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-   -   Fixing the Goblin loophole (https://forums.sjgames.com/showthread.php?t=160306)

hcobb 10-23-2018 02:58 PM

Re: Fixing the Goblin loophole
 
Quote:

Originally Posted by Skarg (Post 2217953)
It would tend to, if you give out XP awards for combat and not for sitting through a session and roleplaying non-dangerous situations.

Super zappy staff at DX+3, 1d+2 that ignores armor and is used while defending anybody?

Shostak 10-23-2018 03:09 PM

Re: Fixing the Goblin loophole
 
I'd just nerf the staff instead of messing around with the goblin stats.

hcobb 10-23-2018 03:46 PM

Re: Fixing the Goblin loophole
 
The point being that if you don't start with IQ 18 then you need to find somebody to teach you all those high level IQ roll only spells.

Skarg 10-23-2018 05:36 PM

Re: Fixing the Goblin loophole
 
Quote:

Originally Posted by hcobb (Post 2217964)
The point being that if you don't start with IQ 18 then you need to find somebody to teach you all those high level IQ roll only spells.

And you get to not pay 500 XP per talent/spell point you start with (plus another 500 XP for each level of Staff spell you don't have to upgrade to).

TippetsTX 10-23-2018 05:42 PM

Re: Fixing the Goblin loophole
 
Quote:

Originally Posted by Skarg (Post 2217990)
And you get to not pay 500 XP per talent/spell point you start with (plus another 500 XP for each level of Staff spell you don't have to upgrade to).

Or you just go with my plan. ;)

platimus 10-24-2018 04:01 PM

Re: Fixing the Goblin loophole
 
Quote:

Originally Posted by hcobb (Post 2217713)
Start Goblins with ST 6, DX 10, IQ 10 and six extra points.

This way the players are denied hyperintelligent starting wizard PCs.

As a general rule, I'd limit starting DX and IQ to 14 or less for all characters.

hcobb 10-24-2018 05:22 PM

Re: Fixing the Goblin loophole
 
Another thing that would help would be to change the resting rules to:

A figure regains a third of their base ST in fatigue for each hour's rest. So a ST 6 figure only regains a point of fatigue every 30 minutes.

larsdangly 10-25-2018 05:46 PM

Re: Fixing the Goblin loophole
 
I don't see a compelling reason to impose limits other than those already implied by the character generation rules. The telling observation is how rarely people choose to make super extreme PC's. Anyone who has a crazy high value in one stat has two other equally important stats that are terrible. Plus the benefit to you of a high stat diminishes sharply above 14 or 15. Anyway, I have yet to see a player show up at the table with a super weird 'build'.

platimus 10-25-2018 09:38 PM

Re: Fixing the Goblin loophole
 
Quote:

Originally Posted by larsdangly (Post 2218506)
I don't see a compelling reason to impose limits other than those already implied by the character generation rules. The telling observation is how rarely people choose to make super extreme PC's. Anyone who has a crazy high value in one stat has two other equally important stats that are terrible. Plus the benefit to you of a high stat diminishes sharply above 14 or 15. Anyway, I have yet to see a player show up at the table with a super weird 'build'.

Consider my starting limits an insurance policy. You don't have to buy it but I will.

hcobb 10-25-2018 10:51 PM

Re: Fixing the Goblin loophole
 
Best way to kill the hyperintellgent wizard is with an illusion of a gargoyle that engages her in HTH before she has a chance to disbelieve.


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