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The Riddle of Steel

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Comments

  • edited 2011-11-28 12:23:56
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^^^Yeah, my (still half-finished, will probably be finished if my spy dude dies) mage took maxed out flaws. I actually didn't mind; that just gave him character, but the main problem was the final "do I prioritize skills over attributes, or vice versa?" I never could decide.
  • One foot in front of the other, every day.
    Some prioritisation is pretty difficult, but I think that's a good point to let go of character efficiency concerns and let the concept decide.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    It is.

    But I almost wound up with a mage who couldn't use magic, so I think I'll save that until I'm more familiar with the system :P
  • He who laments and can't let go of the past is forever doomed to solitude.
    there's an assassin idea and a blacksmith idea, the former would be completely physical while the latter would have magic skills.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^Bear in mind, trying to have magic and also anything else is extremely difficult in this system.
  • He who laments and can't let go of the past is forever doomed to solitude.
    why would a blacksmith engage in direct heroics?
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Fair enough :P
  • edited 2011-11-28 12:42:39
    One foot in front of the other, every day.
    ^^^^ Huh. A thief and an assassin... Malk expressed interest in being a bard/thief. I think I can see where this might go if you guys keep choosing sneaky characters.

    ^^^ He could do an arcane blacksmith like so:

    A: Skills (Craftsman/Ritualist)
    B: Race (Gifted Human)
    C: Attributes
    D: Social Class (Low Freeman)
    E: Gifts and Flaws
    F: Proficiencies

    So the blacksmith would be pretty horrible with weapons, but strong in both magic and craftwork, not to mention have pretty decent overall stats. Economically, he'd have enough cash to start with the stuff he needs to do his work -- the only downside outside of combat would be suffering from a couple of character flaws.


  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^Wait, I must be misunderstanding the magic system. Can you use magic if you don't have vagaries?
  • edited 2011-11-28 12:48:10
    One foot in front of the other, every day.
    Bah, whoops, forgot that Proficiencies = Magic. x_x

    That's what I get for not having much interest in running a magical character, I suppose.

    Altered:

    A: Skills
    B: Race
    C: Attributes   
    D: Proficiencies
    E: Social Class
    F: Gifts and Flaws (Aw man)

    A, C and D are the most switchable, I think.
  • He who laments and can't let go of the past is forever doomed to solitude.
    what are attributes?
  • One foot in front of the other, every day.
    Strength, endurance, mental sharpness, those kinds of things.
  • He who laments and can't let go of the past is forever doomed to solitude.
    A:Skills
    B:Proficiencies
    C:Attributes
    D:Race
    E:Social Class
    F:Gift and Flaws.

    I don't care much for starting money or prestige so social class can take a toll, about gifts and flaws, somethings gotta take the short end of the stick. Thoughts on this one?
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Er...Race D gives you absolutely nothing. Race F makes you an ordinary human, Race B lets you use magic. Race D is...an ordinary human, but more expensive.
  • No rainbow star
    For a magical swordsman, how does:

    A Race
    B Proficencies
    C Skills
    D Class
    E Attributes
    F Gifts/Flaws

    Sound? Any of that need juggling for the sword part?
  • edited 2011-11-28 13:17:47
    One foot in front of the other, every day.
    ^^ Yep. So if you wanna be magic, your B slot must be Race. Unless you use A, but then you're Fey and let's not go there just yet.

    ^ I'd rather not use any Fey just yet, 'cause they're very traditional Celtic nasty Fey a lot of the time. So I'd put it like this:

    A: Proficiencies
    B: Race
    C: Attributes
    D: Skills
    E: Social Class
    F: Gifts and Flaws

    Attributes are reasonably important for any kind of magic or combat character. They contribute to proficiency and skill tests and create derived stats, so unless you're out of the action a lot of the time, you'll want Attributes around C or D at the lowest (although there are interesting ways to play with that, if you're very specialised).

    Proficiencies in A is going to be very important if you want both effective magic and swordsmanship.
  • He who laments and can't let go of the past is forever doomed to solitude.
    Fey? Goddamn, gods of fate and shit!

    A:Skills
    B:Race
    C:Proficiencies
    D:Attributes
    E:Social Class
    F:Gift and Flaws.
  • edited 2011-11-28 13:18:44
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Incidentally, here's my build:

    A Attributes
    B Gifts
    C Proficiencies
    D Class
    E Skills
    F Race

    I'll post the full character when I'm done.
  • No rainbow star
    I'm curious now:

    How nasty are fey? And how broken?
  • edited 2011-11-28 13:33:27
    One foot in front of the other, every day.
    ^ Fey aren't really broken, but I'm just not up to GMing them yet as it alters the tone, resources available to the characters, party goals, ect. A Fey character is just going to alter the game quite a lot, and at the moment I'd rather keep it in reasonably human territory as far as character motivations and character relationships are concerned.

    Oh, and if you're Fey, you hate anything with iron in it.

    ^^^ That'd work.
  • No rainbow star
    ^ Ah, the whole cold iron weakness of fey

    They've got quite a few quirky things in mythology if I recall (eg they steal the substance of something, leaving the object itself. This causes crops to wither and cows to die if their essence is stolen, for example)
  • He who laments and can't let go of the past is forever doomed to solitude.
    Hey. make it fey! make it fey! I'd kill him in the first turn! Oh wait, this isn't Paranoia...
  • I'm wondering if it's inappropriate to have certain skills depending on social class. Seems to me that it'd be very difficult for a peasant to have access to as much training with weaponry or magic as someone of the higher classes. And even if the person somehow had access to a teacher, poverty generally means less spare time to hone skills that aren't immediately relevant. Would we have to justify such a thing with something such as a recent fall from grace or economic loss? Do the rules allow for such subtleties as being technically wealthy but with resources tied up in something unrelated to adventuring, or having an extremely poor reputation in certain circles?

    Also, I still don't have access to a pdf of the full rules, or at least something that would let me make a character.


  • Keep it fey, keep it fey, keep it fey!
  • He who laments and can't let go of the past is forever doomed to solitude.
    What about a hermit?
  • One foot in front of the other, every day.
    ^^^ Everything is context-specific, but in terms of skills, I'll say this:

    Peasant and commoner schools for close combat existed, if unofficially. One of medieval Germany's greatest fighters was Otto the Jew, recognised as one of the Society of Liechtenauer. The SoL was Germany's best martial institute. But have you ever heard of Jewish nobility in Western Europe?

    A combination of practical experience and training could inform even those on the lower end of the social ladder on how to fight. For instance, MI.33 Tower, the earliest known combat manual, refers to the teacher as "Priest", and the teacher also sports the associated look. We think this is because the author wrote this after entering the clergy from a warlike background. In the manual, there's no depiction of knights or the like being taught these techniques -- indeed, there's even a depiction of a woman undergoing martial training.

    In short, life is life. You find what skills you can wherever you can. The nobility tended to be on the cutting edge, but that's it. Even then, how many nobles do you think knew anything about farming, smithing or any other kind of laborious task that wasn't fighting?

    You can justify a lot of stuff just by keeping in mind that while there are guidelines, there are no particular "rules" as to who could and couldn't do whatever. If you want a peasant with high weapons proficiency, you can do that, and you don't need to go as far as the fallen noble background. He or she might've had access to a teacher, or militia training, or seen actual combat. Or any combination of those.
  • One foot in front of the other, every day.
    Also!

    The other thing I want to know if what kind of games you guys like. What kind of obstacles do you have the most fun with, or find the most rewarding? And what about tone? I want to avoid complete grimdark or noblebright, but I'm happy to err the tone in whatever direction seems most pleasing.

    And what about, say, NPCs? Do you want active NPCs that can influence the plot depending on your choices, or should they be essentially passive? Do you guys like road adventures, or would you like to have consistent geographic placement and a setting that changes over time?
  • I just like games that involve teamwork and puzzling out the best way to deal with a situation. The details aren't important as long as I can have the satisfaction of solving a problem.

    I don't mind actually roleplaying, but in my experience that can sometimes get pretty cheesy and sometimes there's someone who's just flat out bad at representing a character, and once we get started there's no way around that that will for certain spare their feelings.
  • He who laments and can't let go of the past is forever doomed to solitude.
    I am interested more in roleplay rather than challenges, so I'd say I don't mind loots and quests and adventures, but I love interaction the most!
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    I like it all, but my character's more of the trickery type than the fighting type.
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