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Age of the Adventurer!


Chorpa

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It is a bit unclear if the 20 point extra percentiles per extra d6 applies after the 5th dice or after the first dice. Is it straight away or when age effects starts to set in? :?

Err, "...for each extra d6 of age added." seems pretty clear to me - every d6 you add to you age gets you another 20 skills points, but after the fifth such die, you start taking penalties to characteristics.

Cheers,

Nick

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Ok thanks was as I thought. Was just a phrasing at the end of the section that it compensates for the toll of aging that made me doubt a little.

After five D6 rolls, each additional roll costs the Adventurer two points from any characteristics— this is the toll of aging. In compensation, distribute 20 percentiles among the Adventurer’s skills for each extra d6 of age added.
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  • 9 months later...

Followup question to this topic. Do you guys let them place the extra as the player pleases or do you enforce some sort of limitation?.

 

Just doesn't feel right that a character that have rolled 17+6d6 for extra age suddenly can dump +100 percentages into a single skill especially if he has maxed it out from Occupation and Background already giving him a very high percentage. This just feels like it is waiting to be abused by Munchkin players.

 

For example: A player is creating a Mercenary with a Chiefdom background. From the Chiefdom background he places +10% in a Weapon Skill, and later from the Occupation he places another +60 in the same Weapon Skill. He has decided to make a little older and more experienced Mercenary than the normal Rookie character so he adds an additional +5d6 to age for an additional +100 percentages to place and being the Munchkin player he is, he dumps it all into the same Weapon Skill for a total of Base Chance +170%.

 

I am thinking about at least putting in the max limit of +60 to any Occupational Skill and limit the placement to Occupational Skills only (not counting the bonus from Culture Skills). This seem to be more in line with how it is written in the Custom Adventurer sidebar on page 23 and and how it works in the Basic Roleplaying book.

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I personally love when players play the min/Max game. Let's see how that 120 battle axe skill gets you out of negotiations when you're falsely accused of a crime. All the combat skill in the world won't help in making that crucial Physik check or spotting a hidden trap or using diplomacy with the noble or trying to talk a merchant into lowering a price or getting a fair price for those gems you "found" or seeing troll tracks going into the cave you seek shelter from the storm in or Sensing that the bar maid is setting you up for an ambush in her room or realizing the horse you bought is old and on its last leg or...well, you get the idea.

I'm not saying you should PUNISH such behavior, just make sure the players know the rewards of a good , well rounded character.

That being said, capping power levels for your campaigns is perfectly acceptable.

Author QUASAR space opera system: https://www.drivethrurpg.com/product/459723/QUASAR?affiliate_id=810507

My Magic World projects page: Tooleys Underwhelming Projects

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