06-19-2018, 07:23 AM | #31 | |
Join Date: Apr 2007
Location: Ottawa, ON, CA
|
Re: Character Generation House Rules
Quote:
Reduce Appearance to Unattractive [-4]; Change the Social Stigma to (Half-Breed) [-5]; add Magic Susceptibility 3 [-9] reflecting the fact that something (evil wizard, accident of magic, etc) had to go interfere to let an ogre interbreed with an orc or human, and the children remain kind of susceptible to magic. Alternately: give them full IQ, and make the racial template cost 40 points like Cat-Folk do. Third alternative: Add +1 Per [5] and +1 Will [5] (bringing both back up to 10); bring Night Vision up to 4 [4]; reduce appearance to Unattractive [-4] and change the Social Stigma to (Half-Breed) [-5]; add Gluttony (12-) [-5], Bad Temper (12-) [-10], and Berserk (15-) [-5].
__________________
M2: Everything is true. GP: Even false things? M2: Even false things are true. GP: How can that be? M2: I don't know man, I didn't do it. |
|
06-19-2018, 08:49 AM | #32 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
|
Re: Character Generation House Rules
Another way to make the Social Disadvantages actually disadvantage the character is to change the reaction roll when selling ("For you, a special price", Exploits p.16) as follows:
Make a reaction roll before each selling spree. Total all of the group's reaction modifiers for Appearance, Charisma, Social Stigmas, and Voice; even when Bards sell items, they're judged by the company they keep. On a Very Good reaction or better, treat the seller's wealth level as one higher. However, on a Bad reaction or worse, treat the seller's wealth level as one less! Example: Eddie the Human Bard (Attractive Appearance, Charisma 3, Voice, for a total of +6 in reaction modifiers) typically delves with Mike the Half-Ogre Scout (Ugly Appearance and Social Stigma: Savage, for a total of -4 on reactions), Stone the Dwarf Priest (no reaction bonuses or penalties), Jeff the Half-Elf Wizard (Social Stigma: Half-Breed, for -1 to reaction rolls), and Matt the Catfolk Barbarian (Social Stigma: Minority Group, for -2 to reaction rolls). Eddie's +6 is canceled out by Mike and Matt's negative modifiers; when the merchant is a human or an elf, he rolls at a net -1 penalty because he hangs around with that half-breed Jeff. Instead of an average roll netting him a +20% to sale value, he's stuck hocking gear for a fair market price because he hangs around with a bunch of antisocial monsters. This hangs the disadvantage on the entire party; the choice becomes whether to get the extra utility in the dungeon that a half-ogre brings (he's strong, and hits things for us!) in exchange for losing utility as a group in town.
__________________
M2: Everything is true. GP: Even false things? M2: Even false things are true. GP: How can that be? M2: I don't know man, I didn't do it. |
06-19-2018, 11:39 AM | #33 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Character Generation House Rules
|
06-19-2018, 02:10 PM | #34 | |
Join Date: Jan 2006
|
Re: Character Generation House Rules
Quote:
Discriminatory smell is tangential to fighting, so it makes the template less focused on/aligned with fighting. It is still in synergy with wilderness skills though, so it just encourages Hoagers who are scouts or barbs. |
|
06-19-2018, 02:26 PM | #35 |
Join Date: Jan 2006
|
Re: Character Generation House Rules
(snip various good ideas)
How about this:
|
06-20-2018, 12:16 AM | #36 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Character Generation House Rules
Quote:
Or Half-Orc, 34 points in 'tougher fighter', -14 in 'nothing to worry about in the dungeon'. Elf? Of their 45 points in 'ranged combat bad-ssery', 5 points aren't useful. And there's -25 points in 'not a problem, barely an inconvenience'. Catfolk are 65 points of Thief/Swashbuckler/Martial Artist excellence, 7 points* of 'meh', and -32 points of 'even less problems than Elf'. *Martial Artist likes Claws though. I could do the rest, but honestly only Halflings and Gnomes are really "forced" into single template excellence†, the rest are all great at 2-4 templates. † They can do more than one template, but they aren't as 'great' at the second template. Halflings make excellent Scouts, Gnomes make excellent Thieves. They can do other stuff, but their primary ads don't help much outside those specialties. If that's what you want, single/double template specialization, go for it, but note that all the templates really need work then (except Half-Elf... which really doesn't bring much to the table). |
|
06-20-2018, 07:25 AM | #37 | ||||
Join Date: Jan 2006
|
Re: Character Generation House Rules
Quote:
Quote:
Quote:
Quote:
But sure, yeah, this is all debatable theorycrafting. It is a result of analysis I did after I realized that every time I made a fighty PC or NPC a little voice in the back of my head would say "this character would be "stronger" as a Half Ogre." |
||||
06-20-2018, 01:53 PM | #38 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Character Generation House Rules
"Second tier"? I'd say top tier when you're going into an environment likely to have poisons and you need to spend FP. Sure it isn't Base Stat good, but's also not "Pickaxe Penchant" level of niche.
Quote:
Quote:
SoD Nature is a big hassle in 'wilderness hex crawl' games where local druidy types are going to be constantly pestering the Elf in the party to go 'help the forest creatures against the encroaching woodsmen' or some such. For free. But that's the GM going out of his way to make a disad feel like a disad. So I approve. Quote:
Quote:
My point, sure, go ahead and make a template more expensive, but it's not really slowing all the other excellently niche templates from still being excellently niche. It just makes that one template a bit less 'excellent' (or in this specific case, it makes Half-Ogres slightly less "all warrior" broad). |
||||
06-20-2018, 02:43 PM | #39 | |
Join Date: Sep 2004
Location: Canada
|
Re: Character Generation House Rules
Quote:
Because people tend to make statements like "resistance bonuses are marginal", I've gone out of my way for the dungeon generator to include traps (which also ensures the Thief continues to have a role), and also things like poisoned fountains and rooms full of poison gas.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
06-20-2018, 03:18 PM | #40 |
Join Date: Feb 2009
|
Re: Character Generation House Rules
-1 ST on elf archers hurts so much, I can't see it as hardly an inconvenience
|
Tags |
character creation, character generation, half og |
Thread Tools | |
Display Modes | |
|
|