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05-25-2019, 09:08 PM | #1 |
Join Date: Jul 2007
Location: West Virginia
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Monarchies of Mau
What is this game and its partner Pugmire like?
What are the mechanics like? How wide are your options? What's the mood of the setting? Is the setting evocative? Does it have charm? Thanks ahead of time.
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Per Ardua Per Astra! Ancora Imparo |
06-01-2019, 11:30 AM | #2 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Monarchies of Mau
pugmire is explicitly post-humanity (P. p 10.)
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Feats are renamed Tricks. Some differences in conditions... like Anosmic... Setting wise, they've left it open for a variety of expansions - a dozen or more species have reached sentience and upright stature. I've only skimmed the setting chapter. |
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06-01-2019, 02:52 PM | #3 | |
Join Date: Jul 2007
Location: West Virginia
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Re: Monarchies of Mau
Quote:
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Per Ardua Per Astra! Ancora Imparo |
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06-01-2019, 05:53 PM | #4 |
Join Date: May 2010
Location: Alsea, OR
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Re: Monarchies of Mau
No, other than they're accused of tolerance of necromancy, and, like dogs, have many breeds.
Your question caused my first read to be advanced a bit on the schedule. :) One key mechanical difference from 5E that it took me a bit to notice: class abilities are not fixed by level; each level you get a new trick, and can select to refine an existing trick (think of this as new feats with a prerequisite feat), take a new trick for your breed, calling (class), or background, or a general trick. And, given my kids... Monarchies of Mau is nau on my get list.... Last edited by ak_aramis; 06-01-2019 at 06:17 PM. |
06-02-2019, 05:24 AM | #5 |
Join Date: May 2010
Location: Alsea, OR
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Re: Monarchies of Mau
Got ahold of MoM...
Comparing the introductions... there are headers covering the intended feel Theme: P: Companionship as Salvation MoM: Instinct vs. Society Mood: P: Mystery MoM: Mysterious Intrigue Action: P: Exploration MoM: Exploring the World and Yourself Codes:
Callings
Edit to add... The Pugmire system has rescaled levels - proficiency raises every odd level, hitting max level at 10th. Death saves are TN 15, rather than 10. Spell Point system, 5 levels of spells, 2 slots/character level, spells cost spell level slots, learn two new each level. Last edited by ak_aramis; 06-02-2019 at 09:43 PM. |
06-02-2019, 06:18 AM | #6 |
Join Date: Jul 2007
Location: West Virginia
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Re: Monarchies of Mau
Thanks! This is realy helpful. I like how the cultural differences between the two groups shape the character classes. Different outlooks shaping different roles needed by society. At least I guess that explains the differences.
__________________
Per Ardua Per Astra! Ancora Imparo |
06-02-2019, 07:11 AM | #7 | |
Join Date: Sep 2007
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Re: Monarchies of Mau
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5e inspiration is also essentially a group resource, since one player can give another player inspiration. It's supposed to be for some RP or gaming entertainment reason, as opposed to "I could use it right now in combat", but that's a pretty thin line. |
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06-02-2019, 01:00 PM | #8 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Monarchies of Mau
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#1 is powerful enough to warrant mention, save for the fact that many GM's allow it retroactively #2 is a huge improvement; it encourages continued RP, not just until you get inspiration. #3 is a huge step up in power, not as much as rerolling the whole pool, but rerolling the worst damage die, keeping higher, is particularly powerful in the smaller damage pools of non-magical attacks. On a greatsword 2d6, it becomes 3d6kH2; a greataxe goes from 1d10 to 2d10kH1. |
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06-04-2019, 08:19 AM | #9 |
Join Date: Sep 2007
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Re: Monarchies of Mau
Thanks for the clarification; those are all improvements.
#1 is certainly important for conserving the resource, the importance of which I suppose depends on how hard the points are to come by. For #3, skill, attack, and ability checks are all the rolls there are in 5e, other than damage. But also being able to affect damage certainly helps you dodge that one terrible roll. Not as good as the Savage Attacker feat, but that's feats for you. How long are the combats, typically? In my 5e experience, they're probably five or six rounds, so fixing one damage roll in the combat is nice -- certainly feels better in play! -- but not decisive. (A quick check at AnyDice tells me that highest 2 of 3d6 moves the average over five rounds from 7 to 8.46 -- but that's not assuming that it's the lowest of all rounds, or more realistically the first round below some fixed value.) |
06-07-2019, 01:29 PM | #10 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Monarchies of Mau
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But my experience with 5E is typical fights run 5-10 rounds, with some big ones running to 20 rounds or so. Given the similarity of combat mechanics, I don't see it being notably faster. |
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