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Finally... => Forum Games and Roleplaying => Topic started by: Araph on November 27, 2011, 05:59:49 pm

Title: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 27, 2011, 05:59:49 pm
I've just gotten a game I've been working on (https://docs.google.com/document/d/19wbXe9Q68Mc0Gluzg4pp87dEBonZnG_ENxzV6Mh9jcI/edit) to a semi-playable state. Now I need some brave volunteers to help me test it out! It's sorta like an amalgam of D&D, Dwarf Fortress, and The Elder Scrolls stuffed into a confusing text document. If anyone of the fine folks frequenting the forums feel fine about playing in the game's first campaign ever, I'd appreciate it.

Since I haven't actually made the campaign world yet, it's sort of up to the players to decide what they want the setting to be like. However, the game is different than a typical DnD game, and, as such, the campaign will play different than most ones you're used to.

A few key differences from DnD in the game are the combat system, the magic system, and the leveling system. Combat is more like DF combat than DnD combat; single attacks can be deadly even if you are at a high level. The wrestling system is more developed than in D&D, so you'll have to actually give your attacks a bit of thought as opposed to simply hacking away at the enemy until it's dead. Healing magic is practically nonexistent, and divine magic in general can (mostly) only be found in legendary artifacts and such. Casting spells isn't a sure thing, either; you need to use spells trickily to be an effective mage, since you won't be able to through massive fireballs around willy-nilly. Instead of a Vancian magic system, you can cast as many spells as you want. However, if you do cast spells, they may blow up in your face or have some other negative effect. As for leveling, you level up through roleplaying and leveling skills, as opposed to killing things. Perk trees (that are currently in-progress, but not listed in the Google Docs page) give you bonuses for both individual skills and more general character related bonuses. They're divided into skill perks and level perks.

If you have suggestions for spells for the spell list, perks for perk trees, or base classes, please post them in this (http://www.bay12forums.com/smf/index.php?topic=96851.0) thread. Anything in the table of contents with a <------------ next to it on Google Docs is something I'm hoping the players (or people who think this game has potential) will help me in filling out. Any suggestions for the game would be appreciated in either thread.

Finally, when the game starts, I'll be ironing out problems or imbalances. Please be patient about delays; I'm not the best at rapidly scanning through pages of text and editing bits of it.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Bdthemag on November 27, 2011, 06:15:05 pm
Sure, I'll join. I skimmed over some of the rules and it looks interesting.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Johnfalcon99977 on November 27, 2011, 06:33:16 pm
Reserved, Looking if it seems like a cool thing to try.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Darvi on November 27, 2011, 06:34:47 pm
I'd join (if only because you seperated Agi and Dex), but I'm already in too many games as is.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 06:37:13 pm
DF style combat? I'm sold. Give me some time to look over the system, but for now I'm reserving.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 07:10:36 pm
I'd join (if only because you seperated Agi and Dex), but I'm already in too many games as is.
Good to see someone else appreciates the subtle nuances of attributes! :P

DF style combat? I'm sold. Give me some time to look over the system, but for now I'm reserving.
At the moment, it's a bit crude; trying to balance the complexities of DF's combat with the limitations of not being computers will take some time and testing.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 07:26:20 pm
At the moment, it's a bit crude; trying to balance the complexities of DF's combat with the limitations of not being computers will take some time and testing.

That's what we're here for, so I don't mind if it's a bit crude. ^^^
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Kashyyk on November 27, 2011, 07:33:37 pm
Haven't even looked, but I'm interested. Gimme about 16 hours to go to sleep, college and then read some of it and I'll let you know more.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Gatleos on November 27, 2011, 07:44:34 pm
How many are you taking? If it's five or more, consider this a reservation.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 08:07:58 pm
How many are you taking? If it's five or more, consider this a reservation.
I was thinking a party of six would be good.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 08:10:03 pm
I'm interested. Let me know if there is a space available.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 08:11:53 pm
BD, John, me, Kashyyk, Gatleos, The Fool... looks like we have our party. What role do you guys think you'll go for? If no one objects I'm thinking I might try being a Thief-type character.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Bdthemag on November 27, 2011, 08:12:56 pm
I'll be the persuasive guy of the group, who's good with a sword then.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Johnfalcon99977 on November 27, 2011, 08:20:11 pm
If no one objects I'm thinking I might try being a Thief-type character.

Their can only be one stealthly thief in this town *Fondles Knife* /intentional word misuse
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 08:20:31 pm
BD, John, me, Kashyyk, Gatleos, The Fool... looks like we have our party. What role do you guys think you'll go for? If no one objects I'm thinking I might try being a Thief-type character.
I'll be the persuasive guy of the group, who's good with a sword then.
Quick little tip, here: combat isn't going to be really similar to in DnD. When you choose your skills (and if you're going to be a melee fighter-type person), sink a couple points into wrestling. It'll liven combat up a bit.

Also, about the setting: are we going with a well-rounded wide-open-sandbox campaign? Or do you want it tilted in any particular direction?

EDIT: Hey, looks like we've tentatively got a party of six!

Ugh, I'm too used to the convenience of Myth-Weavers. If you copy this into a text document, it should be an acceptable substitute for an official character sheet.
Spoiler: Character Sheet (click to show/hide)
There may be something missing, but I think that's it.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Bdthemag on November 27, 2011, 08:22:25 pm
I'd prefer an urban city setting with some political intrigue, but I'm fine with anything.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 08:28:43 pm
I'll be the mage who studies medicine and demonology. I'll need someone to watch my back, because I don't want to wrestle. From the sounds of it there may be a shortage of skill points, and I won't have the strength to grapple against a warrior anyways.

City hopping would be a nice change from the usual wilderness dungeon hopping.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 08:30:14 pm
Well if you want to be the thief John, then I'm definitely calling the Large Warrior (tentatively thinking of Wrestling, Archery, Hand to Hand, Two-Handed Axe, and Dodging as class skills). :P But yeah, BD's setting suggestion is fine to me.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Johnfalcon99977 on November 27, 2011, 08:39:26 pm
I don't think anything should be too modern. Lets keep the Tech Level medieval or something around that period, if possible.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 08:51:21 pm
I'd prefer an urban city setting with some political intrigue, but I'm fine with anything.
Perfect; that's what I actually want the game to be a little more oriented towards.
I don't think anything should be too modern. Lets keep the Tech Level medieval or something around that period, if possible.
I'd prefer medieval. Having half the physical skills involve medieval weaponry doesn't exactly lend itself to modern settings.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 09:09:16 pm
Is there a racial limitation to this? If so, what can we choose from?
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 09:38:22 pm
I hadn't considered new races a top priority, so I had put it off. Fortunately, it isn't to hard to throw together fluff like that, so it'll take hardly any time at all. Do you want generic fantasy races? Or would you all like to make up new ones?
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Bdthemag on November 27, 2011, 09:39:15 pm
Lets just do the generic fantasy races, this is a test run after all. We can throw in a few twists to the generic races if people want too.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 09:44:28 pm
Will it be fluff or change attributes? Either way I'm fine, I'm just not sure what I want to be yet. ^^^;
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 09:48:18 pm
I'd say attribute changes would be a min/max haven. Since you can only have +4 in any one attribute at first even another +1 might unbalance it. It's either the attributes need to be bigger, or races will just affect other things.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 09:50:23 pm
As an abusive min-maxer I can't argue with that logic. Fluff would probably be better, unless you want me to try and break the system for testing purposes. ^^^
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 09:51:14 pm
It'll change attributes and skills (think Elder Scrolls races), but it isn't too hard to put that together. After that, there's the fluff part.

As for unbalancing things... You have a point. Not quite sure how to get around that, aside from doubling the attributes and having the modifier be half of the actual attribute or something.

It'd be great if you could push the system a bit. Of course, the whole 'experience for roleplaying' thing is intended to limit munchkinning by having penalties for acting out of character or on metagaming logic. If you do stuff like that too overtly, your character will fall behind the group fairly fast.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 09:56:54 pm
You could do what D&D does with attributes. In D&D when you have 18 (or 19) strength you have +4 to attack and damage rolls. You can do something similar if you want to keep your system as is. So +8 to +9 strength is the equivalent of +4 strength right now.

EDIT: So does this mean I can be a Tiefling doctor?
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 09:59:00 pm
It'd be great if you could push the system a bit. Of course, the whole 'experience for roleplaying' thing is intended to limit munchkinning by having penalties for acting out of character or on metagaming logic. If you do stuff like that too overtly, your character will fall behind the group fairly fast.

That's fair enough, no argument here.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 10:03:48 pm
You could do what D&D does with attributes. In D&D when you have 18 (or 19) strength you have +4 to attack and damage rolls. You can do something similar if you want to keep your system as is. So +8 to +9 strength is the equivalent of +4 strength right now.

EDIT: So does this mean I can be a Tiefling doctor?
That'd work perfectly! And yes. Yes you can.

Except I don't think the word 'Tiefling' has been used anywhere except DnD. I'd prefer to have differences between the DnD version and this version, because I'm trying to not copy them quite so blatantly.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 10:06:15 pm
You'd better not substitute 'Anakim' for Tiefling either, we don't need that. >.> Hm, I'm probably going with either the Berserking or Protecting specialization. What do you guys think? Barbarian or knight?

QuickEdit: Wait, opportunity to play Boss Knight. Protecting it is. :3

Edit 2: No, I'm torn again. Elven Berserkers could be awesome. (http://oi39.tinypic.com/oax3dc.jpg)
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Johnfalcon99977 on November 27, 2011, 10:06:47 pm
I will be a Human Rogue, stats or sense be damned.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 27, 2011, 10:12:51 pm
If you're looking for alternatives to the term Tiefling then you could go with 'the Bound' or 'the Fallen' since they aren't races unto themselves. The idea is that they made a pact for more power and that they manifest aspects of the devil they made a pact with (ie horns, tail, etc).

So far we have 2 rogues, and a mage. We need a protector, but we also need a damage dealer. Unless there is more people saying what they want I'd say it's your choice. We need both.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 10:18:12 pm
I will be a Human Rogue, stats or sense be damned.
That's the spirit! Just like how I'm playing a were-wizard in DnD. I suck at magic, and I'm not the best at combat, but I wanted to play like this, dammit!

Specializations are still somewhat freeform. I haven't set them into stone, so to speak, and you're probably going to determine how each of your specializations turn out.

And I've changed the bit about attributes in the rules. From now on, you have 30 points to spend amongst attributes, but each attribute modifier is equal to the 1/2 of the actual attribute, rounded down.

If you're looking for alternatives to the term Tiefling then you could go with 'the Bound' or 'the Fallen' since they aren't races unto themselves. The idea is that they made a pact for more power and that they manifest aspects of the devil they made a pact with (ie horns, tail, etc).
Those would work well; it fits with the other races by dint of not having a unique name. I'll write up the text and modifiers for races tomorrow: the basic races will be humans, elves, dwarves, gnomes, and two corresponding good and evil races. Unless someone has an addition to the list?

EDIT: I forgot to mention...
So far we have 2 rogues, and a mage. We need a protector, but we also need a damage dealer. Unless there is more people saying what they want I'd say it's your choice. We need both.
Not exactly. Nobody has a vast reserve of hit points to soak up damage with. You don't get that much tougher as you level up, even. While one man (or woman, depending on who's playing) may be able to defend successfully against three enemies or so, they won't be able to survive for more than a couple turns, or even attack while they're still alive. Remember: DF combat, not DnD combat.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 10:30:56 pm
I can't think of anything other than obvious D&D stuff like half-orcses or TES ones. Anyway, random decision time, odd = Elven Berserker even = dwarf knight.

Quote
[21:28]   <SARU>   Quick decision: Odd or Even?
[21:29]   <Draignean>   Odd
[21:29]   <SARU>   Odd it is.

Looks like I'll be an Elven Berserker.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 10:33:54 pm
Sweet.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 10:36:24 pm
I just saw your recent edit. Looks like I lucked out. :3
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Araph on November 27, 2011, 11:07:47 pm
Does anyone have any idea of what to actually name this game? Good names are not my strong point.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Johnfalcon99977 on November 27, 2011, 11:13:19 pm
When you have some good lore and backstory, then you can figure out a name. Now it can just go as "Untitled".
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 27, 2011, 11:16:47 pm
I support John on this. It can be named once it's mostly finished. ^^^
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Darvi on November 28, 2011, 09:49:26 am
Here's a suggestion: play until you develop some sort of in-joke, then name the game after it.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: SeriousConcentrate on November 28, 2011, 09:59:51 am
...so we should name it Darvi's Super Fun Happy Slide? :3
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Darvi on November 28, 2011, 10:18:50 am
More like Super Happy Incredible Tabletop-game.


... or maybe not.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: The Fool on November 28, 2011, 10:56:25 am
Super Happy Tabletop RPG: The Trials of Testing

If nothing else it's an entertaining placeholder name.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Kashyyk on November 28, 2011, 11:52:32 am
Right... I'm quite happy to plug whatever gaps we have in the party. So by the sounds of it, it's someone to distract our opponents while they get stabbed in the back, or melted.
Title: Re: New Tabletop RPG, Taking It For a Test Run
Post by: Darvi on November 28, 2011, 12:14:42 pm
So by the sounds of it, it's someone to distract our opponents while they get stabbed in the back, or melted.
You mean a sacrificial Gnome. Oh man I remember the days when I had  that role. Good times. Good times.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Johnfalcon99977 on November 28, 2011, 04:14:20 pm
Ok, so whats the Party looking like so far?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 28, 2011, 06:35:58 pm
Our team is currently:

The Fool: Fallen Human Mage/Doctor (cannot fight to save his life, but he is a great mage and a good doctor)
Johnfalcon99977: Human Rogue
SeriousConcentrate: Elven Beserker
Kashyyk: Elven Archer


We need more people to say who they are.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Kashyyk on November 28, 2011, 07:13:12 pm
We need some Mundane Range and some form of run-of-the-mill warrior.

I'll claim the typical elven archer then.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Bdthemag on November 28, 2011, 07:15:53 pm
I'm going to be the smooth-talker guy, probably going to be using a one-hand weapon but mainly focus on stealth/social skills.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Johnfalcon99977 on November 28, 2011, 07:18:27 pm
I was going to do that :P.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 08:06:42 pm
So in class terms, it's a berserker, either a thief or an assassin, an archer, a diplomat/spy dude, an undecided guy, and a... what would you call a mage-doctor, a shaman? Scholar? Maester?

Here's how classes work, broken down for your benefit and to help me marshal my thoughts: you have class skills that help you level up, a class specialization that gives you generalized benefits, and a sub-specialization you have a choice of that gives you more powerful benefits tailored to your character. I'm trying to brainstorm for all the sub-specs, but it'll take a while. If you have an idea of what you want your sub-spec to be, please post it. If you have ideas for other sub-specs, please post those, too!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Johnfalcon99977 on November 28, 2011, 08:51:06 pm
Thiefs, Assassins, Rogues, and all that other stuff should just be named "Rogue". I honestly hate it when people name an entire class over a certain profession that includes it.

My idea for Rogue Sub-specs:
Spoiler (click to show/hide)

And Warrior Sub-Specs:
Spoiler (click to show/hide)

Going for Petty Thief. Fits with my characters Backstory.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 08:56:43 pm
That actually makes a lot more sense than what I was doing. I guess I was getting too specific with specializations; I'll fix that to something more in the vein of what you posted.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Bdthemag on November 28, 2011, 08:57:06 pm
An idea for a Rogue one could be "Bard", a bonus to Charisma and Combat. Although I may just like playing as a Bard too much :P
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Johnfalcon99977 on November 28, 2011, 08:58:43 pm
Err, I rather not have Bard be under Rogue. Rogue is for stealth classes.

Actually, I have really no idea to place Bard. Seems like a arbitrary class.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Bdthemag on November 28, 2011, 09:00:23 pm
Seems like it could go under Warrior too, but Bard's are really the jack of all trades kind of role.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: woose1 on November 28, 2011, 09:02:29 pm
Seems like it could go under Warrior too, but Bard's are really the jack of all trades kind of role.
This. Bards are really a cross between a warrior and a mage, with support abilities. At least they are in D&D.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Bdthemag on November 28, 2011, 09:03:20 pm
Seems like it could go under Warrior too, but Bard's are really the jack of all trades kind of role.
This. Bards are really a cross between a warrior and a mage, with support abilities. At least they are in D&D.
I was mainly thinking of non-mage bards that are a mix between rogues and warriors, since I don't play D&D.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 10:09:21 pm
Seems like it could go under Warrior too, but Bard's are really the jack of all trades kind of role.
This. Bards are really a cross between a warrior and a mage, with support abilities. At least they are in D&D.
I was mainly thinking of non-mage bards that are a mix between rogues and warriors, since I don't play D&D.
Bards are like the results of a massive cross-breeding experiment between fighters, sorcerers, and rogues. They don't really fit anywhere. Best place for them would be in a composite class section, along with things like spellswords or nightblades.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 28, 2011, 10:32:05 pm
Here is my character sheet so far. I left out a lot of skills that I didn't put levels into.

Spoiler: Character Sheet (click to show/hide)

I see a problem in having skills level up the way they do right now. While I can understand jumping and blocking leveling up fast, skills like Bone Doctoring will see no love. Right now I need to set 10 broken bones to level up again. If I was at level 4 then I'd need to set 20 broken bones. To say the least that might be the absolute slowest of all the skills, and it's a necessity for any adventure group. Could you consider another method of leveling up skills? Or boosting the rates of some skills?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 10:50:56 pm
What are your focuses? I'm assuming Analytical Ability is your primary, which would make it so that leveling up Bone Doctoring would take 5 bones set, then 9, then 13, then 17, etc. I was considering putting ways to better your skills through study, but I want to make sure it wouldn't be abused by the munchkins. Barring that, we may have to have skills level up at different rates. That would take a good chunk more accounting to keep track of, though. Maybe it could work where if you have books or essays on a mental subject, you can study over time to augment lesser used skills.

Then again, maybe people will break a lot of bones. It shouldn't be too hard to make that happen.:P
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: SeriousConcentrate on November 28, 2011, 10:52:08 pm
Isn't it only possible to have 4 in any stat from the beginning, or has that change since the ruleset was initially put up? ???

Quote
A few common methods are to start with each attribute at negative two and add thirty points total to the attributes (a maximum of six points can be added to any given attribute), or to start at negative three in each attribute and roll eight d6’s; then choose which attribute to add the results of each roll to.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 28, 2011, 10:54:56 pm
That sheet is using the revision on page 3. Your bonus is half the attribute rounded down, and you have 30 points to distribute.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: SeriousConcentrate on November 28, 2011, 10:56:45 pm
Ah, OK. Thanks. I was working with the link from the first page. ^^^;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 10:56:56 pm
D'oh! I forgot to change that bit.

It now works similarly to DnD; your modifier is equal to the attribute score divided by two. Mostly to try to avoid min-maxing.

Wait, wait... Yeah, the maximum points spendable in an attribute... Ok, changing that from six to eight.

Aaaaaaand ninja'd. Twice.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Gatleos on November 28, 2011, 10:57:15 pm
Jeez. I leave for a few hours and the discussion explodes.

Well, considering the
I suppose I should go with a sort of knightly character. I assumed that, since magic is a fairly rare and dangerous thing, that magic would be more of a support skill and characters with a focus on it wouldn't really... exist. And what situation does the knowledge skill come into play, exactly?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 11:00:24 pm
Magic isn't really rare, but it is dangerous. I tried to make it sort of hit-or-miss, without too high a risk of death. To be truly effective at magic, you'd have to pull a Vaarsuvius and suck at most other things. Sub-specs will make individual fields of magic far easier and safer, though. Generalized wizards will be in more danger.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Gatleos on November 28, 2011, 11:09:59 pm
Oh, I see. In that case, there should probably be a few more "schools" of magic to choose from. Just to give specialized magic-users more variety.

Anyway, I'd suggest Martial Artist as a warrior sub-spec, with a focus on hand-to-hand, acrobatics and dodging. Sort of a fast-moving, bare-fisted monk-type character. And then I'd immediately choose it. :D
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: SeriousConcentrate on November 28, 2011, 11:19:00 pm
Hmm, how's this?

Spoiler (click to show/hide)

It seems I'm STILL confused about stats... I've added in a second number for each stat. If the originals aren't correct (too low) then use the second.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Bdthemag on November 28, 2011, 11:32:54 pm
Character sheet gooooo.
Spoiler (click to show/hide)

There are three humans already, so I might be either a half-elf or an orc. Not sure which one though.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 28, 2011, 11:43:07 pm
All your stats start at -2. You used 44 points instead of 30.

And you wouldn't guess that a Fallen was human at first glance. It has horns and an altered face structure. I might just draw that out.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 28, 2011, 11:46:59 pm
Hmm, how's this?

Spoiler (click to show/hide)

It seems I'm STILL confused about stats... I've added in a second number for each stat. If the originals aren't correct (too low) then use the second.
Character sheet gooooo.
Spoiler (click to show/hide)

There are three humans already, so I might be either a half-elf or an orc. Not sure which one though.

Don't forget, you also get 6 skill points to spend in your primary focus' skills.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: SeriousConcentrate on November 28, 2011, 11:54:42 pm
Who are you talking to, Fool? Me or BD? The original set I used was them starting at -2, but you and BD have a few impossibly high stats so I was confused (unless I read it wrong the maximum you should be able to have in any stat is 6: -2+8 = 6). Anyway, redid my sheet concerning stats and adding points: +1 to my four lesser class skills and +2 to my primary class skill.

Spoiler (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 29, 2011, 12:00:08 am
I was working under the assumption that +4 would be the max starting bonus. I'll grab my sheet and change it since Araph wants +6 to be the max for starting attributes. Which was completely false as it turns out. See next page.

Spoiler: Character Sheet (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 29, 2011, 12:07:18 am
I was working under the assumption that +4 would be the max starting bonus. I'll grab my sheet and change it since Araph wants +6 to be the max for starting attributes.

Spoiler: Character Sheet (click to show/hide)

Uh... I thought I changed that... Now I'm confused...

Executive decision! As of now, you can put a max of 10 points into any given attribute. This would lead to a maximum modifier of +4. The actual attribute score would be 8. Sorry about the miscommunication.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 29, 2011, 12:12:58 am
Ok then. I'll change it back to the way it was. -_-

EDIT: I'll include the focuses in my sheet at the bottom of page 5.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Gatleos on November 29, 2011, 12:14:12 am
A few questions:
Spoiler: Char Sheet (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 29, 2011, 12:20:47 am
Dexterity is used for precise movements such as lock picking, instrument playing, and surgery.

Agility would probably cover hand to hand fighting due to you need to move your hands quickly.

We should write skill descriptions to prevent further questions on what skills cover what.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 29, 2011, 12:34:54 am
Dexterity is used for, as The Fool said, lock picking and whatnot. Also like The Fool said, agility affects things like attacks (when using hand-to-hand and lighter weapons), blocking (when using a weapon, but not a shield), dodging, and balance. It dictates a few other things, but those are the big ones for combat. Most other combat skills use strength, such as with heavy weapons, blocking (but only when using a shield), and damage rolls.

Sorry about the lack of skill descriptions, I'll do as many as I can tomorrow.

About your other questions, Gatleos, hand to hand can't block weapon attacks. It only is a defensive skill in regard to other hand to hand attacks, though it potentially will be capable of deflecting other attacks. Races will affect attributes, yes. I'm debating whether or not to go with DnD style +2, -2 effects or if I'm going to get fancy with +1, +1, +1, -1, -1, -1 modifiers. I'd prefer using the + and - ones, but that may drive some races too firmly into certain roles. I may set them up so that it is a more even spread amongst physical and mental attributes.

You seem to have a few extra skill points, also. You get 20 skill points to spend freely, as well as 6 to spend in your primary focus' skills. Correct me if I'm wrong, but I believe you have 36 points spent.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: The Fool on November 29, 2011, 12:44:36 am
If you want help creating/balancing races I'd be happy to help. I can write something up about the Fallen, but I need to know about the world mythology to write something. What I mainly need to know is if there are any exiled deities.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Gatleos on November 29, 2011, 12:50:48 am
Oops. I could have sworn you changed it to 30 at some point. I chose two mental skills... will those two be relevant at all for my character?
Spoiler: Char Sheet (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: SeriousConcentrate on November 29, 2011, 12:56:26 am
I've been wondering about the charisma stat, specifically whether it's 'appearance' or 'force of personality,' and how it relates to races. Most fantasy games give elves a bonus to charisma because elves are supposed to be more attractive and whatnot, while also stating it's the latter case. Then they give orcs a malus 'cause they're ugly. So my idea here would be to invert it. Orcs/half-orcs are large, powerful people who are used to getting their way and filling a room with their presence, so they should have a charisma bonus. Dwarves would get a slightly smaller bonus due to their stubborn nature. Humans, as the standard, wouldn't get a change. Elves would have a small malus because they are slight people and they'd have to overcome their physical appearance to project their will on others (I'm talking about non-magically, of course).

Just my random musings on the subject, anyway.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Kashyyk on November 29, 2011, 11:51:32 am
Spoiler: Character Sheet (click to show/hide)

I'm pretty sure that's all legal. Also, which attribute would be best applied to Archery? Personally, I believe it takes aspects from Strength (To draw the bow) and Dexterity (to aim).
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Monkeyfacedprickleback on November 29, 2011, 12:06:03 pm
Can i still join? I've never played any kind of table top so... i don't know if that's a good thing or not.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing
Post by: Araph on November 29, 2011, 12:32:55 pm
Maybe their should be two social attributes; charisma and presence. Each affects different skills, and sometimes both may give bonuses or a bonus and a penalty to checks.

I'd go with strength for archery. As a person who practiced archery as a hobby, I'd say the biggest problem with accuracy is consistency; keeping the same draw distance and keeping the same form. Strength fits best in my mind. Your character sheet looks fine, too.

Can i still join? I've never played any kind of table top so... i don't know if that's a good thing or not.
Feel free to join! It's not a problem if you haven't played any tabletop RPGs before.

Oops. I could have sworn you changed it to 30 at some point. I chose two mental skills... will those two be relevant at all for my character?
Spoiler: Char Sheet (click to show/hide)
Due to the lack of skill descriptions, I hadn't said this yet; knowledge, survival, and vocational skills encompass multiple skills. Like how DnD has knowledge, craft, and profession skills listed as Skill(Sub-category), this game has a similar mechanic. That way their doesn't have to be a huge list of knowledge skills separated from each other.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 29, 2011, 03:40:00 pm
Are we helping with the world building at all?

We can have Karmina, the rebellious deity of seafaring vessels. (http://www.youtube.com/watch?v=ipy1ZJQeUcs&feature=related) :P Though in all seriousness it might speed things up.

What kind of things did you want to be affected by leveling up in a class? I wouldn't mind making a class or two over the next couple days. BTW the spell backfire table needs a header that says what it is.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on November 29, 2011, 04:30:20 pm
I based my character off the guy i'm playing in skyrim so I don't know how it'll turn out.
They're Pretty much a armor wearing, sword wielding enchanter. I'm thinking they'll cast a spell that lights their sword on fire then they hit you with it. But mostly they sell enchanted weapons, armor and trinkets. That kind of thing.

Spoiler (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on November 29, 2011, 05:05:41 pm
Spoiler: Making mah sheet now (click to show/hide)

Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on November 29, 2011, 05:07:30 pm
Spoiler: Making mah sheet now (click to show/hide)

Your character CAN'T STOP CUTTING HIMSELF!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on November 29, 2011, 05:10:36 pm
Correction
Your character CAN'T STOP CUTTING OTHER PEOPLE!

When I said Grimdark, I meant the Evil, Laughing Lunatic Grimdark, bro.  8)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on November 29, 2011, 05:49:15 pm
So your guy is basically a blind sociopathic thief? Awesome :)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on November 29, 2011, 06:02:12 pm
So your guy is basically a blind sociopathic thief? Awesome :)
And he apparently has a heart of gold due to his charisma :P

Or maybe I'm just thinking of your character as an ex-con with a heart of gold, but whatever.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on November 29, 2011, 06:20:11 pm
You've been reading TV Tropes haven't you?

No I think he can just bluff his way through anything, doesn't necessarily mean he's nice.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on November 29, 2011, 06:25:05 pm
You've been reading TV Tropes haven't you?

No I think he can just bluff his way through anything, doesn't necessarily mean he's nice.
Nah, I've been reading too much Homestuck :P
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 29, 2011, 08:11:44 pm
Are we helping with the world building at all?

We can have Karmina, the rebellious deity of seafaring vessels. (http://www.youtube.com/watch?v=ipy1ZJQeUcs&feature=related) :P Though in all seriousness it might speed things up.

What kind of things did you want to be affected by leveling up in a class? I wouldn't mind making a class or two over the next couple days. BTW the spell backfire table needs a header that says what it is.
About world building, I planned to take whatever general ideas people had to make a fairly detailed world. If you've got ideas (which given how you asked, I'm sure you do), post 'em!

As for deit -- Wait, what? "Row, row, fight the power"?  :P Anyway, deities don't exactly do anything. Well... They may do subtle things for the pious (HINT, HINT).

Classes have three things: 5 class skills, a specialization, and options for sub-specs.

Spoiler: Example: Wizard (click to show/hide)

Aside from that blurb of text, defining what the class really is is up to the player.

I based my character off the guy i'm playing in skyrim so I don't know how it'll turn out.
They're Pretty much a armor wearing, sword wielding enchanter. I'm thinking they'll cast a spell that lights their sword on fire then they hit you with it. But mostly they sell enchanted weapons, armor and trinkets. That kind of thing.

Spoiler (click to show/hide)

WHYYYYYY DOES EVERYONE MOCK ME WITH THEIR SKYRIM-ISMS!!!

Allow me to elaborate: my computer can't run Skyrim. I am broke. I am also firmly against consoles.
Spoiler: It all adds up to... (click to show/hide)

But seriously, your guy looks good except for a couple things. I think you spent a few too many attribute points; the total spendable is 30, but by my count you spent 33. Skill points have 3 points too many, though I assume you put that as your gift. I'm going to have to veto that particular gift; how much longer would casting a spell take? Spellcasting here is like in TES, in that you just wave your hands and it either happens or blows up in your face. No need for somatic and verbal components and whatnot. Perhaps a workable gift would be something like these.
Spoiler: Potential Gifts (click to show/hide)

And would I be correct in assuming the flaw places a -1 penalty to Detect Purpose checks and Haggle checks? I think it might be fair to add another flaw, since you get a +4 total bonus and a -2 total penalty. Aside from those things, the character sheet's lookin' good!

Wait -- How did I forget to put Haggle as a skill?

Spoiler: Making mah sheet now (click to show/hide)


I believe you've spent 4 too many attribute points; I counted a total of 34. Skill point wise, you still have 3 points to spend. You get a total of 26 (six of which have to be in your primary focus), but you only spent 23. As for gifts and flaws... Woo! Non-skill-modifier gifts and flaws!


I'm not entirely sure what you mean by the description of A Better Way. Could you rephrase that, please?

You've been reading TV Tropes haven't you?

No I think he can just bluff his way through anything, doesn't necessarily mean he's nice.
Nah, I've been reading too much Homestuck :P
It's practically the same thing. After all, It has all the tropes. All of them.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 29, 2011, 08:27:24 pm
;_; on Skyrim, but at least you're not alone in the 'comp can't handle it like it's the truth' deal Araph. I need to add the gifts, flaws, and ideals to my character too. I might as well preemptively ask, could a Rage thing be a Gift? I imagine it would raise strength and agility but lower Fortitude, or something...
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on November 29, 2011, 08:28:40 pm
Yeah thats fine for my flaw. With my perk I figured since your source document said spellcrafting and enchanting took time
Spoiler (click to show/hide)
I figured my perk would increase the spell or enchantment effectiveness in exchange for taking more time. And I'll edit my stat sheet. Also i'm totaly fine with your take  the gift.

Fake edit- there I think that's all proper.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on November 29, 2011, 08:29:10 pm
Can Kleptomaniac "Steal" Rolls be hidden? Sometimes he doesn't even know if he has stolen something till later :P Also, it can be any item, really. I doesn't need to be really valuable.
---
"A Better Way" is basically you use your other sense more often, instead of being relient on sight. Stat terms it means higher initive,


Spoiler: Is this better? (click to show/hide)


In other news: Aww yeahhh. I have the !!FUN!! traits!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 29, 2011, 09:15:30 pm
;_; on Skyrim, but at least you're not alone in the 'comp can't handle it like it's the truth' deal Araph. I need to add the gifts, flaws, and ideals to my character too. I might as well preemptively ask, could a Rage thing be a Gift? I imagine it would raise strength and agility but lower Fortitude, or something...

I was planning on putting that as a sub-specialization feature for Berserkers. Sorry 'bout it not being Gift-able... But aren't you going to be an Elven Berserker? That would mean you get Rage for free.

Yeah thats fine for my flaw. With my perk I figured since your source document said spellcrafting and enchanting took time
Spoiler (click to show/hide)
I figured my perk would increase the spell or enchantment effectiveness in exchange for taking more time. And I'll edit my stat sheet. Also i'm totaly fine with your take  the gift.

Fake edit- there I think that's all proper.

Oh, my bad; I thought you meant spellcasting instead of actually creating the spells and stuff! A gift more in that vein would be fine.

Spoiler: Like this, maybe? (click to show/hide)

Sorry about the confusion on my part.
Can Kleptomaniac "Steal" Rolls be hidden? Sometimes he doesn't even know if he has stolen something till later :P Also, it can be any item, really. I doesn't need to be really valuable.
---
"A Better Way" is basically you use your other sense more often, instead of being relient on sight. Stat terms it means higher initive,


Spoiler: Is this better? (click to show/hide)


In other news: Aww yeahhh. I have the !!FUN!! traits!

Sure, I'll roll klepto rolls privately. Won't Falican be surprised when he finds a MacGuffin randomly in his pocket. Or maybe a small mammal. Either way, surprise ensues.

Spoiler: As for A Better Way... (click to show/hide)

Does that work for you?

EDIT: Two full pages of skill descriptions are up... Whoopie. Still not even done with physical skills, though.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on November 29, 2011, 09:59:52 pm
Spoiler: Final Sheet (click to show/hide)


Edit: The entire plot of at least one session will be everyone searching for an item Falican had in his pocket the whole time.
Edit2: Bonus points if he didn't realize because of its colour.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on November 29, 2011, 10:26:47 pm
Welp, here's my updated character sheet. It still needs some work, but I'll have to wait on the completed skill list for that. And my race will probably change as soon as we get stats for those.

Ooh, another question: how will you handle h2h weapons? That is, weapons worn on the fist. They don't really count as blunt weapons or polearms, do they? I just need to be sure that a h2h specialist is a good way to go.
Spoiler: Char Sheet (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 29, 2011, 11:10:48 pm
Fist weapons, you say? I'd probably just make them give bonuses to h2h's injury potential, or (in the case of a spiky or bladed gauntlet or something) change the damage type to piercing or slashing. Not too big of a change from the norm. HOWEVER. I haven't gotten into hand to hand rules yet, so it will most likely morph from normal combat into something more like wrestling. Ideally, I'd do that with every weapon type, so instead of simply attacking enemies until they die you can perform fancy moves to kill them in style.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 30, 2011, 01:03:50 am
I'm going to have fun RPing this. It shall be !!FUN!! Just look at those weaknesses. :D

Spoiler: Character Sheet (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 30, 2011, 11:01:30 am
Hmm, I need help thinking of a Gift or two. I've got most of the rest of it done now but I'm drawing a blank as to what would be good for Kanasrae.

EDIT: I have some fluff down but not effects. :\ She has more flaws than gifts at the moment since her first two flaws are relatively temporary and the third is sort of the same as her second gift, so it cancels itself out in a way.

Spoiler (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on November 30, 2011, 02:27:36 pm
The list so far:
Generic Dwarven Monk
Demonicly Possessed Doctor
Sociopathic Blind Thief
Undereducated Teenaged Elf

And a bard of some sort. At least, thats what I am assuming BD will be.

Note how two people in the party are far more dangerous then anyone else. And how one of them is the medic.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on November 30, 2011, 02:31:25 pm
And an elf archer stereotype!

Just need to think up some gifts/flaws and stuff.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 30, 2011, 02:42:25 pm
Undereducated Teenage Warrior Elf, if you please. :3
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 30, 2011, 02:51:53 pm
I'd like to point out that one of his ideals to be helpful. He's just a little sadistic. Won't kill anyone. Really. *Shifty Eyes*

My character is basically a doctor who's mind is corrupt by a demon-like deity. Still is a doctor, just a bit more dangerous if you are up against him. There's no outright possession so much as a personality adjustment.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on November 30, 2011, 03:01:01 pm
Spoiler (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on November 30, 2011, 03:01:50 pm
Spoiler: Character Sheet v2 (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 30, 2011, 08:44:07 pm
I'm going to have fun RPing this. It shall be !!FUN!! Just look at those weaknesses. :D

Spoiler: Character Sheet (click to show/hide)

One problem, and that's the Fallen. They can't be possessed people. Why is that, you might ask? First off, divinities and infernals very, very rarely affect the campaign world. Second, possession is nothing to sneeze at. You have some sort of distinguishing feature that tips people off as to your nature, which makes it obvious that you're evil. That said, you would never be accepted into a city, any predominantly-good adventuring party, or even society in general. Third, I will feel compelled to have your character's target for possession fight him every step of the adventure. Think of going through a campaign with a severely epileptic guy in the party.

Having a slightly demonic race would be fine; I've even got a little backstory for it. Possession won't fly, though. Sorry.

Oh, and one suggestion: would you prefer a class that's more of a doctor/wizard hybrid? I was planning on making a more support-oriented category that would include doctors. Not entirely sure what else would fall into that category, though.
Hmm, I need help thinking of a Gift or two. I've got most of the rest of it done now but I'm drawing a blank as to what would be good for Kanasrae.

EDIT: I have some fluff down but not effects. :\ She has more flaws than gifts at the moment since her first two flaws are relatively temporary and the third is sort of the same as her second gift, so it cancels itself out in a way.

Spoiler (click to show/hide)

I don't think the Inexperienced flaw will work out. How would it affect gameplay in some concrete way? What came to mind was either take penalties to a wide variety of skills or even slow down skill leveling speed. If you have a suggestion that might work, I'd be glad to hear it.

And you labeled 'Weaknesses' as another 'Flaws'.

Spoiler (click to show/hide)

All good except the Ideals and Weaknesses section. His weakness is supposed to be a personal flaw of his, not something he dislikes. His ideals are standards he either wants to live up to or naturally lives up to. Just fix those and you're good to go until Races are finished.

Spoiler: Character Sheet v2 (click to show/hide)

What codes of honor are you referring to?


With the Gifts/Flaws Honor-Bound and Racial Renown, I'm introducing Corresponding Traits! These are where you have to take both the gift and the flaw or take neither of them. Putting that on the doc now.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 30, 2011, 09:09:43 pm
OK, re-posting sheet with edits. Glad Kashyyk and I inspired a new mechanic. ^^^ Since part of her deal is always devouring sweet stuffs, I'm thinking about adding a flaw or weakness where eating too many might accidentally trigger Berserk status due to a sugar rush. How would that work, mechanically speaking? :3

Spoiler (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 30, 2011, 09:22:36 pm
OK, re-posting sheet with edits. Glad Kashyyk and I inspired a new mechanic. ^^^ Since part of her deal is always devouring sweet stuffs, I'm thinking about adding a flaw or weakness where eating too many might accidentally trigger Berserk status due to a sugar rush. How would that work, mechanically speaking? :3

Mechanically speaking, it would work the same way a Berserker's rage works, only involuntary. Personally speaking, though...

<_<
>_>

I, uh... am OCD about random facts. And that's an urban legend, so while the majority of my brain is saying 'hey, hilarity would ensue if that happened in the middle of the city!', my id is firmly saying 'NEVAR!!!1'.

...

Yeah...

Sorry.

EDIT: Hey! Skill update thingy! I finished the descriptions for physical skills and added the attributes for mental skills, in case anyone wants to check what attributes affect what and whatnot. For social skills, I'm still thinking on it; how would Charisma and Presence fit together? Soon, though, they'll be done. Also, I added Presence to the attribute thing, but don't bother redoing your attributes. I think Presence will be unique in that your character's race and size will have far more of an effect on it than attribute points will.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 30, 2011, 09:50:38 pm
No problem, just thought it might be funny to trigger sometimes. I'm not too attached to it. ^^^ But yeah, that works well for Presence. Should there be other factors? Like, if Physical skills are your primary, that would add a bit to Presence since you're clearly a warrior, Social would be neutral, and Mental would lower a bit since people would be more inclined to see you as bookwormish?

QUICK EDIT: I meant Kinesthetic, Social, and Analytical Sense. ^^^;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 30, 2011, 09:56:50 pm
QUICK EDIT: I meant Kinesthetic, Social, and Analytical Sense. ^^^;
Nice save. :P

I was thinking of something like that. Race would have the biggest impact, followed by Strength, followed by points put into it. Your focus is just what you're naturally good at, so you could be good at physical things but still be more of an intellectual. Your attributes are what you've actually made progress in.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 30, 2011, 11:09:08 pm
Would my version of the fallen work if they possessed dead people, and then changed form (I'll draw a picture)? I would have to change the gifts/flaws, and the ideals/weaknesses, but still. There may be some sort of method that they need to use to enter the world.

Oh, and just because they look evil doesn't mean they have to be. I'll change the personality a bit if we're suppose to be mostly good.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on November 30, 2011, 11:11:35 pm
No race is ever really restricted to being good/evil (Unless your some mystical deity from the heavens.), but please don't over due the evil thing. Seriously, I know this is just a test run but I like roleplaying.

So yeah don't run around trying to be overly evil, like "IM GOING TO KILL THIS GUARD BECAUSE I'M EVIL, HAHAHAHA."
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on November 30, 2011, 11:16:45 pm
I'm basically a chaotic good person if we're going by D&D alignments myself so I find it hard to play evil (and practically never do) without being a total douchebag... which is sad because I think certain kinds of evil characters can be pretty interesting. Now, if Fool was going to play a character who was evil but very subtle about it, gaining a little political pull here, a few allies there, and then went full-blown maniacal once he had the power to do so with no one to stand against him (except future campaign characters :D)... that would be awesome. :3 Basically, to get back to my main point, I don't mind him being evil either as long as he's not Stupid Evil.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 30, 2011, 11:33:09 pm
I never play Stupid Evil. I like to justify my actions, even if they are extreme (avoids metagaming too). With that said my last evil character had little reason to keep everyone alive after the first section of the campaign. This made me consider either killing everyone in their sleep, or making a new character. I chose to make a new character. I wasn't about to piss everyone off.

I was aiming at a slightly sadistic demon that wants to help people. The sadistic side is subtle, whether it be not enough anesthetic, or an 'accidental' pull on some stitches. You know, something most people wouldn't notice. Otherwise the character is a bit power hungry, but not 'I want to rule the world' power hungry. Any ways to increase magic power normally is free game, but I'm not going to rob a church for their artifacts. My character would be either true neutral (since he follows the law), or chaotic neutral.

EDIT: I won't draw a picture right now, but they don't look human. The face is longer, noseless(?), and there are horns. I might change the look even more.

You know... they can just be a race unto themselves if possession is out of the question.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on November 30, 2011, 11:45:33 pm
Would my version of the fallen work if they possessed dead people, and then changed form (I'll draw a picture)?
Sorry, but possession won't work in this campaign. What was supposed to be a big difference between this and DnD is that divine forces aren't very active; oh, they may nudge a bit here and there, but they don't give out magic, they don't appear to people, and they (for the characters) aren't even there for certain. Maybe in supplemental or homebrewed rules they'll be there, but not now.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on November 30, 2011, 11:52:26 pm
I didn't edit this in fast enough:
EDIT: I won't draw a picture right now, but they don't look human. The face is longer, noseless(?), and there are horns. I might change the look even more.

You know... they can just be a race unto themselves if possession is out of the question.

Yep. I'm thinking they can be a race of humanoid descendants of demons. I think this might work better mechanically as well.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on November 30, 2011, 11:54:05 pm
I didn't edit this in fast enough:
EDIT: I won't draw a picture right now, but they don't look human. The face is longer, noseless(?), and there are horns. I might change the look even more.

You know... they can just be a race unto themselves if possession is out of the question.

Yep. I'm thinking they can be a race of humanoid descendants of demons. I think this might work better mechanically as well.
I'd honestly prefer not to have demon type characters in the setting, it's just a personal preference of mine. I prefer not to have races that will generally be the evil characters (or a race thats generally considered the "good guys" for the matter.).

Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 01, 2011, 12:03:10 am
Maybe not demon descendants, but still horned and long faced. I'm thinking of something along the a mix between a Wilden (http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20090420) and a Killoren (http://www.wizards.com/dnd/images/row_gallery/86635.jpg) only less naturey. So it has that somewhat evil look, but not obviously evil just by looking at them.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 12:06:38 am
About the demon race, my idea was to have it not really be associated with the underworld. Hundreds of years ago, in the Ages of Myth, divine powers were more active, yadda yadda yadda; devil lord guy really gets around, lots of half-hims make lots of quarter-hims, and so on. Now, hundreds of years later, the past is shrouded in myth (hence the name of the Ages) and a race of vaguely devilish guys and gals are just as normal as humans and elves. People don't really believe the "tall tales" about the people's origin, so they (eventually) are accepted into society. That little drop of demonic blood in them doesn't affect their temperament, but it does make them have distinctive differences from humans. That's my take on the matter unless something (that seems) better (to me) comes up.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 01, 2011, 12:30:59 am
I like the idea, but I wasn't talking small horns, or a slightly narrower face. I wasn't thinking of a tiefling so much as something a bit more different. I'd be aiming at something more like the Wilden now. Creepy in their own right, but not evil. It doesn't even have to have anything to do with demons anymore. I will be drawing this one out since I really want this race to happen (besides, I can use it for another project while I'm at it).

Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 01, 2011, 01:10:08 am
For some reason that looks like a cross between Na'vi and Qunari to me. I know it's a based on a goat (I've dealt with them before, they're annoying) but that was the first thing I thought. ^^^;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on December 01, 2011, 01:57:55 am
Is there any knid of Improvised weapon skill? Like a how to guide on beating people with a candle stick?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Yoink on December 01, 2011, 02:51:54 am
I love playing evil, or at least ruthless, amoral types of characters. :D
Pretty much I prefer to either go full on paladin, 'striketh them down in the name of Good' sorts, ruthless, money and power-oriented characters, or eccentric/flamboyant, possibly cruel villains.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 01, 2011, 11:42:52 am
@Araph: The code of honor I have in mind is a combination of bushido, chivalry and common sense. Not as absolute as a DnD paladin though.

@Monkey: Most of the Pen and paper games I've played just tell you to find the most similar regular weapons skill and just give some negatives to wielding it. Most things can basically be used as mace for example.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 01, 2011, 12:11:05 pm
Well, I had a very different idea for back lore, although it removes elves, Dwarves, and many other fantasy races from the picture. (Which may be a good thing, considering how over used they are.)

I had the idea that there are only Humans, but many of them had mutations occur upon them. Why is still unknown in my head, as this is still an idea. But the mutations werent just horns and deamon things. Wings, eyes, and other body parts were added or changed, including the mind, in some cases. Obviously, the ''Pure'' Humans thought these mutations were deamonic, hence the name ''Demons.''
I love playing evil, or at least ruthless, amoral types of characters. :D
Pretty much I prefer to either go full on paladin, 'striketh them down in the name of Good' sorts, ruthless, money and power-oriented characters, or eccentric/flamboyant, possibly cruel villains.
Sad, because I find those kind of characters extremely boring.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 01, 2011, 12:28:20 pm
That could still work if Araph wants to use it, assuming some mutations were extremely common and resulted in the races known as Elves and Dwarves and whatnot.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 12:28:37 pm
Well, I had a very different idea for back lore, although it removes elves, Dwarves, and many other fantasy races from the picture. (Which may be a good thing, considering how over used they are.)

I had the idea that there are only Humans, but many of them had mutations occur upon them. Why is still unknown in my head, as this is still an idea. But the mutations werent just horns and deamon things. Wings, eyes, and other body parts were added or changed, including the mind, in some cases. Obviously, the ''Pure'' Humans thought these mutations were deamonic, hence the name ''Demons.''
I love playing evil, or at least ruthless, amoral types of characters. :D
Pretty much I prefer to either go full on paladin, 'striketh them down in the name of Good' sorts, ruthless, money and power-oriented characters, or eccentric/flamboyant, possibly cruel villains.
Sad, because I find those kind of characters extremely boring.

I haven't entirely fleshed out the world, but I'm either not having fantasy races at all or I'm having them all separate. I'm definitely not having them be variations on humans.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 01, 2011, 03:17:24 pm
I hope you decide to have fantasy races, even if this is just a trial run. Races add so much more flavor to the world. Here is a sketched out version of what I had in mind for my race:

Spoiler (click to show/hide)

It's still horned, but it doesn't quite look evil.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 01, 2011, 03:48:53 pm
Don't worry Araph, I am not saying that their will be a huge number of random radiated Humans. What I am planning is closer to what Serious said. There are mostly 5 different "mutations" (which is a terrible word to discribe it, now that I think about it), with only a small ten percent of the human race being the horrible mix-match that you are all likley thinking. I'll go into more detail once I am atmy computer, seeing as this phone is a dick to just type all of this, let alone a textwall :P.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 08:11:27 pm
Don't worry Araph, I am not saying that their will be a huge number of random radiated Humans. What I am planning is closer to what Serious said. There are mostly 5 different "mutations" (which is a terrible word to discribe it, now that I think about it), with only a small ten percent of the human race being the horrible mix-match that you are all likley thinking. I'll go into more detail once I am atmy computer, seeing as this phone is a dick to just type all of this, let alone a textwall :P.
I wasn't just saying about a mix-and-match set of mutations; I mean I'm not having any race be related to any other race more than how we're related to other primates. If I'm making fantasy races, I'm doing it right! So to speak. That is, arbitrarily set based on a set of preconceived notions passed down from other media without any form of explanation. That's how fantasy is supposed to work, right? :P

I hope you decide to have fantasy races, even if this is just a trial run. Races add so much more flavor to the world. Here is a sketched out version of what I had in mind for my race:

Spoiler (click to show/hide)

It's still horned, but it doesn't quite look evil.
Ah, I see what you're getting at: Voldemort with horns. That'd work perfectly for the demon race, actually.

And with that, I'm off (not actually away from the computer, of course, but off in a metaphorical sense) to save create the world!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 01, 2011, 08:31:44 pm
Don't worry Araph, I am not saying that their will be a huge number of random radiated Humans. What I am planning is closer to what Serious said. There are mostly 5 different "mutations" (which is a terrible word to discribe it, now that I think about it), with only a small ten percent of the human race being the horrible mix-match that you are all likley thinking. I'll go into more detail once I am atmy computer, seeing as this phone is a dick to just type all of this, let alone a textwall :P.
I wasn't just saying about a mix-and-match set of mutations; I mean I'm not having any race be related to any other race more than how we're related to other primates. If I'm making fantasy races, I'm doing it right! So to speak. That is, arbitrarily set based on a set of preconceived notions passed down from other media without any form of explanation. That's how fantasy is supposed to work, right? :P
Have I ever said before how much I HATE this mentality? I like creativeness and Innovation, and also support the creative of new fiction. Stock Fantasy races, which you sound like you want to use, are a vice sin in my book. They have been overused so much, and I hate it. I do not want you to do this, and I mean that quite seriously.

Now do you want to at least hear my ideas, or are you going to just ignore me and not even give the work I put a rather decent effort into a chance?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 10:16:46 pm
Don't worry Araph, I am not saying that their will be a huge number of random radiated Humans. What I am planning is closer to what Serious said. There are mostly 5 different "mutations" (which is a terrible word to discribe it, now that I think about it), with only a small ten percent of the human race being the horrible mix-match that you are all likley thinking. I'll go into more detail once I am atmy computer, seeing as this phone is a dick to just type all of this, let alone a textwall :P.
I wasn't just saying about a mix-and-match set of mutations; I mean I'm not having any race be related to any other race more than how we're related to other primates. If I'm making fantasy races, I'm doing it right! So to speak. That is, arbitrarily set based on a set of preconceived notions passed down from other media without any form of explanation. That's how fantasy is supposed to work, right? :P
Have I ever said before how much I HATE this mentality? I like creativeness and Innovation, and also support the creative of new fiction. Stock Fantasy races, which you sound like you want to use, are a vice sin in my book. They have been overused so much, and I hate it. I do not want you to do this, and I mean that quite seriously.

Now do you want to at least hear my ideas, or are you going to just ignore me and not even give the work I put a rather decent effort into a chance?
I'm sorry, I didn't mean to offend.

When I say stock fantasy races, I mean using the names and appearances of the species. I am not by any stretch planning on creating a boring and creatively-sterile wasteland of vapid retellings. I apologize for accidentally disregarding your ideas; I read through your mini-blurb on the variants on humans and my mind only saw the word 'mutations'. I didn't really think my way through what was written, and just went back to what I had originally been thinking. I'd be glad to hear your ideas, and I'll do my best to not repeat what happened earlier.

The
arbitrarily set based on a set of preconceived notions passed down from other media without any form of explanation. That's how fantasy is supposed to work, right? :P
comment was just intended to be a joke. I place a lot of value on fantastical creativity, and I would never leave truly generic creatures in the game. Please bear in mind that I've put a lot of work into this, to the extent that my daily schedule is 'go to school, get home from school, respond to forum posts, work on game, go to sleep.' Already-used races are due to me trying to get everything into working order in as small of a time limit as I can, and I was trying to avoid needing to create five or so new races with distinct traits and cultures by borrowing from other works.

Finally, no, I have not ever heard you say how much you hate that particular mentality. I get why you loathe it so much, I'm trying to balance avoiding that with saving time, and I agree that the stock races are overused. I'm putting many, many hours into this thing, and the moment the core rules are done I want to make original EVERYTHING; races, monsters, classes, the whole shebang. But I need to have a semi-workable game and setting so that play-testing can start and rule fixes can be made. I just need more time.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 01, 2011, 10:45:20 pm
Heh. I see your point. As I said, "Mutation" was a really awful word to use, wasn't it?
I'll try and get my main ideas down some time in the future. Can't give an exact date because I know I will just end up be incredibly wrong.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 10:48:04 pm
Can't give an exact date because I know I will just end up be incredibly wrong.
Believe me, I know exactly how that is. :P

Oh! Almost forgot: is Maptool (http://www.rptools.net/index.php?page=downloads#MapTool) a good medium for everybody? We'll be using version b87, barring any outstanding problems with that.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 01, 2011, 10:57:30 pm
That reminds me, when will sessions be? Cuz I kinda only have Saturdays and Fridays Afternoons open at the moment.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 01, 2011, 11:10:40 pm
The comment was just intended to be a joke. I place a lot of value on fantastical creativity, and I would never leave truly generic creatures in the game. Please bear in mind that I've put a lot of work into this, to the extent that my daily schedule is 'go to school, get home from school, respond to forum posts, work on game, go to sleep.' Already-used races are due to me trying to get everything into working order in as small of a time limit as I can, and I was trying to avoid needing to create five or so new races with distinct traits and cultures by borrowing from other works.

If you create the world I'd be happy to help write up a few races. Would you be alright with that?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 01, 2011, 11:17:07 pm
Next Thursday I won't be home from 3:30 until 5:30ish, but I'm basically free through December. January I get a new college schedule and I'm not sure what it'll be yet. :\
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 01, 2011, 11:40:17 pm
The comment was just intended to be a joke. I place a lot of value on fantastical creativity, and I would never leave truly generic creatures in the game. Please bear in mind that I've put a lot of work into this, to the extent that my daily schedule is 'go to school, get home from school, respond to forum posts, work on game, go to sleep.' Already-used races are due to me trying to get everything into working order in as small of a time limit as I can, and I was trying to avoid needing to create five or so new races with distinct traits and cultures by borrowing from other works.

If you create the world I'd be happy to help write up a few races. Would you be alright with that?

The only problem would be how they fit into the plot of the game. If you would be willing to type up a blurb on each race, I'd be happy to try to fit them into the game in the place of the generic races.

Next Thursday I won't be home from 3:30 until 5:30ish, but I'm basically free through December. January I get a new college schedule and I'm not sure what it'll be yet. :\
That reminds me, when will sessions be? Cuz I kinda only have Saturdays and Fridays Afternoons open at the moment.
I was thinking Saturdays at around 8:00 PM GMT (or noon PST). Does that time work for people?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on December 01, 2011, 11:58:04 pm
Sounds okay to me, weekends are pretty good actually. (I have no life.)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 02, 2011, 12:01:52 am
(I have no life.)
Join the club.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on December 02, 2011, 12:02:51 am
Yup, Saturdays sounds good to me.
The comment was just intended to be a joke. I place a lot of value on fantastical creativity, and I would never leave truly generic creatures in the game. Please bear in mind that I've put a lot of work into this, to the extent that my daily schedule is 'go to school, get home from school, respond to forum posts, work on game, go to sleep.' Already-used races are due to me trying to get everything into working order in as small of a time limit as I can, and I was trying to avoid needing to create five or so new races with distinct traits and cultures by borrowing from other works.

If you create the world I'd be happy to help write up a few races. Would you be alright with that?

The only problem would be how they fit into the plot of the game. If you would be willing to type up a blurb on each race, I'd be happy to try to fit them into the game in the place of the generic races.
Have you started on the overall setting yet, or are you waiting until the core mechanics are done?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 02, 2011, 12:09:17 am
I'll let work know that I need Saturday afternoons off. ;D I don't mean to rush you, but around when would this be starting?

The holidays will kill my availability for a few weeks, so I won't be able to guarantee my Saturdays until after Christmas. After that I can start booking Saturdays off.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 02, 2011, 12:11:21 am
I was thinking Saturdays at around 8:00 PM GMT (or noon PST). Does that time work for people?

Ugh, I hate weird time shit (in reality, anyway. WTS in webcomics is just fine :3). Figuring it out... That would be three in the afternoon for me, I think. Yeah, that should be fine. I don't think my local college has any weekend classes so I should be golden for next semester. ^^^
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 02, 2011, 11:50:57 am
I'm at GMT and am free most weekends, and all but Monday for evenings/afternoons generally. Can't do Morning/noon due to college. I have such a pitiful social life :'(
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 02, 2011, 02:27:26 pm
Have you started on the overall setting yet, or are you waiting until the core mechanics are done?
I've made an elaborate map of the landmass the game will be set on, and I'm currently making a bunch of names with that one fantasy name generator. That thing is brilliant; you can even make it generate similar names so they sound as if they came from the same language.

I'll let work know that I need Saturday afternoons off. ;D I don't mean to rush you, but around when would this be starting?

The holidays will kill my availability for a few weeks, so I won't be able to guarantee my Saturdays until after Christmas. After that I can start booking Saturdays off.
I was planning on starting the Saturday after this coming Saturday.

I was thinking Saturdays at around 8:00 PM GMT (or noon PST). Does that time work for people?

Ugh, I hate weird time shit (in reality, anyway. WTS in webcomics is just fine :3). Figuring it out... That would be three in the afternoon for me, I think. Yeah, that should be fine. I don't think my local college has any weekend classes so I should be golden for next semester. ^^^
Yeah, weird time shit gets me miffed, too. Weird PUZZLE shit, on the other hand...

Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 02, 2011, 04:09:07 pm
That translates to 3:00 PM over on the other side of the ocean here, so I'm cool with that time.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 02, 2011, 04:37:53 pm
I can't do this Saturday or next Saturday, but after that I'm free.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 02, 2011, 04:46:03 pm
I relize that I kinda need to make my lore before Saturday, because most of it is kinda important if we decide to run with it. Fuuuuuck.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 02, 2011, 07:21:16 pm
I realize that I kinda need to make my lore before Saturday, because most of it is kinda important if we decide to run with it. Fuuuuuck.
You don't have to write up that much lore for the races; that's my job. Everything has to fit together perfectly. Not only with the races, but with the entire world. As such, I'm preemptively stating that I'll do that part of creating races.

EDIT: I don't mean to rush you, but I've gotta know what you are thinking of for the races. If it doesn't get posted, I'll just make up new species on my own (not generic ones, though). If you'd prefer, you could give me a general idea of what you're thinking and I'll fill out the specifics.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 02, 2011, 08:17:09 pm
I was going to say how they werent races, but now that I think about it, races does kinda fit the discripion. It fits better then the idea of Elves and Dwarves, their more like Species. But none the less, these races that I was making are kinda synonymous with humans. But, I had a general idea for 7 races in the game, 6 of which would've been common accepted Variations, one would be Pure Human, and the seventh would be the dumping pile for everything else.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 02, 2011, 08:21:29 pm
I'd prefer for the races to have more differences from humans than what might be found from culture to culture. When you say they're kinda synonymous with humans, do you mean minor feature differences and a few social changes? 'To what extent are they different from vanilla humans' would be a clearer way to couch my question.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 02, 2011, 08:30:34 pm
Trust me. They are far from "Just a little different". Were talking "An extra pair of Arms or having Wings" different. When I say that synonymous with Humans, I mean they are generally in the same Cultural and mental status as Humans in the same area. But Pure Humans mainly run the show, because of a little thing called the "Order of the Puritan". It doesn't sound very dangerous, but considering their unoffical nickname is the "Puritan Inquisition"...
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 02, 2011, 08:57:12 pm
Order of the Puritan
I don't mean to be rude, but I'd appreciate a lack of expectation for historical figures or organizations. I've started on the world's story already, have a plot in mind, and I feel bad if I don't include suggestions from people, so if suggestions throw a wrench into my plot, I have two options: accept the idea and try to mold the story around that difference, or ignore the idea and feel like a jerk until I forget about it. The Order of the Puritan would be potentially fitting in the social climate of the forming world, but its role would be reduced and its influence diminished. Also, there wouldn't be vanilla humans feeling superior to any of the other races any more than the others feel superior over the vanillas. As far as any species is concerned, they themselves are the original and best.

EDIT: I really need to get working on civilizations, civ leaders, and the political situation, but I can't do that unless I know what races to use. If nobody has anything to say on the matter (that is, a simple description of the races they have in mind) by tomorrow, I'm going to go with well known species. I really don't need much to work with; just type a couple of sentences on what they look like and what their mindset is tilted toward and I'll fit them into the world.

SECOND EDIT: Guess what? Social skills is what! I figured out how social skills will work: Charisma and Presence are the two attributes that govern the skills (except Detect Purpose, which uses Int). Presence has two categories, much like Knowledge () or Survival (); the categories are Calming Presence and Agitating Presence. They affect different checks in different ways. For example, the Persuasion skill is a soft skill, which means it has Charisma applied to it as a positive modifier, Calming Presence applied as a positive modifier, but Agitating Presence applied as a negative modifier. Race choice affects Presence the most (an orc would have a large penalty to Calming, but an equally large bonus to Agitating. A diplomatic elf, on the other hand, would be the opposite). Following that would be your attributes. In addition to those modifiers, your presentation and argument (as in, you, the player) will give circumstantial bonuses or penalties to the skill check. That is to say, you will not be able to Bluff a guard into thinking he's a yellow-footed rock wallaby; it would have far too large of a 'that's dumb' modifier to work.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 03, 2011, 09:48:27 am
Heh, well, perhaps you should hear my stuff then. Because the Order of the Puritan were extremely influencal and reaching. As I said before as well, Pure Humans are pretty much running the show, and any other races don't really have their own nations. And those that do have been pushed to the end of the world by the Puritan Inquisition's crusades.

But I need to get this shit down. So here is the lore I was planning in a Nutshell.

Spoiler (click to show/hide)

I think the racial bonus for most of these should be some obvious (Angelics get Flight and Charisma bonus, Gordivns get Strength and Physical bonus, ect), it just comes down to if you like it or not.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 03, 2011, 01:18:58 pm
While that in itself would be a great set of races and backstory for a different campaign, it just wouldn't fit into the world I've made. And I did hear your stuff; what I was saying was parts of it that wouldn't work in this game.

... the Order of the Puritan were extremely influencal and reaching.
That is the biggest problem. A big part of the plot hinges on religious organizations not being influential.

One other problem is with the melting pot of variants that the hunted group is; what caused them to be so random? Was it magic? Did some divinity intervene in the creation of all the different species? They couldn't have just evolved that way, otherwise their traits would be roughly the same from individual to individual.

About the Deamonic, their aren't just evil spirits floating around out there. Practically no non-mortals having influenced anything in a way greater than changing odds a bit since the Age of Legends.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 03, 2011, 01:27:40 pm
Why can't religous organizations be influential? Besides, If you think about it, there not REALLY religous. There just horribly racist and powerful.

It would also be fine if you gave a reason instead of being so vague. Maybe I can afford to make some changes. But I can't do nothing unless you tell me what the plot you had in mind first without ripping straight through the one you had planned.

Anyway, about the other things you asked.

One other problem is with the melting pot of variants that the hunted group is; what caused them to be so random? Was it magic? Did some divinity intervene in the creation of all the different species? They couldn't have just evolved that way, otherwise their traits would be roughly the same from individual to individual.

About the Deamonic, their aren't just evil spirits floating around out there. Practically no non-mortals having influenced anything in a way greater than changing odds a bit since the Age of Legends.
1. Its generally unknown. But there arent so "Different ever time" random as you seem to think. Imagine them more as like Minority Groups.

2. It was just an idea I had floating around. They don't need to be more suceptible to possession. I just thought it would explain The Fool's Character story a bit better.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 03, 2011, 03:30:24 pm
It would also be fine if you gave a reason instead of being so vague.
Okay... backstory time!
Spoiler: History (click to show/hide)
Spoiler: Religion and Racism (click to show/hide)
Spoiler: Geography (click to show/hide)

Phew... Sorry if that's too vague in a few parts of the history; I'm trying to avoid actually giving away what you're going to find out in the campaign while still telling of the world's history. Hopefully that'll give you an idea of what the world is like, though.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 03, 2011, 05:01:30 pm
This is kind of what I was waiting for. I'll start writing up my race in a few hours. I'll try and present it how D&D presents feature races (Races of the Wild, etc.) and include general things like how they live, culture, local religion, and maybe some information on how they interact with others. They'll be isolationists, so don't worry about it interfering with other religions and races.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 03, 2011, 05:06:19 pm
Well, tell me, when did you come up with this? After or before I told you that I was going to do some lore? Hmmm?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Bdthemag on December 03, 2011, 05:10:20 pm
Well, tell me, when did you come up with this? After or before I told you that I was going to do some lore? Hmmm?
Well, no offense John. But he is the GM.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 03, 2011, 05:17:35 pm
Well, tell me, when did you come up with this? After or before I told you that I was going to do some lore? Hmmm?
Before, actually. I've been working on this far longer than you might think, and I added in the church-militant group because I thought you had a good idea. That's why I noted that I changed the name, while nothing else said anything like that. Do you seriously think I just took what you said and morphed it into that to make it seem like I had already been working on the world?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 03, 2011, 11:55:17 pm
Since you want to start this fairly soon I'll post what I've written so far. It's short, and I blame Skyrim. :P It is a bit scattered and all over the place, but it'll get my idea across. Let me know if I should add anything else before you start reworking it. I was hesitant to add religion to this without knowing what you really wanted.

Spoiler: The Zi'Ori (click to show/hide)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 04, 2011, 08:02:48 am
The Order of "Irydeu" seems like a strench of a name change. Why did it have to occur?

But it does put me way the hell down. I was really hoping that I would be able to use the lore I spent a week makng.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 04, 2011, 03:12:18 pm
Why did it have to occur?

Because Puritans are an actual religious group and the name generation code for greater divinities is vv<s|CV>.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 04, 2011, 03:16:20 pm
... What? What does that have to do with anything?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 04, 2011, 03:20:23 pm
A: He's not using actual religious groups in his lore.
B: He's using this generator (http://www.rinkworks.com/namegen/) for naming deities and that's the one he chose.
C: Finally, this is the game he's making, dude. Everything is up to him. If he rejects your suggestions, just write it down somewhere and use it yourself. No harm done.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 04, 2011, 03:28:08 pm
A: He's not using actual religious groups in his lore.
B: He's using this generator (http://www.rinkworks.com/namegen/) for naming deities and that's the one he chose.
C: Finally, this is the game he's making, dude. Everything is up to him. If he rejects your suggestions, just write it down somewhere and use it yourself. No harm done.
Well put.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 04, 2011, 03:45:56 pm
Just because they have the same the Name of a Religous group, does not mean they are the same. They named themselves Puritan was because the group thought they were Pure. Durr.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 04, 2011, 03:55:11 pm
Just because they have the same the Name of a Religous group, does not mean they are the same. They named themselves Puritan was because the group thought they were Pure. Durr.
You're right. They aren't the same. However, I'm not going to use the name of an actual organization in the game.

Also, the 'Durr' is unnecessary; I already understood what you posted. Not only is it rude, it doesn't even help persuade me to use your ideas.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on December 04, 2011, 04:24:24 pm
Just because they have the same the Name of a Religous group, does not mean they are the same. They named themselves Puritan was because the group thought they were Pure. Durr.
Unless they speak English in this alternate universe, I doubt the etymology matters; it can be called anything.

Araph: this is your project. Don't feel obligated to rewrite parts of the setting just to accommodate our suggestions, take what you want and leave the rest.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 04, 2011, 06:24:06 pm
Araph: this is your project. Don't feel obligated to rewrite parts of the setting just to accommodate our suggestions, take what you want and leave the rest.
Thanks.


The Fool, I'm placing the Zi'Ori as nomadic tribes in the south-eastern deserts. I thought it'd fit well enough with both the race's culture and their place in the game world.

As for the other races, those are the main ones; I considered putting orcs or gnomes in, but the deserts are already taken and gnomes didn't even start with a potential area. So, this is how it's gonna go. The central plains are human-owned, the northern areas are technically part of the same kingdom, the northeastern coastal cities are nearly completely mixed, the southeast is full of demon-looking guys, the central and southwestern mountains have dwarves in them, and the far northern marshes have tribes of humans.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 05, 2011, 05:27:17 pm
Sorry about the double-post, but I forgot something important: what classes are everybody? Off the top of my head I know we have a thief, berserker, doctor, and smooth-talker-guy, but (to give me a bit of a reference) could everyone describe what they want their character to be like?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 05, 2011, 05:34:40 pm
My elf is gonna be a stereotypical Archer. Si I guess that's Warrior with specialization in range.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 05, 2011, 05:53:10 pm
In your face-style fighter who runs rings around her opponent, wrestles them to the ground, and generally blitzes the opposition with speed and strength. So yeah, the two elves are on the opposite sides of the spectrum. ^^^
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on December 05, 2011, 06:38:36 pm
A skittish guilible humam mage who's an expert Enchanter.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 05, 2011, 06:46:09 pm
Blind Human Rouge. If you had looked at his picture, he is also blindfolded.

He also is leaning a little towards "Murderous Sociopathic Manic".

Edit: Elves have +1 Charisma and -1 intelligence (http://tvtropes.org/pmwiki/pmwiki.php/Main/OurElvesAreBetter) whaaaaat.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 05, 2011, 06:51:37 pm
If you consider 'Intelligent' and 'Educated' to be the same it makes sense, because they're all forest-folk. I guess Charisma works that way too, like a rustic charm or something?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 05, 2011, 08:12:23 pm
Thats the thing. I don't consider Intelligent and Educated to be the same thing. In fact, I think they are two very different things. "The Educated man knows something because he was told. The Intelligent man knows something because he figured it out by himself."

And everyone knows all Elves are proncy pricks. Why would they get Charmisma bonuses :P?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 05, 2011, 08:27:13 pm
True too, but frankly I'd rather take an intelligence hit then yet moar off my strength and fortitude... >.>
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 05, 2011, 08:48:29 pm
Thats the thing. I don't consider Intelligent and Educated to be the same thing. In fact, I think they are two very different things. "The Educated man knows something because he was told. The Intelligent man knows something because he figured it out by himself."

And everyone knows all Elves are proncy pricks. Why would they get Charmisma bonuses :P?
I figured that the intelligence penalty fit because elves are to much of a bunch of egotistical dicks to be capable of actually learning things from others. And while I do differentiate between 'smart' and 'intelligent', intelligence is sort of a mash up of both in this game. It gets a little complex when you start splitting up to many different attributes; I don't think anybody would want to have to keep track of Intelligence, Smarts, Mental-Willpower, Physical-Willpower, Upper-Body Strength, Lower-Body Strength, Agility, Reflexes, Dexterity, Charisma, two Presences, Looks, and Personality. :P

Charisma is a bonus because while they're typically jerks, they can put on a show for others to get what they want. Think of a spoiled child who acts like a brat 95 percent of the time, but wheedles whatever he/she wants out of his/her parents in that other 5 percent. There's nothing charming about them, unless they want to be that way.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 06, 2011, 02:02:41 am
I don't mean to powergame, but wouldn't a stubborn race normally have a higher willpower? They would normally outright reject the ideas of others, so wouldn't that mean that they have a strong will?

I'd think it would be:
+1 to Strength, and Willpower
-1 to Intelligence, and Charisma

I shuffled out fortitude and agility to balance it. I never intended it to be a warrior race. While magic is outlawed in city walls, they are good at it. Think of it this way, you have a city of powerhungry egomaniacal people who dabble in magic. It'd be for everyone's sanity to ban it within city walls. Would this work for you?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 06, 2011, 04:23:23 pm
Yeah, that'd work. They're mostly nomadic, though; I just had to change that to fit with where they live.

EDIT: Geez, ancient money is a nuisance. Still, making progress. Here's what I have; the two most common denominations of coinage in the predominantly human kingdom (named Dunaendn) are the sult and quil. The sult matches up fairly closely to the ancient Roman 'as', while the quil is worth roughly 3/4 of the ancient Roman denarius (both of the values of the Roman coins are based off what they were between (I'm pretty sure) 50 B.C. to 50 A.D. May be wrong on that, though). The actual worth of the coins are a bit roughly estimated; two sults can buy a loaf of bread in Denierilc (capitol city of Dunaendn). One seventh (1/7) of a quil can buy a loaf of bread in Denierilc. The prices of goods are subject to change in different areas; given how Denierilc is a big city, food would be more expensive, while some services would be less so.

P.S. I apologize in advance for how confusing all the different moneys and denominations are sure to be.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 07, 2011, 01:38:19 pm
So 14 sults = 1 Quil?

I suppose that's why most fantasy games goes for the generic gold/silver/bronze coins
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 07, 2011, 04:24:51 pm
Technically it's 15:1, but I'm avoiding fractions until I've added in other denominations.

Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 08, 2011, 02:13:32 pm
So... 1 Tanid = 5 Quil = 15 Cersage = 75 Sult = 375 Ator?

Isn't this just a little excessive? I can understand two currencies with denotions of 10 (1g = 10s and 1T = 10Q where 1T = 3g), but 5 separate coins with varying exchange rates is really weird for a tabletop game.

EDIT: Thanks Darvi.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Darvi on December 08, 2011, 02:23:23 pm
You got the Ators wrong. Should be 375 (75*5) Ators per Tanid.

And well, DnD 4e has 5 different kinds of coinage (well, 4 plus diamonds). But then again the most valuable ones are for interplanar purposes only so...
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 08, 2011, 02:26:58 pm
Isn't this just a little excessive?
Ancient Rome used between five and nine denominations at different points in history. It's about the same here.

If everyone would prefer, we can use just three coins with generic names. I would like to use the extended version, but if enough people agree, we won't.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 08, 2011, 02:32:42 pm
I wouldn't mind if there were multiple sets of coins, but multiples of 5 and 3? That is what gets me.

I wouldn't mind three sets of three coins, and then have a conversion rate between them.

1A = 10B = 100C
1D = 10E = 100F
1G = 10H = 100I
1A = 2D = 5G

This way you won't have to break one coin into 375 of another for something cheap. You'd just hop currencies between areas/kingdoms.

EDIT: Sorry I screwed up the last line. I fixed it now.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 08, 2011, 02:39:07 pm
I was trying to make it be not just new names for the usual currencies in fantasy games; coins that weren't just concerted by multiples of ten were my way of doing that. I thought five and three were numbers that are easy to work with, but not used for money often.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 08, 2011, 02:40:21 pm
I'm quite happy to work with it, I like maths after all :)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 08, 2011, 02:45:00 pm
It was just a thought. There were pieces of 8, basically Spanish gold coins broken into 8ths, so it's not unheard of beyond the Romans. It just seemed like an odd idea. It would work though.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 08, 2011, 02:47:06 pm
Well, I'm willing to work with original currencies if there's a little less of them. Could we not have just sult -> quil -> tanid? The other two, to me, seem a little like padding. ^^^;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Hubris Incalculable on December 08, 2011, 03:00:00 pm
You should have seen pre-decimal British money.

1 pound = 8 Half Crowns = 10 florins = 20 shillings = 40 sixpence coins = 80 threepence coins = 240 pence = 480 halfpenny coins
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 08, 2011, 03:07:42 pm
Combination of  :( ::) >:( and ??? to that.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 08, 2011, 03:12:14 pm
I like the idea of special currencies, but make generic currency optional if the Game Master of session who uses your rules isn't so good at math.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 08, 2011, 05:28:35 pm
I like the idea of special currencies, but make generic currency optional if the Game Master of session who uses your rules isn't so good at math.
That's what I was planning on doing.
Well, I'm willing to work with original currencies if there's a little less of them. Could we not have just sult -> quil -> tanid? The other two, to me, seem a little like padding. ^^^;
Yes about the other two; I doubt some of them will be too widely used. I'm not sure which coins will and won't be used, but it's a bit similar to how we have $1, $5, and $10 bills. In games like this it doesn't matter what denomination your money is stored as, since you don't have to really deal with keeping track of it. In real life, though, it's easier to have more varied worths for coins and dollars; that's my logic for putting the different coins in the game.

And because I felt like it. That was another big reason.

EDIT: Due to the current lack of research done about item values, you all get some freedom with your inventories. If you're a combat-oriented person, you can choose armor and weapons from the list I'm creating now (at the end of the document on Google Docs) and if you're a spellcaster you can create two or three simple starting spells. Our enchanter can start with an item enchanted with a spell, but only gets one or two other spells to begin with. If you have a different character (like the doctor or the assassin), it's assumed you have equipment related to that profession (portable medical equipment, lockpicks, etc.).

Other miscellaneous equipment you basically get for free. Encumbrance isn't in effect now, so there's no need to check about weight limits just yet. There isn't a giant list of equipment either, so you have to think of what you're carrying on your own.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 12:09:42 pm
Game in a little less than three hours!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Johnfalcon99977 on December 10, 2011, 12:15:14 pm
Where and how are we playing again? I'm far too lazy to look :P
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 12:27:28 pm
Let's see...

Maptool, version... what was it... b87. Yeah.

And the server name will be TTRPG, with a password of Urist.

Two hours left!
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on December 10, 2011, 01:35:49 pm
waitwhattwohours

Er, uhh... okay, here's my final character sheet then:

Spoiler: Char Sheet (click to show/hide)

And when will we be choosing this starting equipment? What's happening AAAAAAAAAAAA
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 01:52:51 pm
waitwhattwohours

Er, uhh... okay, here's my final character sheet then:

Spoiler: Char Sheet (click to show/hide)

And when will we be choosing this starting equipment? What's happening AAAAAAAAAAAA
Well, you get to choose starting equipment now. Any weapons, armor, and miscellaneous equipment you'd like to have you can (in the case of weapons and armor) choose from the list at the bottom of the thing on Google Docs or (in the case of other items) just add to your inventory and we'll make up the specifics of what they do as we go along.

Also, I accidentally missed your gifts and flaws; would you be amenable to having Detect Weakness give a bonus to damage and Drug Addiction require progressively harder concentration checks if you don't take the drug?

Spoiler: Gift and Flaw (click to show/hide)
What drug is Gatarn addicted to?
And finally, what Knowledge skill does he have points invested in? Knowledge, Survival, Observance, and all the Vocational skills have multiple categories.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on December 10, 2011, 02:18:51 pm
I assumed the Detect Weakness effect would go along with the aimed attacks system, but a damage bonus is fine too. As for the drug... well, I kept it vague because I don't know what drugs exist in this universe. I suppose it's something opium-like. Fairly common and inexpensive in most places, harder to find in others.

I suppose the knowledge skill can refer to mechanics. He is a dwarf, after all.

Equipment:
Small leather pouch of [Opuimesque Substance] on waist
[Opuimesque Substance] pipe
Leather boots/pants
Brass knuckle (right hand)
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 02:30:27 pm
You can just say opium.  :P
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 02:59:45 pm
Server up, though I'm not sure why I can't name it... Gah.

Since I can't name it, use this IP to connect: 64.55.111.22. Hopefully that'll work.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Gatleos on December 10, 2011, 03:21:43 pm
Nope, can't connect. The error is pretty vague, too.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 03:26:13 pm
Hmm. Try 192.168.1.230

EDIT: Well, looks like no session this week. Maybe next Saturday.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 10, 2011, 04:19:27 pm
Good thing, I guess. I overslept a bit... ^^^;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 10, 2011, 05:47:28 pm
Sadly I work next Saturday. Around when exactly next Saturday would this happen?
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 10, 2011, 06:20:29 pm
Probably at the same time, though it could start a couple hours later if that'd work better.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: RAM on December 11, 2011, 02:13:03 am
Technically it's 15:1, but I'm avoiding fractions until I've added in other denominations.


So... 1 Tanid = 5 Quil = 15 Cersage = 75 Sult = 375 Ator?

Isn't this just a little excessive? I can understand two currencies with denotions of 10 (1g = 10s and 1T = 10Q where 1T = 3g), but 5 separate coins with varying exchange rates is really weird for a tabletop game.

EDIT: Thanks Darvi.
If one tries this in base 15 then you get:
1 Tanid = 5 quil = 10 Cersage = 50 Sult = 250 Ator which is sort of workable if you have 4 hands and use three of them to count and one to beat the taxes out of the rabble...


You should have seen pre-decimal British money.

1 pound = 8 Half Crowns = 10 florins = 20 shillings = 40 sixpence coins = 80 threepence coins = 240 pence = 480 halfpenny coins
The British one actually makes a lot of sense if you discount halfcrowns+pounds and operate on base twelve, which makes a lot of sense if you are not used to base 10...
12/2 halfpennies = 12 pence = 4 threepence = 2 sixpence = 1 shilling = 1/2 florin.
 So a shilling is 12 pence and the mid denominations are halves, and the halfpenny is a half of a penny if you want to discriminate at that level, while a florin is just two shilling...
The higher denominations are a bit odd though, a pound is ten florins and looks as though it was added to deal with large numbers.
Half-crowns are a bit odd , but assuming that two halfcrowns make one crown, then a crown would be five shilling or sixty pence, sixty, of course, would be fifty in base twelve...
If you are trying to use all ofthem then it gets complicated, but crowns are fine by themselves and can mix with pennies if you are willing to sully yourself with such amounts. Pennies are great for lots of small transactions, once you are used to base twelve... And the only people using pounds are likely to be tourists who won't be seeing any change anyway so it doesn't matter...

I would see the Cersage<->Quil conversion being a sticking point, with wealthier folk not wanting to deal with amounts smaller than a quil and the less influential tending not to deal in quils except when making transactions that involve the bourgeois...


It would be nice to see more base twelve, base ten has the issue that ten can only be divided by 3/10 digits, where as twelve works with 5/12, a much higher proportion...
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 12, 2011, 06:47:42 pm
Technically it's 15:1, but I'm avoiding fractions until I've added in other denominations.


So... 1 Tanid = 5 Quil = 15 Cersage = 75 Sult = 375 Ator?

Isn't this just a little excessive? I can understand two currencies with denotions of 10 (1g = 10s and 1T = 10Q where 1T = 3g), but 5 separate coins with varying exchange rates is really weird for a tabletop game.

EDIT: Thanks Darvi.
If one tries this in base 15 then you get:
1 Tanid = 5 quil = 10 Cersage = 50 Sult = 250 Ator which is sort of workable if you have 4 hands and use three of them to count and one to beat the taxes out of the rabble...


You should have seen pre-decimal British money.

1 pound = 8 Half Crowns = 10 florins = 20 shillings = 40 sixpence coins = 80 threepence coins = 240 pence = 480 halfpenny coins
The British one actually makes a lot of sense if you discount halfcrowns+pounds and operate on base twelve, which makes a lot of sense if you are not used to base 10...
12/2 halfpennies = 12 pence = 4 threepence = 2 sixpence = 1 shilling = 1/2 florin.
 So a shilling is 12 pence and the mid denominations are halves, and the halfpenny is a half of a penny if you want to discriminate at that level, while a florin is just two shilling...
The higher denominations are a bit odd though, a pound is ten florins and looks as though it was added to deal with large numbers.
Half-crowns are a bit odd , but assuming that two halfcrowns make one crown, then a crown would be five shilling or sixty pence, sixty, of course, would be fifty in base twelve...
If you are trying to use all ofthem then it gets complicated, but crowns are fine by themselves and can mix with pennies if you are willing to sully yourself with such amounts. Pennies are great for lots of small transactions, once you are used to base twelve... And the only people using pounds are likely to be tourists who won't be seeing any change anyway so it doesn't matter...

I would see the Cersage<->Quil conversion being a sticking point, with wealthier folk not wanting to deal with amounts smaller than a quil and the less influential tending not to deal in quils except when making transactions that involve the bourgeois...


It would be nice to see more base twelve, base ten has the issue that ten can only be divided by 3/10 digits, where as twelve works with 5/12, a much higher proportion...
That... was a lot of information on money.

Just to double check the will of the players, I'm restarting the poll. I feel like a reasonable chunk of the people don't care for the forms of money I was planning on, so the poll will be a little more in-depth this time.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 15, 2011, 06:49:39 pm
Double-post for alert: There's a game on Saturday. Can everyone make it? If not, it would to have a warning ahead of time.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 15, 2011, 06:52:02 pm
What time, specifically? I think last Saturday you started it early (if my crappy calculations determining your noon as 3:00 PM for me are correct, anyway).
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 15, 2011, 07:50:46 pm
What time, specifically? I think last Saturday you started it early (if my crappy calculations determining your noon as 3:00 PM for me are correct, anyway).
I believe I said it started at 8:00 PM GMT, and since I'm on the Pacific coast, I'm at -8 GMT. Ergo, noon for me. If you're one time zone to the east, you'd have the proper time. I'm not sure where you live, though, so I'm also not sure why I decided to type all this out when I could have just said 8:00 PM GMT...
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 15, 2011, 08:37:09 pm
I live in Kentucky, so I'm on -5 GMT, I believe.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Monkeyfacedprickleback on December 15, 2011, 08:50:54 pm
I'm on GMT +10 so i wont be playing o saturday at all i'll be playing on sunday ... IN the FUUUUUUTTUUUURE!
Title: Still Unnamed Tabletop RPG: Game on Saturday!
Post by: Araph on December 15, 2011, 08:56:01 pm
I'm on GMT +10 so i wont be playing o saturday at all i'll be playing on sunday ... IN the FUUUUUUTTUUUURE!
*Twilight Zone theme plays*

EDIT: Grand total of two people. Gah.

Just as a warning, if we don't have enough people to play, I'll be retrying this with some new people. Anyone who would still like to play, you're welcome to just keep the character you have now.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 17, 2011, 02:21:45 pm
Server's up; name is TTRPG, password is Urist. Hopefully the inevitable connection problems can be ironed out in time for the game.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Kashyyk on December 17, 2011, 02:28:05 pm
I cannot make it, my parents decided to spring a visit to family on me today, and so we are leaving imminently.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 17, 2011, 03:22:02 pm
Thankfully I don't work next week on Saturday, but I won't be able to book Saturday evenings off again until the 7th.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 17, 2011, 03:47:46 pm
So... No game, second week in a row.

In light of the lack of players, I'm going to recruit people again. New thread will be going up if anyone actually does want to play. If you want to use your existing character, feel free to.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: The Fool on December 17, 2011, 03:54:20 pm
That's the problem with Christmas holidays for me. No school schedule to justify booking off Fridays, and Saturday. I'll be joining, but I'll be missing the first sessions. Sorry about that.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 17, 2011, 03:56:43 pm
That's the problem with Christmas holidays for me. No school schedule to justify booking off Fridays, and Saturday. I'll be joining, but I'll be missing the first sessions. Sorry about that.
It's fine; the holiday season tends to absorb time in various inopportune ways.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 17, 2011, 04:46:48 pm
So... the game again started an hour and a half early, which is why I missed it today... -__-;
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: Araph on December 17, 2011, 04:49:45 pm
So... the game again started an hour and a half early, which is why I missed it today... -__-;
No, it started on time. I started the server half an hour early in hopes of working out connection problems before when the session would start, and I left it up until half an hour after the session started.

By the way, here's the thread (http://www.bay12forums.com/smf/index.php?topic=97727.0) where new players are being recruited. We're switching to over there.
Title: Re: Super Happy Tabletop RPG: The Trials of Testing (Warning: Misleading Name)
Post by: SeriousConcentrate on December 17, 2011, 05:04:24 pm
Ugh, I guess I'm GMT-6 instead of -5 then... whatever, guess I'll go to the new thread.