A sack of DFRPG questions!
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Re: A sack of DFRPG questions!
7. This is the same as it is with the DF line, yes. In my last game this was the Bard's primary role even above Diplomancy and he was optimized for it.
8. The main flaw, and it is a fairly big one, is that they won't have any gear to start, which could very well TPK before they ever get a chance to sell any loot. |
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Looks like "one rich PC, everyone else dirt poor" is a viable strategy for a money-hungry PC group in DFRPG (and DF, as you note). Not that that's a problem; if it's what the players all want, then great! And if it does become a problem, the GM can always steer rewards away from salable loot, or place restrictions on selling ("the Wizard's Guild will henceforth buy magic items only from a licensed wizard"), etc. It's also worth noting that selling stuff (or otherwise making money) is only part of the equation for optimizing $$$; buying stuff cheap also matters. And the rules for Getting Stuff Cheap call on a more varied set of skills (and miscellaneous traits like Dwarven Gear); it'll likely take varied PCs, not one specialized PC, to optimizing buying. All in all, I like how these dynamics are playing out in DF/DFRPG... |
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EDIT: So not only a very likely TPK but the next party probably has to deal with especially well equipped bandits. Honestly this scheme seems more like a combination elaborate mass suicide and highwayman charity than a good way to optimize your character. |
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1 - Intimidation isn't always about physical danger, someone can make threats concerning others that the character cares or other things. 2 - Intimidation is all about convincing someone that you are not only capable of doing as you threaten, but willing. Failing to Intimidate means you've failed at one or both of these things. Quote:
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Though it should, as with the Cleric's ability it requires Sanctity to use. Hmmm.... so maybe the Cleric's is bestowed by their diety and the Driud's by their kit? Quote:
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But yeah, if you want to have the Corpse Golem make some cutting remarks to scare it's foes, I'd give it +2. |
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More important, all DR protects against blows. Armor DR goes outside the wound, while natural DR reflects general toughness (i.e., you are injured and bleed but don't lose as many HP as somebody else). The missing link is under Tough Skin (Adventurers, p. 16), which is quite explicit: "It's also flesh, so it won't stop anything that requires a scratch (e.g., poison) or skin contact (e.g., electrical shock) if the attack carrying it does damage equal to or greater than the DR of any armor." Thus, if you have Wounded and natural DR, the DR will subtract from damage from blows; otherwise, Wounded would reduce the cost of or forbid Tough Skin! However, natural DR won't help you against "poison that merely gets on your wound," because with Wounded, that's always something that requires skin contact. Quote:
(Aside: I've always had one player want to be the party moneybags, so I might be biased in favor of it.) Quote:
They'll be terrible at Intimidation due to low Will (a mere 8) and the Automaton trait (which gives -3). Starting at default Will-5, they'll have skill 0; with the equivalent of 1 or 2 points, they'll have skill 4-5. So I say go ahead and give them +2 because they need the help! Of course, no official monster has Intimidation at all because it isn't very worthwhile against PCs . . . |
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The other way is that someone gets resentful or suspicious, and suddenly it matters a LOT that only one PC owns all the stuff, but is significantly weaker at the murderizing part of the game... |
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In the specific case of finances, I see little game-balance problem with it (see below for the social problems). The truly powerful stuff very fine rapiers ($10,000), suits of epic plate ($12,000), ironskin amulets ($28,720), Might items ($30,000 for +1 to ST), etc. is just so costly that even a Very Wealthy delver with $20,000 won't be equipping the whole party with it. One or two such items are about as good a use of 30 points as anything else, and handing gewgaws off to friends rather than keeping them to compensate for the effectiveness lost by not having those 30 points in combat abilities . . . well, that level of team spirit is admirable! Quote:
If the wealthy person who equips everyone ends up on the other side of an argument with those who carry the equipment, and tries to give orders or ask for the gear back, the likely outcome is a forceful "no" to Moneybags or worse, the assassination of Moneybags. There's no upside to that, as it most likely leaves Moneybags' player upset and ruins the game for all. And if Moneybags' player was complicit in a scheme to equip allies, get assassinated or otherwise die, and create a replacement character who's useful in other ways . . . well, that's very skeevy and likely to upset the GM and also ruin the game for all. There's no easy fix for this. "No loans!" is heavy-handed, difficult to explain, and liable to be yet another way to upset people and ruin the game. The fairest method is probably to give a voice to Moneybags' "excellent financial connections in town." If Moneybags is assassinated, they'll make it impossible to buy and sell in town, and might send well-armed repo critters. If Moneybags is merely given no say in how the gear is used, Moneybags might be able to pull strings that mean the others had better like that gear, because once again, they can't buy and sell in town. Making these potential consequences known ahead of time, before any loaning happens, is reasonably fair and not too heavy-handed. Ultimately, though, "Don't be a jerk!" and "Know your fellow players!" are the only sure-fire solutions. |
Re: A sack of DFRPG questions!
Again though, I really don't see how this party is getting past the first encounter in order to ever benefit from this. I suppose that instead of cash, Moneybags could start with enough gear for an entire party that just coincidentally matches the needs of his new naked friends but even then they'll need to equip in the midst of a fight (though honestly I would be inclined to have him pick gear without input from the other PCs in that case).
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Edit: If this does work, the really Munchkin way for arbitrary amounts of starting wealth would be:
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Ah but the dead broke character also has to put up with the watch questioning him all the time. Plus of course your PC's have basically given themselves the job of bodyguards... And every thief in town knows who the whale is.
Plus I don't think you can get Signature Gear for things you were gifted. (At least not for a while anyway). |
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Yeah, I am not inclined to let money or gear change hands before play starts, regardless of what Kromm says. Otherwise every party could just start with infinite wealth.
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Dunno about infinite unless you do the trick I used to do in Bards Tale where I created lots of party members. Looted them, kicked them from the party and carried on going.
That I'd crack down on. |
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Dead Broke means what it says by "You start with nothing but rags to wear." Your rich patron friend would have to hand you gear and hope it's useful to you, because you start with nothing other than those rags. Other PCs start with whatever their cash and points can scare up, however weird or hard to find it might be; you do not.
Signature Gear must be paid for normally using "some combination of Starting Money and Extra Money." Neither of those is "I got it from a friend" or for that matter, "I got it from a quest-giver." So yes, starting with nothing also deprives you of that option, though the players of characters who start with nothing rarely plan to depend on a vital piece of equipment that needs insurance. And since you start with nothing, you can forget about starting play with a Weapon Bond to "any weapon you can afford," because you can afford nothing. It might seem a gray zone whether "start with" should be read this stringently for Dead Broke delvers, but that was intended sense of the words. If you start Dead Broke, you start with zip, nada, rien. Your friends can promptly set you up with gear, but you won't have Signature Gear or Weapon Bond for it, and they'll actually have to transfer it from their character sheet to yours in play. So while I wouldn't go so far as to make Dead Broke worth fewer points, I would say that in addition to "You cannot trade points for cash," there's an implicit "If your friends equip you, they must do so in play." |
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On the other hand, swapping indefinite numbers of PCs into and out of the game without ever playing them? Never seen it, never met a group that did it. It might be fun, but if you allow it, it breaks the cash economy no matter how you handle it, because even just parading in infinite Poor guys who drop cheap gear will eventually lead to infinite money. All my rules interpretation changes is how quickly it breaks . . . |
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I am not really sure what the difference between trading beforehand under these circumstances and trading as soon as possible in-play is, except that the former avoids the risks of a) having to fight with the gear on your sheet (or lack thereof in the case of Dead Broke) and b) the starting town not having the thing that you want, both of which, frankly, seem to be a pretty good deterrent to making Mr. Moneybags and the Dead Broke Delvers. |
Re: A sack of DFRPG questions!
It seems like the moneybag & Dead Broke party idea could be fun, but it's a matter of play style. It's in keeping with munchkinism to do something like that, of course. I remember in the way back days having DMs who allowed swapping gear, but also rolled randomly to see if some of the gear swapping was done to NPCs who subsequently decided not to join the party - or even swindlers who take them for as much as they can get. That made it fun, but risky.
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(And really, if you disagree and think that it's fair to allow infinite "theoretical" characters to appear, drop their cash, and then disappear, then Wealth really doesn't matter . . . as you're basically okay with PCs starting with infinite cash, all donated by their fairy Schroedinger's companions.) |
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DFRPG is a role-playing game, designed to be played with a GM, who has the power to say "no." So the rules don't have to account for every single edge case. If someone tried making a rich PC whose sole purpose was clearly to die and leave all his stuff to that player's next PC, who didn't pay points for all that gear, I'd wreck that plan, one way or another.
But that doesn't mean all combinations of rich and poor PCs are bad. I've seen a group where the rich PC hired the other PCs. I've seen a group where a rich PC *owned* one of the other PCs. These kinds of power relationships aren't for everyone, but if the group wants to do that, it's fine. |
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I was about to ask whether the +1 bonus for a healer's kit means that it's essentially a good-quality healer's kit – but the description makes clear that it's basic equipment. (Which also preempts my follow-up question: "Isn't there a basic-level healer's kit?") So why the +1 bonus? If I'm inferring correctly: If a task can be accomplished by First Aid or Esoteric Medicine, then the healer's kit simply substitutes for a first-aid kit, which would also offer +1; hence the +1 for either kit. (From that bonus, I assume that the $50, 2-lb. first-aid kit itself counts as a good-quality first-aid kit; $10 plain bandages are its merely-basic equivalent.) Do I seem to have that right? As for Esoteric Medicine tasks that don't require a kit: Such tasks could logically exist, sure. But unless I'm missing a key passage, I wouldn't be able to pick that up from the rules text alone. None of the mentioned tasks (weird treatments, etc.) say a kit isn't necessary, while the healer's kit description lays down a pretty authoritative-sounding "Required to use that skill [Esoteric Medicine]". Unless there's a published clarification down the road, I think new players are going to read this as meaning that, yes, a healer's kit is always necessary for Esoteric Medicine (and thus the +1 bonus always applies). While on the topic of kits, a few quick questions with reference to "Equipment Modifiers" (Exploits p7):
Finally, one more question about kits: Are there kits that are required for, or kits that can optionally aid, the following skills?
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In short, I'd be happy to let DFRPG players try this sort of thing; if they all enjoy it, then great. If problems do crop up, the GM should be able to come up with all kinds of subtle discouragements. For example, just the social intricacies of dependence on Moneybags should give at least a little pause to more munchkin-y players. They'll want to keep in mind that, no matter how happily communal the group is in money-sharing, there'll always be that post-sale moment where Moneybags alone holds all the coin. (They do trust him completely, right?) Shady fences in town, and the thieves they deal with, will take note of all this cash flowing through one PC; lots of eyes will be on Moneybags as he makes his rounds of high-priced sales. And merchants who are willing to pay top coin to Moneybags, with his slick Appearance and smooth Charisma, might be less willing to cut sweet deals when he's surrounded by ragged, uncouth adventurer pals. Finally, there's this problem: What if Moneybags – who didn't spend lots of points on sweet dungeon survival abilities – gets clobbered by an ogre? Boom, no more easy income. Me, I'd pay good silver to see this scene of panic play out among a party of Dead Broke PCs: "Guys, don't worry, don't worry! We'll just get Moneybags resurrected! We've picked up at least $15,000 in loot, so we'll go to town, have Moneybags sell it all, and... wait... " Quote:
Good thing they don't negotiate, either. Shaking hands on the deal would not be advised. |
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If Mr. Moneybags starts play with enough equipment to kit up a band of Poor mercenaries to protect him in a dungeon delve, he can certainly give it to them after play starts. Which yes, if you like to drop them in the middle of a fight is going to be an issue for the Poor PCs, but the structure in DFRPG is that you start play In Town, looking for work. Either way, however, if I change my mind about what character I'm going to play six times, I can't dump the wealth of the five unplayed PCs with the rest of the party, because they never existed. It doesn't matter if I changed concepts because I couldn't decide if I was playing a Knight or a Thief, or because the GM had to keep rejecting my character sheets because I couldn't follow the rules to save my life - the Knight and the Thief I didn't play didn't exist any more than the 10-headed ogre I tried to play but was told I was crazy for trying. EDIT: I have been in or GMed for multiple groups where one PC was "The rich noble/wizard/whatever" and the rest of the party were employees; they decided the structure for them splitting the wealth was "payroll". Notably, we had one GURPS DF game where the rich guy also hired an NPC personal servant, a cook, a horse groom, two guards (to protect the surface campsite with all the NPCs while the PCs were down in a dungeon), and a guy to drive the horsecart that they used to haul loot. Which also meant buying food and tents for everyone, but they had a great night watch rotation. |
Re: A sack of DFRPG questions!
Many groups (okay . . . most of mine as a GM and several I've been in as a player) do something like this:
Actual play starts after step 7. Steps 6-7 for a party amount to establishing a rationale for working together – a good thing, in general. In effect, the GM lets the players do a little pre-adventure discussion and trading as a reward for not being a rabble with no motivation. |
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Dead Broke PCs in a party with not-Dead-Broke PCs who give them gear are still Dead Broke!
Their gear comes from donations not from starting money or extra money bought with points. They start with nothing bought in a way that allows Signature Gear (or Weapon Bond, unless the GM feels generous). Due to Dead Broke, they cannot spend points on extra money to mitigate that, or for any other reason, and they have no selling power (0%). In effect, they are bottom-of-the-social-ladder individuals who serve a wealthy master who happens to be a fellow adventurer . . . their gear is their master's, not theirs (whence the absence of Signature Gear), and society refuses to accord them any financial privileges (whence the inability to trade points for cash or to sell anything). The only facet of Dead Broke the rich associate lets the others avoid is -$1,000 apiece in gear (worth about -2 points apiece on its own). That wasn't free. The PC providing the gear spent money and possibly points to do so, with all that implies for the party's overall capabilities. Imagine: Team ABoth teams have $20,000 in gear, distributed the same way (1 Χ $2,500 + 5 Χ $3,500). Team A averages 245 points in adventure-useful stuff, while Team B averages 245.3 points in adventure-useful stuff. Team A has one person with signature or bonded hardware; Team B has six people with gear like that. Team A has one star seller (sells at 100%), but can't do business if anything happens to that person; Team B has six salespeople who can sell at 40%, possibly a bit better if any have suitable abilities (as any bard, thief, or cleric is likely to). I honestly couldn't tell you which is better it looks like a genuine coin toss to me. I see Team A spending a lot of time at first rescuing their Very Wealthy pal from danger, because if that person dies, they're out of luck selling treasure; yes, the player could create a replacement, but not right away. I see Team B doing better in battles but not quite as well at getting rich in town. I imagine it comes down to what the players find fun! And regardless of whether anybody gets killed, after the first adventure, starting gear won't matter much anyway and the real meaning of Wealth level will be selling treasure. Having one person be good at that to compensate for the rest isn't any different from having one person having, say, huge reaction bonuses and doing all the negotiating for a group full of people with disadvantages that give reaction penalties. |
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