.
>>
>>36448514
Either utilise dropping someone in a Tarry Vine glade and wait for the fireworks, following the victim to observe, or just ignore a bit of the fluff (they probably won't know) and introduce it through what is, while not entirely accurate, a very interesting method of execution.
>>
>>36448814
Well it's either that or skyfiring, both of which suck.
>>
>>36448941
Only for the person on the receiving end
>>
>>36448986
Tossing someone into a Bloodoak requires finding a Bloodoak, which I'm not crazy about looking for.
>>
>>36449195
That's only if you want it to be high-profile, if the mutineer fucked up bad. If there's no need to be fancy just toss 'em overboard. There's probably something down there that would appreciate the free meal
>>
>>36445082
I originally had weapons grouped into Small, Medium, and Large categories for general damage and penalty figuring, and suggest that we stick with that. While I like the unique abilities proposed to weapons, I think a list of possible weapon qualities that can be retroactively applied to weapons/improvised weapons would be easier than the other way round.
>>
>>36450095
Small, medium and large categories do fit quite well with the abstracted modes of combat we've used throughout and upon which I expanded earlier.
>>
>>36450095
>>36450249
Alright then.
>>
>>36450976
Note for the thread, pricing.

How much would you sell X or Y for?

Obviously stuff like Ironwood and Bloodwood is worth more, as well as high quality goods and services. But we have no base for how much quarters or gold pieces one would sell what for.
>>
>>36451665
Most Undertowners are barely scraping by, so I'd imagine if you make, say, 12 quarters a day, it costs 10 to just stay fed and sheltered. Drinks are frequently paid for with a single coin in the books, suggesting a mug of ale is one quarter.

Deepwoods citizens are more subsistence and bartering systems.

>>36450976
If you're feeling up to it you could compile a list of weapon properties.
>>
>>36451908
I'll try compiling a list later when I have more time.

I know of the bartering system, I'm just wondering about the big prices, come Saturday I want to toss a few sample missions at my players and am wondering what you guys think would be a good price.

Right now I'm thinking at least about 100-200 for a large log of ironwood from the Deepwoods, while Bloodwood can go for 300-450 because of the time getting it.
>>
>>36452229
How long are you thinking? Ironwoods were some of the largest trees, growing up to a diameter of maybe 40 feet (so easily 800 feet tall, or more).

Remember how much more effort it is to fell and transport trees like that compared to real trees, though. Lumber camps were probably focused on smaller, more manageable glades or had milling equipment close by, or both.
>>
>>36452423
A "long log" might be say...10 to 20 feet of wood.

The full tree is going to be hellishly more expensive, but truth be told, pricing is one of my weaknesses as a GM.

>Adopting a name for the sake of listing
>Weaponry

I'm operating under the assumption that Combat rolls are what you roll, as given from my chat with System, I'm still not sure how Combat works entirely.

>Dagger:Small-No penalties to hide and stealth checks, +1 on any stealth attack. Knifegrinders in Undertown can increase you weapon quality.

>Cutlass:Medium-Preferred weapon of Sky Pirates, really not much more for me to say here, as a medium weapon it gives a medium bonus.

>Scimitar:Medium-Weapon of goblin mercenaries, jagged and cruel, it gives a medium bonus and possibly lets the target begin bleeding out, forcing them to make a roll not to lose an Edge Point.

>Crossbow:Medium-Not only does it have range, but on a critical roll, a crossbow's armor piercing ability can ignore any armor bonus below heavy.

>Bow:Medium-Normal bow, less expensive than a crossbow.

>Flail:Medium-Shryke Weapon, also has a bleeding attack on crit.

>Spear:Medium-Has reach.

>Greataxe:Large-+2 to attack as well as a possible cleaving effect, on a critical roll the other target must roll in order to not lose a limb(either completely or just in use).

>Greatsword:Large-+2, on a critical roll you deal another 2 points of damage.

>Warhammer:Large-+2, on a critical roll, other target must roll to avoid being stunned for a turn.

Rough and crude, but how do things like that sound?
>>
>>36453044
Mostly good. Warhammers are rarely used, and honestly stun attacks aren't a great mechanic for this system. The same effect is achieved by dealing any amount of damage sufficient for the target to retreat or switch tactics, and stunlocking is terrible.

We need some crunch on bleed effects and reach, but playtesting might be necessary for that.
>>
>>36453419
I added in warhammers and stun for variety, since I'm sure someone might ask.

I also forgot.

>Sickle:Small-A curved blade, often used for farming, can be used in the offhand to cause bleed effects

I'll be back later.
>>
>>36453478
I'd say sickles are more suited towards disarming, but that's just me. Normal woodchopping axes are frequently used too.

God, the great goblin death machines will probably have to count as monsters, huh?
>>
>>36453599
Good point on the axes.

I choose bleeding because if you've ever been cut by a hook, it bleeds like a motherfucker, but sickles in the off-hand are better for disarming. Screed was one son of a bitch to take down.

As for the death machines, are you referring to Splume's in the Second Age? Because that's one hell of a bridge we need to cross when we get to it.
>>
Bumping.

>More Places of Note

>Caterbird Cacoon, sleep in a Caterbird cacoon and you may share their dreams.

>Palace of Statues, headquarters of the Leaguesmen, surrounded by hundreds of statues of Leaguesmen on every floor and location, tread lightly.

>Bloodoak Tavern, a local in Undertown for Sky Pirate and scum alike, owned by Mother Gizzard, a Shryke said to sell her own eggs for coin. Many a great Sky Pirate has made it or met their end here, be careful.

That's all for now.
>>
>>36456715
It seems forgetting use names is common here.
>>
>>36454572
I mean, I like complicated weapon systems, but the system so far is pretty streamlined, and combat is the worst possible aspect to get bogged down.

>>36456745
We've all spent some time in the Twilight Woods. I didn't have one til halfway through the second thread haha
>>
>>36457430
"to"? We already got bogged down in combat!

I wasn't planning on using a name until actually playtesting, but if I'm gonna' keep listing shit...
>>
>>36457430
Also, I remember you asking about the names!
>>
>>36457547
I meant getting bogged down during playing. One of my biggest peeves with roleplaying games is that when shit hits the fan, what is supposed to be a furious, over-in-a-flash fight ends up being half an hour of plotting and math. Smoothing out the crunch now will help ease that.

>>36457576
Yup, been with it since the very beginning. Not dumping pictures any more, though.
>>
>>36457875
I get what you mean, I want combat to be something you can prepare and plan for and actually tactically adapt to rather than "I roll to hit" being all you say, but I understand the need to simplify.
>>
>>36458040
I can understand where you're coming from, but I would favour a method of combat resolution that is over near-immediately and at great cost, as crunch should reflect the setting and combat is brief and deadly, not hour-long slugfests and arguments.

Tactics are more "we ambushed them, so they spend the first round rolling dice one step smaller than usual" than careful plotting with miniatures and a grid, as I see it.


On a different note, I have three players confirmed for a playtest this afternoon.
>>
>>36458653
Right, so the trick now is to find a balance.

One of my players had to drop out, so I just have two for tomorrow.
>>
Profession Guy here, sorry it's coming along a little slow. I'll have something tomorrow night ish.
>>
>>36458653
Exactly. You prepare for battle with equipment and the first step of tactics, but no one is tanky enough for significant maneuvering or battlefield control.

Awesome that playtests are happening, what timezones are you guys in? Just wondering.

Also, what skills are applicable to Combat, and in what circumstances? I imagine Combat being the actual technique of fighting, primarily practiced against other humanoids, though swording a beast is pretty useful too.

Tracking rolls (matched to the opponent's Perception roll) might give an ambush bonus as discussed in >>36458653

Fauna might be helpful for identifying what exactly is trying to determine the color of your intestines, but also might explain or partially mitigate a special monster quality.

The Culture Trio (High, Under, and Foreign [maybe renamed to Woods or Forest?]) could help you avoid inflammatory behavior, or incite it in bystanders for your benefit.

Diplomacy, of course, could talk down enemies that understand you, but you'd either need a huge upper hand on them or disarm yourselves as an act of faith for it to work.

Subterfuge is nearly everything else- feinting, drawing attention, screaming down a foe until you cause a new racial schism.
>>
>>36458923
At the same time, personally I like adding in environmental details like logs you could roll into the other guy or being able to push someone off a Skyship. O realize that falls more to the GM to set up and the players to figure out(as well as really only working for humanoid enemies) and I want simple combat as well, I just like the option to let these players have some ability to change the course of a battle. And clearly this is more suited for long term engagements as opposed to the quick bloodbath's we're aiming at, but I enjoy leaving the option open.

I'm in the Pacific Coast Timezone, my most pressing issue right now is stating abilities per class.

Also, Woos culture might work.
>>
>>36459204
Fuck me, name time.
>>
>>36458923
Combat is the major "use sword on enemy" skill, but tracking (in addition to ambushes) entails most aspects of hunting, so it can likely work as a secondary combat skill (not so much against humanoids, though). With the others, you're more or less spot on.

I'm in GMT+2, for the record.
>>
>>36459204
I think part of the issue is the opposed mindset. In Dungeons and Dragons and a lot of similar games, you're forced to go through a series of encounters to accomplish a goals. On the Edge, though, the world is huge and free. If there's no way you can win a battle, just book it and fight again another day under other circumstances.

That being said, yeah, environmental factors are huge. Unstable ship decks, sucking Mire ooze, the dark of the Nightwoods and the impassably thick undergrowth in parts of the Deepwoods aren't just occasional features. I'm of the believe that there should ALWAYS be an environmental factor in play (up to the DM on which and why).

A few samples:
Unstable Deck: The weather has taken a turn for the worse, or the hull-weights are damaged. Either way, you're constantly thrown off-balance and take a dice size penalty to all active skills.
Mire Ooze: It's thick, white, and full of little swimming things. It's also up to your knees, in your eyes, and you aren't sure, but something may have just grabbed your foot. Go one speed step slower and take a dice size penalty to melee combat.

Nightwoods Gloom: Is it day or night? The sun never reaches the ground here, so it's impossible to tell. Treat as constantly night, with San checks (starting low and progressing slowly) being rolled every day after the third.

Thick Undergrowth: Thorns, vines, brambles, or simply too much dense vegetation to push through slow you one step of speed (unless riding a Deepwoods animal) and make it harder to identify what you're standing next to (one dice size penalty to Flora and Fauna).
>>
>>36459753
Sounds good. Environmental considerations should have effects and the ones you outlined seem like they'll work. I'll be able to comment about how smoothly they run after the playtest.
>>
>>36459753
>>36460030

Those both sound good environmeny factors, will throw them in tomorrow.
>>
File: Captaincloudwolf.jpg (34 KB, 300x366)
34 KB
34 KB JPG
Just briefly dropping by, you guys are doing some good work here. Keep it up
>>
>>36460580
This guy, probably multiclassed in Knight/Captain.
>>
>>36460601
Probably why he had no xp left to put into parenting.
>>
>>36460631
Fucking lost it.
>>
>>36460631
All we have worked for has built to this.
>>
>>36460631
That this makes perfect mechanical sense proves that we're on the right track.
>>
File: Hunting Bloodoak.jpg (340 KB, 1026x1252)
340 KB
340 KB JPG
Everyone's favourite tree.
>>
>>36439707
I think spindlebugs could maybe get a bonus on fine tools. Seems bug-like.
>>
File: HowtoFailathugging.png (768 KB, 453x750)
768 KB
768 KB PNG
>>36460871

0 points in Hugging skill.
>>
>>36462507
Has any of that family been good parents who didn't dump their kids on someone else?
>>
>>36463554
Twig's Daughter and Nate's father appear to be okay parents, though they died before their kids were ready.
>>
My playtest has begun. A player is taking a break, so I have a moment to do a little write-up.

One player disappeared without notifying me, so I only have two, neither familiar with the setting. I gave the one who didn't arrive half an hour late an overview of the setting and helped them build characters.

So, we had the ravine trog mercenary and quarterling sneak-thief aboard the good ship Razorback (they named it). At the behest of a Leaguesman from the League of Gluesloppers and Ropeteasers, they attempted to hijack a cargo barge currently over the Mire.

Combat ensued and was suitably lethal, taking both to the first injury threshold. At this stage, they attempted to make a break for it, but a string of critfails left their ship dead in the air as the barge escaped, trog still aboard. Attempting to retrieve him, the captain and stone pilot (both NPCs, as they neglected to take the appropriate skills) botched a roll and descended too fast, getting stuck in the Mire, with the quarterling below the critical threshold and the trog attempting to return to them, via a jump from the now-above other ship (which he failed, landing next to them near-death).

At that stage, their luck reversed and they managed to dig the ship out of the Mire for a moment, at which the captain and pilot aced the roll and got a bit of lift. In the attempt, however, the quarterling rolled a critfail which led to his collapse as his last EP disappeared.
With that, the now-one-smaller-crew flew back to Undertown with their proportion of captured cargo.

Cue break.

Comments below due to post character limit.
>>
>>36463994
Comments:
>Everything is suitably lethal. I've been deducting one EP for ordinary failures and 1d4 for critfails, with combat working as per my proposal (even the winning side takes damage).
>Everything flowed very smoothly, with no long waits required to work out what to do. Combat in particular was over within about a minute or two, while a fight under similar circumstances
in 3.PF would have taken half the session.
>If one is looking at the maluses, we found that for skills, starting with about d6, the lower reroll becomes more deadly than the -1 malus. Thus we may wish to switch them.
>We may wish to increase the natural EP regeneration up to the start of the first injury threshold rather than the second (1 per day is still fine).
>Most importantly, the feedback I've received is that it's enjoyable.
>>
File: choke a bitch.jpg (42 KB, 853x480)
42 KB
42 KB JPG
>>36462507
Nat 1 on hugging.
>>
I can't remember much about these books, what was beyond the deep woods?
>>
>>36464038
Death, as usual.
>>
Sorry I wasn't around, real life got in the way. I'll try to read everything and get up to date.
Bin updates pending.

>>36464005
>>36463994
Awesome. Glad to hear it's going well.
>>
>>36464038
The Thorn Woods, which are just a shitload of Thorns.

And the Nightwoods, which are also shit.

HAVE FUN/
>>36463994
Nice!

My session is at 6 Pacific Coast time. Trying to move it up to 5.

Also, combat sounds nice. I might start off my session with some more out of combat mundane bits to test how that works out.
>>
>>36464005
Oh, and one other thing:
>I need to rewrite the character sheet with a race box. It's conspicuously absent.
>>
>>36464321
Probably because we spent so long wondering what our third character creation part was we forgot to put race in.
>>
If I pee off the edge of the island what happens?
>>
>>36464358
You get eaten by something horrible lurking near the very edge.
>>
File: Edgewraith.jpg (192 KB, 515x1781)
192 KB
192 KB JPG
>>36464358
Here ya' go!
>>
>>36464005
Part 2 has concluded.
Storytime:
Recuperating a little from the previous hardships, the players bought some equipment with their gains from the raid (a spear and perception-enhancing monocle for the trog, some sneaking-enhancing gear for the quarterling) and proceeded to accompany their captain on a fairly routine trading trip around the Deepwoods trading post, culminating with a visit to the Great Shryke Slave Market, where the trog considered (and then decided against, after watching for a bit) fighting in the Wig-Wig arena - a minmaxed d12 in Combat does that.
Heading back, however, they were forced to land in a glade due to inclement weather; while waiting there, tarry vines attacks, grappling them, the captain and the quartermaster. Through good rolls, they escaped (albeit by cutting and thereby multiplying the vines), however and attempted to rescue the other two.
The captain was freed promptly and the quartermaster halfway to the Bloodoak's mouth, but the vengeant vines caught the ravine trog in the commotion, depleting his edge points as he was forced to reroll his combat crit success due to injury. Leaving their companion to be eaten by the tree, they swiftly fled and this time hid *inside* the ship, as the "no fun allowed" stone pilot had, until the storm abated.

The story ends with the ship flying back to Undertown, one member short.

Further comments in the next post.
>>
>>36465094
This section was decidedly less planned and consequently didn't flow as smoothly on my part. I simply allowed the players to wander around the setting and do stuff.
>Rerolls proved absolutely crippling when it came to combat: critical successes were denied and otherwise-successful opposed rolls were lost.
>Rerolls were similarly useful when positive: the quarterling's sneak was utilised to much greater effect.
>Fauna and flora are essential to not doing stupid things like getting lost in a Tarry Vine hunting grove or volunteering to fight Wig-Wigs (for the latter, the quarterling pass the fauna test, so I emphasised its danger).
>Minmaxing is possible and, while it will help you survive, it cripples you in terms of versatility (although one d12 skill can save your life, as it enables EP-restoring crits).
>>
>>36465154
Oh, and finally, character creation received unanimous praise (not that a crowd of two makes that too impressive): it is supposedly streamlined and logical, with even the age blocks (however long they took us to decipher) making sense and working well and intuitively. Also, kudos to Edgeraces' racial fluff. The little nuggets of description attached to the various races and professions was complimented.
>>
>>36465094
>>36465154
how gamebreaking did you find the minmaxing?

(I still have to read the combat proposal you wrote but it looks good, really behind on the thread contents).
>>
>>36465214
I didn't find it too gamebreaking at all: although the d12 in combat meant a lot in some specific circumstances: they failed very few combat rolls, but when you're relying on d4 or, worse, d4-1 (untrained) for rolls (and it gets exponentially worse once you have to reroll successes due to injury), the crifails (and regular failures) pile up fast enough that you're going to regret not going for a more even spread of skills.
>>
>>36465525
To put it in the simplest way possible, to get a skill from d4 to d12 requires four die improvements. For those same four improvements, you could get four skills to d6 or two to d8 and so on. Minmaxing simply leaves you prone to critfail in other areas and no one skill dominated the game to an extent sufficient to be worth maximising at chargen.
>>
>>36465525
>>36465618
Alright cool, sounds like it's going well!
>>
>>36465618
This helps me immensely! I wasn't sure how to set up a person's skills, so thank you.

>>36465154
Glad to hear about the Flora and Fauna, and I assumed you could min-max(if you played a high enough campaign, you could min-max like a fiend), but the rerolls are an interesting point.

Would you want to get rid of them or not?
>>
>>36465811
It certainly is. As the comments indicate, some tweaks are required and it might have gone better with players familiar with the setting, but all in all it was fun, smooth and I'm fairly certain I've sold the Edge to at least one of my players.

>>36465933
Rerolls are still good, I would just tweak the injury threshold definitions so that the first gives a -1 and the second gives a reroll instead of vice versa, as the latter is meant to be more crippling.
>>
>>36465991
Alright, I'll try and work out some stuff for my game later.
>>
Before I forget, here's the Character Sheet v1.1: exactly the same, but with a race field.
>>
File: Wig-Wigs.jpg (28 KB, 294x365)
28 KB
28 KB JPG
>>
>>36467034
Thanks for this.
>>
>>36468837
I had to get it done at some point, so I figured that it might as well be in time for your playtest.
>>
>>36469625
Right now I'm just reviewing the rules to try and get it started as quickly as possible.

What kind of numbers did you use for challenge rolls and enemies stats, if you don't mind sharing?
>>
>>36469890
...

...I swear on me mum, m80, this goddamn name.
>>
>>36469907
Bump because we might need to outline combat a bit better in the Pastebin, I'm still having a hard time of finding info on it.
>>
>>36465154
This all sounds awesome. I'm especially pleased about the inherent limits on minmaxing, it'll definitely reward cohesive groups for working together.

Given the completion of Distantland's playtest and Playtest's namesake's start, what's on the table tonight for fluff or crunch? I'd rather work fluff, honestly, but if someone holds my hand and reassures me it's okay I can try crunch.
>>
>>36470859
Before my game starts in an hour or so, I need some clarification on how combat rolls work so it's fresh in my mind.

Are doing it DnD style where you roll to beat a number? Or the two roll against each other?(I feel as though I have asked this before).

At the same time what are some sample stats for enemies you guys think I should use?
>>
>>36470928
At the same time, I'm hoping Distandlands an answer if he used a grid for combat or not.
>>
>>36470928
Roll against each other, success and failure degree is determined by how different the rolls are. I think there's a combat screencap higher up in the thread.

Mercenaries are just normal characters, so low level hammerheads or cloddertrogs work. I wouldn't through every monster we've statted at them, the fear of the unknown in the Deepwoods is a big thing (unless you're a Verginix).
>>
>>36471006
Thanks.

And for other challenge rolls? Just use a set number?
>>
>>36471168
That's how I'd do it, yeah. Distantlands might have more insight.
>>
Bump
>>
Reread 'Cloud wolf' last night. I'll post some fun tidbits I found later :)
>>
More fauna:

Fromps: These little creatures have rabbit ears, hawk claws, and prehensile proboscii. They're about a foot tall.
Fauna d4
Flora d4
Climbing d4
Tracking d4

Oozefish: A vicious mix of mudskipper and flounder, these fish live beneath the Mire and seek to bring their prey down with them.
d6 Swimming
d4 Grapple
Upon successful grappling of a limb, the Oozefish confers a dice size penalty to Swimming. If the character drops below a d4 in Swimming, they are pulled under and start to drown. They can be removed with a sharp object and a d6 Fauna roll to know where to poke them (second set of gills).

Daggerslash: These ambush carrioneaters look like dead logs, until someone steps on them. Then forty rows of claws spring up like a bear trap, pinning them until they rot into the Daggerslah.
d4 Combat (primarily defensive)
d8 Grapple
A d8ish Fauna roll can identify them before they snap you up.
>>
Logworms: Probably related to the Hoverworm, these enormous floating worms suck in air like a vacuum and swallow anything that's foolish enough to get close.
d8 Combat
d10 Swallow Whole
Qualities: Flying

Mewmels: These lizard-cat-things aren't aggressive, but they will defend their young.
d4 Combat
d6 Climbing
d4 Poison (saliva)
d4 Tracking
>>
>>36471168
Need to ask Distantlands. I'm still on a huge backlog.

Hope it's going well. Remember to record any questions/conundrums your players run into.

>>36474521
>>36474749
Thanks Captain.
>>
Hairy Thousandfoots- These flesh-eating millipedes are nearly a foot long, not a deadly threat unless completely unexpected or in a swarm.
d4 Combat
d4 Climbing
d4 Tracking

Swarm:
d8 Combat
d6 Climbing
d4 Tracking

Angler: These are enormous landfish, staggering about on two webfooted legs. Just between their eyes is a long protuberance tipped in what appears to be a ripe and delicious woodsap. You can guess where this is going, with a successful Flora (or much higher Fauna) roll.
d6 Combat
d8 Swallow Whole
d4 Tracking

Edge Wraith: Wingspan of nearly a hundred feet. Mouth too full of fangs to close properly, on a long and prehensile neck. Feet that can tear apart a ship's hull.
d10 Combat
d6 Tracking
d6 Grapple
d6 Frighten
Qualities: Flight
>>
Alright, that's all the pictured, described monsters in the wiki. Should I start making things up?
>>
>>36471168
For non-opposed rolls, I usually added up the results with the appropriate cumulative probability on their dice to determine the total TN. For easier stuff, I used below the 50% cumulative probability mark for one or both dice and for harder stuff I went a bit above.

This will be too late, but I'm just putting it out there for comparison with what you did.
>>
>>36478933
For standardised TNs, I used multiple of the 50% chance point of a die, thus:
Easy = 2d4 = 6.
Less easy = 2d6 = 8 (probably my most-used).
True medium = 2d8 =10.
Quite difficult = 2d10 = 12.
Challenging = 2d12 = 14.
Referring to these and trying not to make an impossible TN, one could set static TNs in a fairly decent way.
>>
Alright, my first playtest is done.

I did a sample of combat, non-grid based and some later attempts at having my party learn that the Deepwoods is a shitty place.

>Comments
>Combat was a bit wonky for us all to figure out, the pastebin really needs that to be clearer in rules.
>Character building went fine once we all saw the examples.
>I'm not sure about how skills go, we stacked skills if the profession and background/race shared them, so a d4 in combat became d6 if it stacked.
>Difficulty, the two players weren't that crazy about the losing an EP for every fail.
>still unsure about how to stat enemies

I'm going to hand it over to them for right now.

>played as a stone pilot
>my biggest concern was the way skills worked
>I was confused as to whether a d4 represented an untrained skill or what
>there was also some ambiguity as to what characters could actually do, I ended up using diplomacy a lot despite only having a d4
>this may have been a DM thing
>we ended up doing combat in turns, kind of like how D&D would work
>the confusion with the combat system sort of forced us to improvise, so it wasn't as fast or lethal as it should have been
>second player, played as a slaughterer who was an apothecary
>was mostly miffed by the skill system, as pointed out by the DM and the other player. it seemed awkward to figure out how to use skills and how to use skills that were essential but not acquired (like balance)
>combat was also a problem, as pointed out
>>
>>36480079
d4-1 (a d3) was discussed for untrained skills, not sure if we ever pinned it down. However, any skill is possible to use untrained.

Turn-based combat was the plan, yeah.

Well thanks for giving it a shot. We'll keep working on it.
>>
>>36480183
I used a 1d4-1 for untrained skills, although I tried to be quite lenient with skill interpretations to let people use what they had.

I suppose I can count myself quite fortunate that my group took balance and climb.
>>
>>36480183
We settled into turn based after a minute or two, my lack of fore planning quickly becoming apparent, next time we plan on having the Stone Pilot's player GM in order to keep it interesting.

>>36480226
In a group of two, I kinda fiated alot of their actions so they didn't fail at everything.

Our session had them deciding to ditch their shitbag captain and use the log-bait to destroy his flight rock.
>>
>>36480400
That's quite something.
My lot intimidated their captain into following their orders and, without the first idea how to pilot a skyship, wouldn't be able to ditch him (although they did consider it).
>>
File: Snicket Swarm.jpg (21 KB, 400x355)
21 KB
21 KB JPG
>>
File: FAoF Coloured Map.png (580 KB, 755x478)
580 KB
580 KB PNG
>>
>>36481802
Well, the illustrious captain Stormrat lost their love after failing some rolls to help stabilize the ship, leading them needing to rescue him in the Mire, taking "volunteers" from Deepwoods villages to sell as slaves, leaving one of the party member to the mercy of Wig-Wigs(her first introduction to them, her response was that she would "not kick the fuzzy little orange balls and calmly walk away", she paid the price for her slowness later on), and finally tossing the Quartermaster into the Great Wig-Wig arena to get money from shrykes.

They let him pilot the ship back to Undertown and jumped ship there.
>>
>>36486039
That is a fairly good set of reasons to depose him, I suppose.
>>
>>36487026
I wanted to have their captain be an awful person.

I'm going to try and get a larger group for next time so we can play a full crew.
>>
>>36488374
Best of luck with that. So far, both playtests have had only two players, so they aren't exactly too representative of the average group.
>>
One last bump for the night.
>>
>from earlier post by our GM
>played as slaughterer apothecary
>just add-ons

Now that I've had more time to think about the game and it's not past midnight, some clarification could be made with character creation.

Looking at the chart, it was pretty easy to assign skills appropriate with age progression. However, since both samples follow the same formula, is there a mandatory levelup-newskill-levelup formula, or was that only an example?

Let's say I have a character with d4 flora skills. At age 18, I choose for them to have d6 skills. At age 19, may I choose for the character to have a new skill OR a 'level up', or is it only a new skill? I guess it would make sense if it were either, but it could be explicitly stated as in our game we weren't sure and instead followed the chart exactly: one skill up, new skill, one skill up, present day.

I figure a quick answer on this will help with the next game.
>>
Hey guys, Good to hear the playtests went well. I'm gonna read up on what I missed over the weekend.
>>
Also, should we be making a 1d4chan page for this?
>>
>>36494115
If you'd like.

I feel like holding off of the page until we have a PDF or complete rule-set for the First Age at least just because I like handing in finished products.

>>36492330
I totally forgot about that point, probably because we dicked around so much.
>>
>>36494115
Hell yeah!
>>
>>36494689
Understandable :)
We'll have to find someone who's good at making nice looking rpg pdfs

>>36494690
I'm not going to make it myself as I suck at wikiformatting
>>
File: Ratbird.jpg (5 KB, 180x217)
5 KB
5 KB JPG
>Ratbirds were small, flying, rodent-like birds related to Snickets. They nested in many places, including sky ships. On sky ships, ratbirds picked off other sky vermin and protected the ship's cargo. According to legend, ratbirds only left a sky ship that was truly doomed, though evidence from the books suggested that they simply left when a ship was threatened or not skyworthy. Ratbirds were also excellent navigators, capable of finding their way back to their nest no matter how far away they were. For this reason, they could be used to deliver messages, because a ratbird that nested on a sky ship could always find its way back to that ship.

Some Skypirates kept ratbirds as pets and trained them to do missions such as seeking out other ships / places and returning, performing loops in the air to indicate how far and what distance the target ship/place was
>>
>>36496447
>Messages of No Return were special messages sent by individuals who wished to cover their tracks. The message was sent by a ratbird which had been given a lethal, slow-acting poison, causing the creature to die once its message was given. As a result, Messages of No Return were almost impossible to trace back to the source.

Perhaps a good way to send a message to your players.
>>
>>36465179
Glad to know the little comments helped. :)
I'm pretty surprised that one of the players chose to play as a Ravine Trog!
>>
BACKGROUNDS

>Deepwoods Slave (Purchased at the Shryke Slave market, limited training and skill.)
D4 Construction
D4 Subterfuge
D4 Foreign Cultures
D4 Thievery
D4 Flora

>Deepwoods Wildling (Uncilvilised Living in the woods)
D4 Flora
D4 Fauna
D4 Climbing
D4 Tracking
D4 Perception

>Deepwood Hermit (Civilised but isolated)
d4 Flora
d4 Fauna
d4 Climbing
d4 Cooking
d4 Alchemy

>Deepwood Villager (Living in one of the many villages throughout the deepwoods.)
d4 Flora
d4 Fauna
d4 Trading
d4 Animal Taming
d4 Diplomacy

>Undertown Laborer (Manual laborer, dock workers, ship loaders etc)
D4 Construction
D4 Fine Tools
D4 Knots
D4 Climbing
D4 Under Culture

>Undertown Dreg (With little else going for them, they have only their wits to keep them alive.)
d4 Under Culture
d4 Gather information
d4 Subterfuge
d4 Theivery
d4 Perception

>Undertown Commoner (Every day Undertowner, Has a craft and trade their goods for money.)
d4 Fine Tools
d4 Under Culture
d4 Trading
d4 Subterfuge
d4 Diplomacy

>Merchant Guilder (Upper class of undertown, works for one of the various Leagues)
d6 Trading
d4 Subterfuge
d4 Diplomacy
d4 Under Culture

>SanctaPhrax Servant (A Servant for one of the Higher up academics.)
D4 Gather Information
d4 Cooking
d4 Thievery
d4 Diplomacy
d4 High Culture

>Sanctaphrax Commoner (Eithier a lower academic or one of the many who work in the city)
d4 Sky Studies
d4 High Culture
d4 Diplomacy
d4 Subterfuge
d4 Fine Tools

>Sanctaphrax Librarian (Potentially exiled depending on when the campaign is set.)
d6 Earth Studies
d4 High culture
d4 Flora
d4 Fauna

>Sanctaphrax Academic ( Mistsifters, windtasters, Head in the clouds)
d6 Sky Studies
d4 Perception
d4 High Culture
d4 Diplomacy
>>
>>36498111
These all look good, my party choose slave and wooder because those were the only two that we knew had stats.

So thank you!
>>
>>36498111
Evened it out with Four Backgrounds per main starting area.
Though I'm thinking of changing the four Sanctaphrax ones to the following instead.:


>SanctaPhrax Servant (A Servant for one of the Higher up academics.)
D4 Gather Information
d4 Cooking
d4 Thievery
d4 Diplomacy
d4 High Culture

>Sanctaphrax Worker (Eithier a lower academic or one of the many who work in the city)
d4 Fine Tools
d4 Gather Information
d4 High Culture
d4 Diplomacy
d4 Subterfuge


>Sanctaphrax Student (Academic in training at one of the Schools/Colleges.)
d4 Sky OR Earth Studies
d4 High culture
d4 Diplomacy
d4 Subterfuge
d4 Gather information


>Sanctaphrax Academic ( Earth and Sky Academics/Professors from the major colleges and Libraries)
d6 Sky OR Earth Studies
d4 Perception
d4 High Culture
d4 Diplomacy
>>
>>36498206
Yeah, sorry about not having more.
The realisation we had next to no stats for backgrounds prompted me to do this. :P
>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Working on a google docs version of the pastebin that's a little more organized and corrects some minor mistakes. Also meant to be prettier. Hope none of you mind. Will share it once I finish getting all the info down.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>
>>36498335
A Google Doc will probably be easier to convert into a PDF too :)
>>
>>36498335
That sounds great! Good luck!

Some more locals.

>Stone Gardens-The harvesting ground of all Flight Rocks, watched over the White Ravens who will attack anyone who dares trespass. Only the academics of Sanctaphrax can harness the rocks here, and it is here that all academics are left upon death to be picked clean by the Ravens.

>Great Shryke Slave Market-A massive nomadic market built up slaves, run by the horrible Shrykes. To enter one must purchase a white cockade and wear it in plain sight. Anyone without one is considered fair game to be bought and sold as a slave. The flower will wilt over time, and many lose track of time and end up as permanent fixtures in the market.
>>
The other thing I've been thinking of are defining the different conditions, benefits and penalties associated with the different levels of sky.
Low Sky, Middle Sky and High Sky.
And of course, Open Sky.

>Low Sky
Low Sky is the layer of the atmosphere between the ground and the bottom of the Sanctaphrax rock.
Travel here is slower and conditions are generally safest.

>Middle Sky
The Sky level from the bottom of the Sanctaphrax rock to the top of the Loftus observatory.
Faster Travel across the edge but weather conditions are worse and it is more difficult to travel. Prone to storms, clouds, wind, mist etc.

>High Sky / Upper Sky
From the Top of the Loftus Observatory and above. Conditions here are dangerous but allow for faster travel.
The Edge Stream ( A high velocity wind current / jet stream ) Is located here allowing for extremely fast but extremely risky travel.

>Open Sky
The Sky surrounding, off the edge of and alongside the edge, prone to violent and crazy storms and is the most dangerous to sail in.
Gets more dangerous the farther away from the edge you travel.
>>
>>36498335
That would be excellent.

Working at the moment on a guide to using the TN charts, to aid future GMs with setting them.
Also, the Complete Guide to Ageing (as I ran it) and Chargen in General.

I'll post them when they're done, probably in the new thread since we've hit autosage.
>>
>>36499268
Those all seem like they'd work.
I assume they'd modify both the planning roll and the execution?

>>36497460
The player isn't familiar with the Edge as a setting and chose it when I directed him to trogs based on his usual preferences and he liked the fluff and Foreign Cultures racial skill.
>>
>>36499289
Oh has it? Drat.
I think System made the new thread last time.
>>
>>36499570
System has started all the threads so far (except, I believe, the first), but if he isn't around when this falls off the board, I'll start it with my (progressing well) new guides.
>>
>>36499563
I wasn't too sure about the crunch of the different levels of sky, but I'm sure that's something you and the other guys can figure out :)

>>36499563
In terms of guy playing the Ravine Trog, I like that you can have all sorts of random races show up.
The similar skill sets with a splash of difference allows players to choose that one or two skills that they want to have which sets them apart.
The fact that we saw a Ravine Trog in one of the first playtests pretty much means I succeeded :D
>>
>>36500179
The large racial variety has worked as planned, indeed.

We do need a section on ships (unless it's abstracted to "roll to plan, roll to execute"), yes. I'll give it a try, but don't expect miracles on this front.
>>
The new thread is up.
>>36501450



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.