06-06-2023, 04:31 AM | #11 |
Join Date: Apr 2022
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
Maintenance/repair of bladed weapons, but if they work on a fine weapon, it will be treated like a weapon of regular quality until a qualified blacksmith (or the like) has a go at it again.
Could be used to make the armoury skill cheaper, or just treat it as a feature, or quirk or something cause it's kinda really niche... How often would weapon maintenance even come up in a game? But it *would* make sense for a peasant to be able to be proficient enough to keep a blade in full working order. Just perhaps not in a way that suggests fine craftsmanship.
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06-06-2023, 05:02 AM | #12 |
Join Date: May 2020
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
Be sure that peasant rolls a reaction roll (likely at a penalty) when someone suggests he go down into that accursed pit with these strangers.
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06-06-2023, 10:26 AM | #13 | |
Join Date: May 2010
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
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06-06-2023, 10:55 AM | #14 |
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Join Date: Mar 2012
Location: far from the ocean
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
The Animal handling still seems way too high. Right now this looks like a stableboy or team handler, not a peasant. Which is a fine concept, but a little narrow. Maybe move those points into an option for specialization?
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06-06-2023, 11:13 AM | #15 | |||
Join Date: May 2010
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
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I might also cut back on points for advantage options from 25 to 20 to make room for more skill options. This like an additional weapon skill at the 2-point level, maybe even make Weather Sense mandatory? IDK.
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06-07-2023, 08:20 AM | #16 |
Join Date: May 2010
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
I've updated the template to incorporate many previously-discussed changes. I also changed my mind about Carpentry—removed it because Dungeon Fantasy doesn't really seem to use it.
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06-07-2023, 11:22 AM | #17 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
You know, I'm really liking this template. Good for angry mobs, hastily armed militia, or that enterprising kid you picked up to get the mules into the dungeon (the city kids are all apprentice thieves, I'm not trusting one of them!).
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
06-07-2023, 04:40 PM | #18 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
Some if the examples may have given a limited impression. Other task examples could be keeping vermin away, fitting a stove pipe, or clearing a drain.
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06-09-2023, 09:13 AM | #19 |
Join Date: May 2010
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
After agonizing over this a bunch, I decided to add Two-Handed Axe/Mace to the skill options, but not Polearm. I seriously considered Polearm due to what I'd read about some historical polearms being essentially weaponized farm implements. However, the Polearm skill is explicitly for weapons that are "at least 2 yards", and while nowadays you do see some awfully long tree-trimming tools, such things seem to be relatively new, perhaps a product of modern lightweight alloys and plastics. In the middle ages—or even the early modern era—people just would've used a shorter tool plus a ladder. Some polearms might look like medieval farm implements with abnormally long handles, but the "abnormally long handle" part is key.
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06-09-2023, 09:14 AM | #20 |
Join Date: May 2010
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Re: [Dungeon Fantasy] Farmer/peasant as a bargain henchmen concept
P.S.—there might have been farm implements that would qualify as like, a long axe, but I didn't extent Improvised Weapons (Farm Implements) to cover them because I suspect they tended to be pretty sturdy and therefore not count as Cheap.
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