Dragaera

RPG advice?

Tue Aug 10 14:08:07 PDT 2004

Regarding the magic, you might consider looking at Arcana Unearthed.  It 
gives an alternate magic system that I've been told is kind of 
interesting.  Might also consider adapting some of the classes as well.

Howard Brazee wrote:

> On Tue, 10 Aug 2004 10:36:14 -0400, Jim Simons <jsimons at genelco.com> 
> wrote:
>
>>> - Allen S. Rout wrote
>>
>>
>>> I'm musing about running a HERO RPG campaign in dragaera, and
>>> was wondering if
>>> anyone had run across technical opinions about game mechanics, or was
>>> interested in discussing same.
>>
>
> I did role playing games back when the D&D rules were a non-magical  
> pamplet called _Chainmail_, and stopped before they got to hard bound  
> rules.
>
> I recently started reading Elizabeth Moon (she's going to be 
> MileHiCon  GOH), and when I found her first book, was disapointed to 
> see that trilogy  was in a basic D&D world.  She got more creative 
> since then.
>
>
>> I have a group of friend, some of which are Brust fans.  We were  
>> interested
>> in starting role-playing again after a couple of year hiatus, and I  
>> decided
>> to start one in the Jhereg universe.  We are using AD&D 3rd Edition 
>> rule  set
>> (which is new to me as well.. as the bulk of my AD&D experience was  
>> before they had editions).
>
>
> Why?   Use the rules as little as possible, use story telling as much 
> as  possible.
>
>> We play bi-weekly with a group of eight, and have   had
>> about six session so far.  All the characters are of the Jhereg house, 5
>> "Humans", 3 "Easterners" (which is a bit high..) Used a few house rules
>
>
> What are the backgrounds of the elves?   Breeding makes a significant  
> difference.   Give them pasts that matter.
>
>> 1) No alignment, you are what you play
>> 2) No shield.. parry daggers that serve the same function
>> 3) Limited armor - leather only.. am thinking of replacing armor 
>> entirely
>> with a "parry bonus" for fighters as a balance adjustment, as lack 
>> of  armor takes away one of the fighters abilities
>> 4) Sorcery is clerical magic, comes from the orb instead of 
>> deities.   Some specialized spells added (such as teleport)
>> 5) Witchcraft is Arcane (wizard) magic.  Same rules about 
>> specialized  magic
>
>
> Those are the only two types of magic you have?
>
>> 6) Only races available are Elves ("human") and human ("Easterner").
>>
>>>
>>> I'm thinking pre-interregnum settings, so my first challenge has been
>>> modelling flashstones so that they aren't totally unbalancing.
>>
>
> Remember the Orb and related sorcery were much less developed.   But 
> if  you do this, give extra credit for players whose characters talk 
> as Paarfi  would have them talk.
>
>> D&D combat is very simplistic, so flashstones were not a problem.  I  
>> decided
>> they were ranged attack that ignored armor (but you still get dex  
>> bonuses).
>> Damage if hit is based on the skill of the sorcerer that create them, so
>> they can do anywhere from 2d6 to 6d6 or so..  Same with number of 
>> uses -  the
>> can be one shot, or hold multiple charges.
>>
>> At least half of each session is role-play rather than combat anyway, 
>> so  the
>> combat is minor.  That's where the background and setting really shine.
>> About half the players have gone through at least the Vlad series, 
>> and  they
>> are loving it.. especially the intrigues (they are in the midst of  
>> trying to
>> figure out a Yendi plot...)  The ones that have not read the books have
>> picked up enough from those that have to keep up and have a good time.
>>
>> Jim S
>>
>
> Decide how to handle + weapons.   There aren't many Great Weapons.     
> Morganti blades seem more common, but don't fight better.   Figure 
> how  often deaths are unrevivable.
>