Rules Follow Up – Ogre Under the Hill
While my main goal for running the new campaign is to, um, run a new campaign, I’m also using it as a playtest for the D20/Fate rules mashup I eventually want to publish. With this in mind, here’s a “brain dump” on some rules issues and general notes from yesterday’s session.
1. I like making the ‘to hit’ based off of the attribute score because it brings it in line with the primary/secondary attribute system. But Bruce was thinking that starting out ‘to hit’ scores might be too high. He may be right. Fighters do get a +1 per level in 3.5 which is why I implemented this change, but I want to make sure bonuses and other modifiers don’t make all characters initially too powerful. I need to compare with older additions and crunch some numbers.
2. I don’t have ‘Take 10’ or ‘Take 20’ since I thought these rules were superfluous and sort of went against the idea of criticals and fumbles. Eh, I still think I won’t include, though in certain situations I may say a character automatically succeeds without rolling, especially as the characters get higher in level.
3. I really like how the magic system is working. I think the spell point system is definitely an ‘enabler’ for lower levels and something of a ‘limiter’ at higher levels – which is fine. Joe brings up a good point regarding the Fireball spell – that he would attempt to use it every encounter (once he gets it) – but this might actually be okay. The Spellcraft roll and spell points might limit this effect somewhat (though I don’t think Joe’s character has missed one Spellcraft roll in two sessions!). I’m curious to see how this plays out.
4. Speaking of primary/secondary requisites, I really like characters having 2 primaries, but 3 might be overkill for humans. I could give human characters a nice trait instead, something around Fate Points. Any thoughts on this?
5. I have to print out another version of the rules. I was realizing as we were playing that much has changed since I printed out the last version. Referencing the doc file more than the ‘dead tree’ version.
6. Need to look over the Conjuror background – all backgrounds should have a trait that is powered by a Fate Point and the Conjuror doesn’t. Need to fix that.
7. I’m really liking how Fate Points/Aspects are working out as well as the overall use of primary/secondary requisites. I need to write out everyone’s Aspects so I can compel more often, but I like how everyone is using them (Bruce especially, though Gary’s use of the Huzzah! aspect was pretty cool and in character).
8. What does everyone think of playing cards? Are those working for everyone? Are they adding anything to the game? I believe all of the ‘melee-centric’ players used the cards at least once (Smooth, Gary, and Bruce).
I’m still not sure how I could come up with card results for ranged combat – since it’s fairly static – but I might be able to come up with something regarding spellcasting fairly easily. I may also update the melee cards so that the ‘suits’ make a difference – spades for direct damage, heart for some sort of injury, etc. That is if people like how the melee cards are working.
9. I’m probably going to be moving most campaign notes and graphics to a website called ‘Obsidian Portal’. It’s a portal site for fantasy campaigns. I was going to join ‘GoDaddy’ again and create my own website, but OP is nominally cheaper and a lot of ‘components’ are already pre-built. Not moving now, but probably will in March when I get more time. I’ll keep you posted.
That’s it for now. Thanks for everyone coming over yesterday! I had a great time running. See everyone next Saturday.