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Old 09-21-2016, 06:46 PM   #11
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I see both Musical Instrument and Public Speaking now have the Bardic Talent notation on them. I presume it still adds to Bard Song rolls.

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Originally Posted by PK View Post
Just like you can see how racial templates have changed in general.
I can see it's not listed as a monolithic line item - the parts have been added to the character "loose", so to speak.
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Old 09-21-2016, 06:48 PM   #12
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I really like the clean layout for most of the sheet, but have one issue: the top "stat block" is incredibly cabbagey. I would have preferred to see a bestiary-style stat block with points listed, rather than the ST 12 [34]; DX 56 [78]; IQ 90 [12]; HT 34 [56] fashion nightmare that's been used in the past. Apart from layout considerations, I can't imagine why this would still be considered acceptable, when a much better alternative is already available and has been used in Dungeon Fantasy supplements already (for example, DF9-Summoners pp. 21ff). Readability is incredibly important and that stat block just falls right on its face.
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Old 09-21-2016, 06:52 PM   #13
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Originally Posted by Ternas View Post
Bardic Talent is definitely Magery but before DFRPG it didn't give a bonus to skills like Musical Composition, Musical Instrument, or Singing. So it's now both a skill and power talent from what I can identify.
Looks like. I've been doing it this way myself for a while now, though admittedly that's partly because when I read the old bard template the first time I failed to notice that there were multiple talents involved. I ended up just building my bardic power and templates from Musical Ability alone.
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Old 09-21-2016, 07:35 PM   #14
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Originally Posted by kmunoz View Post
I really like the clean layout for most of the sheet, but have one issue: the top "stat block" is incredibly cabbagey.
Can I ask what "cabbagey" is? I've read your entire post, and I'm still feeling a little at sea.

Also, now I kind of want to write up a cabbage patch kid.
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Old 09-21-2016, 07:38 PM   #15
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Can I ask what "cabbagey" is? I've read your entire post, and I'm still feeling a little at sea.

Also, now I kind of want to write up a cabbage patch kid.
"Cabbage" is what we used to call the bits of torn paper on the edges of a sheet that's been pulled from a spiral bound notebook. So by "cabbagey" I mean "messy," and by "messy" I mean "confusing."

I'd much rather see the stat block as:

ST-----HP-----Speed
DX-----Will-----Move
IQ-----Per-----SM
HT-----FP
Dodge-----Parry-----DR

...as it is in DF9-Summoners and elsewhere. It's cleaner and easier to read. Not cabbagey.
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Old 09-21-2016, 08:30 PM   #16
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

So, I started dissecting the character a little bit. Didn't see anything overly interesting in most of the character; points seem consistent. Did notice that there doesn't appear to be an "Elf" template bonus like there used to, instead racial templates apparently just add some traits to the character, and those traits are treated like any other traits the character has. This is cool, and makes things easier for newbies.

I did notice one anomaly with Signature Gear, Trading Points for Cash, and his gear. Normally Signature Gear must cover the entire cost of the equipment item; at $500 per point that means that two points in Signature Gear should have covered his bow, leaving $1000 for other gear. Instead he has one point in Signature Gear, trades one point for cash, and has a total of $1500 in gear (which would jive with $1000 Starting Money and $500 more from Trading Points for Cash, per the rules from Dungeon Fantasy). This leaves me wondering if Signature Gear has changed and no longer covers the cost of the gear.
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Old 09-21-2016, 08:33 PM   #17
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Per Kromm, Signature Gear has been changed to "[work] like gamers always felt it should."

See the third paragraph from the end in this article: https://medium.com/@SJGames/dungeon-...s-297a1bd8371b
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Old 09-21-2016, 08:36 PM   #18
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Originally Posted by ericbsmith View Post
This leaves me wondering if Signature Gear has changed and no longer covers the cost of the gear.
I dont know the details but Kromm did say he changed Signature Gear
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Old 09-21-2016, 08:38 PM   #19
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Ahh, I either missed or didn't remember seeing that. I'm guessing that SG now just covers/protects a piece of equipment and it must be paid for separately. I'm wondering is SG is still leveled - that is, does the Millenium Falcon now cost the same as a regular Composite Bow. I'm guessing it's probably a sliding scale of some sort.
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Old 09-21-2016, 09:13 PM   #20
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Originally Posted by kmunoz View Post
"Cabbage" is what we used to call the bits of torn paper on the edges of a sheet that's been pulled from a spiral bound notebook. So by "cabbagey" I mean "messy," and by "messy" I mean "confusing."

I'd much rather see the stat block as:

ST-----HP-----Speed
DX-----Will-----Move
IQ-----Per-----SM
HT-----FP
Dodge-----Parry-----DR

...as it is in DF9-Summoners and elsewhere. It's cleaner and easier to read. Not cabbagey.
This is a very good suggestion.
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