Not all of us can spend all day, every day, keeping up with this
list.
Certainly not me.
> > (Except for the player who wanted every skill listed on
> > his RQ character sheet to be listed on the HW sheet: and by RQ
> > standards, there were a lot of them).
>
> This could be a mistake
I'm quite sure it would have been a mistake. So I tore up his character sheet, and we started again.
>- one thing I noticed about HW is that with
Especially if some skills are only notably high because of high
stats.
Just give them Agile, and there's all those DEX bonuses dealt with in
one go.
> > Then we did Occupations, and started to run into trouble. The
chap
with
> > the 18 POW and 18 Piety (yes, Pendragon Traits) who's a junior
> > trainee priest (no choirboy jokes, please) took Godtalker at 12,
> > dropped the "Initiate To", and was happy.
>
> Oh dear. We're making a direct conversion aren't we? =)
We're taking existing chaarcters, whose place in the clan is known
and
understood. RQ did a lousy job of representing them in many cases, so
I'm ignoring the RQ numbers and trying to concentrate on the
characters as understood.
> If he's a trainee priest, I might allow him a devotee,
> though IIRC your game is
> sort of a proto-initiate kind of thing.
I wondered about that. He's devoted to Orlanth (small "d"), but not really up to the skill and knowledge levels implied by being a Devotee.
> Remember, however, that these folks will have been trained for
> their jobs/their parents jobs from an
> early age. Letting folks choose their careers and slope along
> till they are 18 is a very recent luxury, after all.
Which is why I insist they're all competent (1W) at one skill useful to the clan. For most of them, that's a craft/herding type of skill. My godi's apprentice picked "Pray to Orlanth" for his 1W skill.
> Godtalker at 12? Hmmm. I'd have given a 13
You're not the only one to suggest it: I'm considering an increase.
My
original reasoning was that this is the level at which skills start.
> but you're working at a
> level of the game where the system might break down.
Really? I thought it was designed to be scalable?
> You'll find that
> the challenges have to be scaled back considerably
Well, that's hardly difficult.
> and that the heroes
> will have trouble advancing to more 'adult' stats.
Don't follow. In what way will they have trouble?
> > The fisherman got a modified version of Hunter: not too hard to
sort out.
> > Level 12 again.
>
> Easily done. I think that there will be some fisher-folk type
> keywords out there.
Probably. Is there a collection of extra keywords on-line somewhere?
> > The ones with crafter backgrounds we just had to make up.
> > And the guys whose background was mixed: learning hunting from dad
> > and brewing from mum, for instance, got one keyword at 10 and the
> > other at 8. If the same skill was listed for both, they took that
one at 12.
>
> Hmmm. Crafter is not very heroic
"Heroic" is not what I'm after. Not yet.
> but I'd be very willing to suspect
> that TR will have a *lot* of occupational keywords.
That's very nice for it: when it appears.
> Again, its sort of
> difficult to map over directly. Its not quite the same world.
It's the same world, just a different way of describing it. A better
way, I think. I can describe these characters much better with HW
than
I ever could with RQ, even after I added Pendragon Traits and
Passions.
> Call me fudgy but I'd have been happier starting from scratch and
> experimenting with the game as written
This *is* the game as written. You chose the power of your "series": low, medium, high. This one is low, at the moment.
> You take the higher, of course. I think that is mentioned. I
believe
it
> is in the FAQ (if not, it certainly should be). There's no reason
to
> take the LOWER, after all.
But there could be plenty of reason to take the sum of the two. Or, more likely the higher + a bit. Otherwise the additional lower skill just gets lost.
> Give the heroes a stand alone feat. That's how we handle neat stuff
> given by Hero Band spirits. See Barntaros, The Hidden Gale in the
> Narrator's book or the extra stuff in the boxed set for details.
Nice idea, but the Affinity to the plant is exactly what I was trying to express for the bloodlines all along. Only RQ wouldn't do it.
> minor or petty deity worshiped by a clan ... to something that is >
more common -- tribe based or several clans
> in various places worship something similar -- Vangarth teh Flyer
> being an example of this) and that would provide an affinity.
That's an idea. In fact, in one case I *know* it's true, though the bloodline in question don't... they came to this area a long time ago from the NW, fleeing persecution, and they worship a female reed spirit with very long legs, called "Enslib". They have no idea who or what she was originally. What's left of her no longer has a language in common with them.
And the rest of the bunch: well, I'm sure lots of clans have a thing about Oak trees.
> > BTW. I already know they go in for sheep, and there's already a
plot-
> > hook set up for the Poss to ask the PCs for help. Just don't ask
who
> > was nicking the Poss cows!).
> >
> Um, that was us. But we'd be happy to blame you!
Oh, so that's why there weren't many left! (Except for that one very fine bull, when someone rolled a 01. Trying to rationalise that afterwards, I think the animal-starved Poss had done some sort of HQ, and this bull was the result. And my lot nicked it. There's a plot here, I'm sure of it.)
> I just hope those weren't my sheep. I just stole them, darnit.
Errrm... we'll put them back when we're done, OK?
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