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2010-11-30, 01:39 AM (ISO 8601)
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- Feb 2009
Re: Fun Down On the Farmpunk: Join in!
This is the new Best Thing Ever (TM)
I'll certainly set this to "Stew" in the back of my mind, see what I can come up with. Loving it so far.I'm developing a game. Let's see what happens! Complex.
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2010-11-30, 01:58 AM (ISO 8601)
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- Nov 2010
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- Beyond the Ninth Wave
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Re: Fun Down On the Farmpunk: Join in!
Originally Posted by KKL
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2010-11-30, 03:18 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
E6 already partially does that: after level 6, you just get more feats instead of leveling. If we go E7 or E9, we could do something similar: trade X XP for a feat, Y XP for a talent.
Does anyone know what the "E" actually stands for?Resident Vancian Apologist
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2010-11-30, 06:15 AM (ISO 8601)
- Join Date
- Oct 2008
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- Freljord
Re: Fun Down On the Farmpunk: Join in!
Homebrewer's Signature | Avatar by Strawberries
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2010-11-30, 06:30 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
Ah, gotcha.
I've gone over the d20 modern and fantasy SRDs, here's a list of skills I'd propose we use:
Skills:
Acrobatics (1)
Athletics (2)
Bluff
Diplomacy
Disguise
Drive (3)
Forgery (4)
Handle Animal
Heal
Intimidate
Knowledge: Science (5)
Knowledge: Urban Legends (6)
Knowledge: Tall Tales (7)
Knowledge: Myths (8)
Knowledge: Medicine
Listen
Mechanics (9)
Move Silently
Perform
Ride
Search
Sense Motive
Sleight of Hand (10)
Spot
Streetwise (11)
Survival (12)
1) Includes Balance, Escape Artist and Tumble
2) Includes Climb, Jump and Swim
3) A city skill, for cars
4) In a setting with passports, deeds of property, stocks, contracts and other highly valuable papers, I'd leave this as a separate skill, instead of integrating it into something else like in other condensed skill system.
5) General science education, mostly for doctors and other educated city types. Chemistry, physics, Astronomy, Geology and other smart-ass stuff.
6) Identifies supernatural city creatures
7) Identifies supernatural range creatures
8) Identifies supernatural wild creatures
9) Crafting, repairing and disabling of machines
10) I wouldn't make gambling a skill, like d20 modern did, but this certainly covers cheating.
11) Like survival, but only covers the cities. I'd also fold Gather Information into this.
12) Range and Wild only.Last edited by Eldan; 2010-11-30 at 07:06 AM.
Resident Vancian Apologist
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2010-11-30, 06:57 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Portland, OR
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Re: Fun Down On the Farmpunk: Join in!
A pity E1 would be rather silly.
Gambling: Deadlands made gambling a skill, that I rather liked. Basically the results effected how many cards each 'gambler' was dealt. The highest card won. It keeps chance a part of the deal, even for the skilled, but the skilled tend to do better, because they know how to play the game.
I.e.
Landron John and They Call me Bill set out to play themselves some cards.
Landron John rolls a 18, and thus gains 3 cards.
They Call me Bill rolls a 11, and thus gains 2 cards.
Whoever has the highest card wins. (Deal actual cards, roll D%, whatever.)
Also, I like Sneaking and Sensing as their own skills.Last edited by AugustNights; 2010-11-30 at 07:02 AM.
Come with me, time out of mind...
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2010-11-30, 07:01 AM (ISO 8601)
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- Oct 2008
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- Freljord
Re: Fun Down On the Farmpunk: Join in!
It certainly would explain why even skilled and awesome people can die from a few shots.
Perhaps using something similar to 4E's hit points would make sense. Have multiclassing like in 3.5, but have the levels after your first grant you a lower number of hit points.
...or wait, that's kind of what Saga Edition already does, doesn't it?
(On a sidenote, I actually once tried to make an E1 character with nigh-infinite XP to use as a god. It worked wonky and somewhat lulzy, especially explaining how he became a god.)Homebrewer's Signature | Avatar by Strawberries
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2010-11-30, 07:03 AM (ISO 8601)
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- Jan 2007
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- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
I'm still campaigning for vitality/wound points. If a pistol deals 2d6 points of damage, as in d20 modern, you are dead on a lucky hit.
Resident Vancian Apologist
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2010-11-30, 07:06 AM (ISO 8601)
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- Aug 2006
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- Portland, OR
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Re: Fun Down On the Farmpunk: Join in!
Tumble is listed twice. (Once in Acrobatics, once as its own skill)
Craft/Repair might not be a bad one either, for other things than engineering. (Gun Maintenance, dream catchers, tailory, Moonshine ect.)
Weaving Tales should be a skill as well, if not part of a performance skill.
Edit
I am in accordance with this. I like my games lethal.Last edited by AugustNights; 2010-11-30 at 07:08 AM.
Come with me, time out of mind...
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2010-11-30, 07:07 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
Right. A craft skill is probably necessary. Perform included, that should have been there anyway. Tumble removed.
Resident Vancian Apologist
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2010-11-30, 07:20 AM (ISO 8601)
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- Nov 2010
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- Beyond the Ninth Wave
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Re: Fun Down On the Farmpunk: Join in!
Seconding these two ideas.
Not if you have a Con score of 13 or higher.
Also, while I do like vitality/wound points on a conceptual level, I think the chance of instant death by critical hit is a bug, not a feature. I'm not sure why high-lethality combat is really desirable.
Seconding this too.Originally Posted by KKL
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2010-11-30, 07:22 AM (ISO 8601)
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- Oct 2008
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- Freljord
Re: Fun Down On the Farmpunk: Join in!
There is no Hide in your list. But if we're going to combine skills, it's probably a good idea to combine it with Move Silently into Stealth and use Perception instead of Spot and Listen.
Know: Arcana might be good for the magic item stuff. Or have Use Magic Device be used for knowledge on that, as if it is magically imparted rather than actually learned.
How do people feel about a Use Technological Device skill? Or is that not necessary? (Perhaps it might fit better in a modern day society with computers and all.)
Also, while I am not familiar with vitality points (they make me think of the LOTR tabletop strategy game, but since you spoke of dice for damage like that I doubt it's like that), lethality is good. Some obscure ways to be brought back from the dead might fit though, at least in the Wild and on the Range, and the Administration Entity probably has some Resurrection Agents to bring back people it wanted to use in its plans.Homebrewer's Signature | Avatar by Strawberries
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2010-11-30, 07:26 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
It makes your character feel fragile. Which can have two advantages:
a) It's more heroic, in a way: superman saving someone from a burning building is nice. John Q. Regular running into a burning building to save someone is a hero.
b) It creates tension: there's a huge difference between "Well, I have 256 hit points left, I can take a hit or two to the face from that monster" and "One good hit, I'm dead". In such systems, combat is not a desirable outcome, but one to be avoided, especially if being wounded can have permanent consequences (i.e. someone discussed Harnmaster recently, where you can potentially get crippled even when a commoner stabs you with a dagger and you are fully armoured).
Edit:
The rule can be found here.
Basically, in addition to your normal hit points (now named Vitality), you have Wound points. Normal attacks reduce your vitality. If your vitality reaches 0, or you suffer a critical hit, you lose wound points instead. On 0 wound points, you die. IT also introduces some consequences for getting wounded, like fatigue and the potential of being stunned.Last edited by Eldan; 2010-11-30 at 07:29 AM.
Resident Vancian Apologist
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2010-11-30, 07:32 AM (ISO 8601)
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- Oct 2008
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- Freljord
Re: Fun Down On the Farmpunk: Join in!
Homebrewer's Signature | Avatar by Strawberries
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2010-11-30, 07:42 AM (ISO 8601)
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- Nov 2010
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- Beyond the Ninth Wave
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Re: Fun Down On the Farmpunk: Join in!
I know the rules for it. I have Unearthed Arcana. I like the rules for it. What I'm not fond of is the insta-death by critical possibility for heroic characters.
If Vitality points are luck, last-moment effort and heroic grit, then it seems better to have them wear down over the course of a game session - and since there's not going to be any (or very little) instantaneous magical healing in this system, that's actually a thing that will happen.
By dropping the "critical hit on wound points", we make the danger less "some guy getting off a lucky shot," and more "pushing your luck."Originally Posted by KKL
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2010-11-30, 07:59 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
I see.
Perhaps one could weaken the effects of criticals? Instead of dealing the weapons base damage to wounds, a crit deals 1 wound, or 2, in the case of a x3 weapon.Resident Vancian Apologist
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2010-11-30, 08:06 AM (ISO 8601)
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- Jul 2009
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- In the T.A.R.D.I.S.
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Re: Fun Down On the Farmpunk: Join in!
On skills: Perhaps Brewing/Distilling/Vinting (Vinting? Is that the right word for making wine? I mean, they're called vinters, right? ) should be it's own skill that affects the outcome on making your "magic 'shine". Just a thought.
On wound/vitality points: I have UA, and I like the system, conceptually. I've never had the opportunity to use it, but I think it's more appropriate for a combat-light game, which is what I enjoy.Last edited by dsmiles; 2010-11-30 at 08:08 AM.
Originally Posted by The Doctor
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2010-11-30, 08:11 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
Well, that would fall under craft, if we included that as a general skill. Craft (Brewery) or Craft (Distilling) or something.
Which reminds me:
Hobos get a talent to make their own alcohol out of a tin cup, two old potatoes and a sock.Last edited by Eldan; 2010-11-30 at 08:12 AM.
Resident Vancian Apologist
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2010-11-30, 08:13 AM (ISO 8601)
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- Nov 2010
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- Beyond the Ninth Wave
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Re: Fun Down On the Farmpunk: Join in!
That sounds excellent, and should of course be in addition to any vitality damage for a hit. Maybe even more? Say, (Critical Multiplier) x (Damage Dice Rolled For Weapon)? That be 2 or 3 for most weapons, as high as 4 or 6 for guns and such. Or just give each weapon a Wound Value for critical hits.
Originally Posted by KKL
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2010-11-30, 08:20 AM (ISO 8601)
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- Jul 2009
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- In the T.A.R.D.I.S.
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2010-11-30, 09:12 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Southampton, UK
- Gender
Re: Fun Down On the Farmpunk: Join in!
Moonshine on you crazy diamond... (Su)
Basic: A hobo can create moonshine so long as he has something to keep it in (tin cup, tin can, glass, cupped hands etc), a piece of an edible* plant, clean-ish water, his own spit and an item of his own used and never been washed clothing. The process takes a number of nights equal to 8 minus his hobo level, to a minimum of 1 and requires a craft (distilation) check of DC 15, or DC 25 for "good stuff". This creates ~8 shots of moonshine.
*Edible - an old hobo term for anything not immediately toxic or poisonous.
Intermediate: The hobo can ignore the penalties of drinking moonshine to a maximum of his level-1, or half his hobo level, which ever is higher. The hobo can substitute anything identifiably organic and solid (leather, paper, beef, leaves) for the edible plant material when making moonshine. If the hobo does have edible plant material, then the DC to make "good stuff" is reduced to 20.
Master: The hobo "just happens to have" a nearly empty glass bottle of standard moonshine on him at all times, even if he has no other equipment on him. If he is searched, this moonshine cannot be found by any means, however retrieving it is a standard action that provokes an attack of opportunity. The bottle contains 2 shots of moonshine. The hobo can use this ability 1/day.
Edit: Edited booze rules to limit stacking bonuses.
Edit edit: Improved Basic and Intermediate
Magic Item: Bindle of holding
Works in cities, the range and the wild
This is a red-and-white checkered hankerchief attached to a wooden stick. The bindle weighs ~25lbs at all times, however it can hold 250lbs of equipment of any shape and size. Untying the bindle causes its contents to spill out, however it can all be put back by placing a pile of the items on the hankerchief and then tying the hankerchief to the stick. Carrying the bindle requires a free hand and a shoulder to rest it on.
Each hankerchief and stick will only work with the parts they were created with. If they are ever swapped they become a simple stick and hankerchief until they are brought back together again.Last edited by cheezewizz2000; 2010-11-30 at 10:15 AM.
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-11-30, 10:06 AM (ISO 8601)
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- Nov 2010
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- Beyond the Ninth Wave
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Re: Fun Down On the Farmpunk: Join in!
Awesome.
Considering real-world alcohol is often made from grain, which is neither fruit nor vegetable, this description should be expanded. Also at the intermediate level you should be able to ignore that requirement entirely - the true hobo can make moonshine out of recycled paper and shoe leather.Last edited by gkathellar; 2010-11-30 at 10:06 AM. Reason: More awesome and spellcheck.
Originally Posted by KKL
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2010-11-30, 10:10 AM (ISO 8601)
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- Jan 2007
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- Southampton, UK
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Re: Fun Down On the Farmpunk: Join in!
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-11-30, 10:12 AM (ISO 8601)
- Join Date
- Jan 2007
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- Switzerland
- Gender
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2010-11-30, 10:34 AM (ISO 8601)
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- Aug 2006
- Location
- Portland, OR
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Re: Fun Down On the Farmpunk: Join in!
Soylent Absinthe is people!
Come with me, time out of mind...
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2010-11-30, 10:46 AM (ISO 8601)
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- Jan 2007
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- Southampton, UK
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Re: Fun Down On the Farmpunk: Join in!
Last edited by cheezewizz2000; 2010-11-30 at 10:47 AM.
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-11-30, 10:50 AM (ISO 8601)
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- Jan 2007
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- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
"Identifiably"?
"Tcha, ah reckon 'tis awganic 'nuff."Last edited by Eldan; 2010-11-30 at 10:51 AM.
Resident Vancian Apologist
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2010-11-30, 10:59 AM (ISO 8601)
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- Jan 2007
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- Southampton, UK
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Re: Fun Down On the Farmpunk: Join in!
That is EXACTLY the attitude I want! Bits of charcoal! The scum from the tide-line around the bath! Road kill! Soil, based on the argument that it's leaves that have passed through a worm! All of this can make a frighteningly deliceous beverage that makes you feel stronger, disinfects wounds, and lubricates rusted parts!
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-11-30, 11:03 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: Fun Down On the Farmpunk: Join in!
"Where did you find organic material while locked up in a featureless stone cell?"
"Ya don't wanna know."
I'd change master level from "Hobo has booze on him at all times" to "Hobo can make booze in a minute as long as he has an empty container. No matter the raw materials."
Should we start a separate thread for collecting rules material?Last edited by Eldan; 2010-11-30 at 11:06 AM.
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2010-11-30, 11:24 AM (ISO 8601)
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- Jan 2007
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- Southampton, UK
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Re: Fun Down On the Farmpunk: Join in!
Well, my aim with master was for that situation when a hobo has been caught by the administration, locked in a cell and is awaiting death row, when: Wait? What's this? Moonshine! And there's enough for a +1 bonus on all Chutzpah checks! Maybe now I can bust out of these cuffs...
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!