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About tenchi2a

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  1. This issues has other problems attached as was brought up in the fighting with an Axe without the Axe skill thread. 1. IF you start using defaults how do you handle skill advancement. a. does the advanced skill start at the default or 1? b. how do you handle a high Stat characters skill if it out classes a player who has the skill paid for? example: I make a Cymric knight character and don't put any points in Axe so it start at (0) I make a French knight character and don't put any points in Axe so it start at (0) I make a German knight character and don't put any points in Axe so it start at (9) I make a Spanish knight character and don't put any points in Axe so it start at (0) With Dex/2 and the standard 3d6+1 (max 18) a 18/2= (9) is possible meaning that any of the other knights could have the same default Axe skill as the German knight without it being on their list. Kind of defeats the need for the list in the first place. P.S. this gets worse with no combat skills, and low start point combat skills such as Cymric knight spear (6) and dagger (5).
  2. Great game if you feel like having 8 characters in one sitting lol.
  3. GURPS handles this extremely well. As skills are bought in a range of Attribute -3 to Attribute +5 and up cross-referenced by skill difficulty. As a general rule, a skill defaults to its controlling attribute at -4 if Easy, -5 if Average, or -6 if Hard. Some skills have no default level. For instance, Alchemy, Hypnotism and Karate are complex enough that you cannot use them at all without training. Example: Impact Weapons Axe/Mace (DX/average) Default: Flail -4 Swords Broadsword (DX/average) Default: Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4. Knife (DX/Easy) Defaults: Main-Gauche-3, or Shortsword-3.
  4. This tends to lead to another misconception brought on by movies,books, TV on the subject. Getting through armor, wither it be Padded, Leather (which for the most part was two or more layers of leather with metal plates in-between), chain, or plate was a slime to none effect with most slashing/piercing weapons (sword, axes, spears,pikes, even arrows) with slime prone to taking vacations. Most techniques relied on finding gaps in the armor or knocking them off their feet and using a dagger to end it. From getting hit with way to many Bokkens, I can say that without armor landing a hit is all that is needed, but with armor you need to find the gaps. I can still feel the pain lol. I'm guessing you mean -5/+5 here, if so, yes I can see this as it would bring about the skill 5 average I was talking about and give an option for a higher skill level for the better skilled PC.
  5. Just to be clear, as giving it a second read I did come off a little harsh. This was a build-up of dealing with gamers whos only knowledge of swords came from D&D. Same goes for armor LOL. As I said I just feel that 10 is to high. In truth, I think 5 is to high also, but look at it as a compemies between the 2 or 3 I think its worth and 10, to at least make it playable.
  6. Statements like this make me face-palm. Most of these names don't come close to representing the type of swords that people think. I blame D&D for this. What most games call a sword/one-handed sword is an arming sword. one-handed sword has never truly been a term to represent a type of sword. The term Long sword also doesn't represent any one type of sword and handle length, it represent the length of the blade and can be a one-handed/hand and a half/ or two-handed sword. The name bastard sword has nothing to due with any physical characteristics of the sword, It represents a lack of knowledge of its place of origin. Thus the uses of the name bastard. Also there are major differences in stances, orientation, and footwork just with swords between how one uses it with or without a shield. Like, contrary to movie depiction it was common for a swordsman to hold the hilt with one hand and the base of the blade with the other when not using a shield. This allowed them to use the sword for defense as well as attack. And from my area of knowledge, you use a katana way differently then a naginata. So the idea that you would use a pole axe the same as a sword seems wrong on way to many level for me. Anyway back to the OP topic As I said, from the games starting skills we can assume that level 10 in a skill represents a knights minimum level of sword skill. To pick up a axe and just have that level of skill without training brakes "Suspension of disbelief" for me. To me I am being generous giving an unskilled knight 5 in the game, as I look at the fact that if he wanted during character creation he could have obtained the skill with basic creation points, not even using previous experience. Then you have the issues of, if he get the skill later in the game it starts at 1 which again brakes "Suspension of disbelief" for me. That said play it how you want.
  7. This all comes down to where your level of "Suspension of disbelief" comes in. I always just assumed that he was looking at this from a "if you are a knight and you are swinging your sword it is at someone who also has martial training" perspective. If you look at it that way a person trained with a Arming sword who picks up a battleaxe is not going to be as comfortable with it and telegraph most of his moves with it to a trained warrior. This will leave them unbalanced and provide way to many openings for his opponent to exploit for him to be effective in combat. Or he will use the axe like a sword which outside the similarity of sharp end at target, would not function well. Now this in no way means I agree with the 0 skill level, it does make me think that anything around skill level 10 is to much, as this is the starting point for the sword skill at age 21 if you don't spend your starting points on it. So that's why at most I would allow its uses at skill level 5. But that's just my two cents.
  8. I am more for the idea of a flat 5 for martial training. This gets that a Sword has things in common with an Axe but is welded in a different way.
  9. To the best of my knowledge there is no unskilled rules in KAP Since he didn't have the skill he is reliant on modifiers to boost the skill to a usable number as there is no unskilled rules in RAW and a skill of 0 or less is an automatic fail. You are just rolling to see if there is a fumble. The GM could give a +3-5 to represent the players martial knowledge, but that all I would due in my game.
  10. The points I was trying to make are: 1. There are normally great stretches of land between Manors/Estates owned by the King/Baron/etc. 2. A reward for service would IMHO be awarding a parcel of land (Already subdivided by the king, which is what I take awarding of a Manor to be in the game) or an already established Estate. Example: Sir Jon Doe, is a Knight of Salisbury and earns great glory during the Battle of Alclud. To recognizes this, Sir Roderick (with the power granted by the king) grants him a parcel of land equal to +10£. Effectively making his lands a 20£ Manor. or Sir Jon Doe, is a battalion commander during the Battle of Alclud that leads a charge that brakes the enemy allowing for King Arthur's victory. As a reward he is granted the lands (Estate) of a fallen knight from the losing side worth 50£+. His current lands worth 20£ are granted to one of his younger sons that gained great glory during the battle. This is a net gain of 30£ for the knight ready for his oldest son to inherit. 3. To me it would be tactically unsound, to have your knights/warlords lands split all over Logres as this would weaken the kingdoms defenses. While there are example of this in KAP, they tend to be administrative districts for warlords tasked with running Counties outside their own. And the said warlords also tend to have a major seat of power County as their point of force. This is true in the real world but IMHO has no place in the epic fantasy of KAP. Again see above This comes back to the weak core argument. In KAP, it is way to common for roaming bands of Saxons or other bandits to attack your lands for the King/Earl to intentionally split your forces all over Logres. You have to get the modern ideas of a frontline out of your head when dealing with this time period. Way to much of Logres is unsettled to have an effective boarder defenses.
  11. So do the skills/traits in K&L trump KAP 5.2 or vice versa? Or is K&L optional rules that you can sub in for the standard rules? Examples: 1. Are Regional trait bonuses still a thing(p. 46)? 2. Directed Traits (by Homeland) a thing (p. 47)? 2. Are the skill list in K&L right or the ones in KAP (pp.51-57)? 3. Are homeland Passions a thing (p.48)? 4. What about the luck tables (pp.61-64)? I like a lot of the information and extras of K&L, so it would be a shame if it is just lost.
  12. I was wondering how others deal with Manors outside of Salisbury. Has anyone made a list of historic Manors or do you just makeup the names?
  13. The reason I ask is, I will be starting a new Pendragon campaign and using some of the books that are 5th compatible but still using old/new names. Using the following books: Pendragon 5.2, Book of Sires, Book of Knights & Ladies, Book of the Entourage, Book of the Estate or Book of the Manor (haven't decided which yet), Book of Armies, Book of Battles 2nd, Book of Warlords, Book of Feast, Book of Uther For example, one of my player rolled his homeland in berroc, but there are no references to that location in older books, I assume its Surrey in the Book of Knights & Ladies, but not sure.
  14. I have always looked at Manors and Estates as the same thing with an Estate just having more land/worth? Since the King owns all lands and the Knights/Lords just administer it for him, couldn't an increase in worth just be chalked up to the Baron/Duke/King granting the Knight more lands due to his deeds? I don't seen a 50£ Estate as 5 separate Manors, but just as a larger land area with the more room for crops and villages.
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