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Malin Lug
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08/03/2005 10:47 AM  
recovered topic 6884

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Malin Lug
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08/03/2005 10:47 AM  
The old Traveler was based upon life events. You decided how many years you were going to spend in career, such as "Marine", "Scientist", or my personal favorite "Scout". Scout was the bomb because they were the only ones who could actually start with a ship.
Warhammer Fantasy Roleplay is a career based game. Your starting skills and talents are based upon what you start as... a Mercenary, a Rat Catcher, a Student, or even a Grave Robber. You change carreers as you advance, you go from Squire to Knight to Knight of the Inner Circle.


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08/03/2005 2:36 PM  
quote:
Originally posted by Malin Lug

The old Traveler was based upon life events. You decided how many years you were going to spend in career, such as "Marine", "Scientist", or my personal favorite "Scout". Scout was the bomb because they were the only ones who could actually start with a ship.


I think in a later suppliment, Merchants could also get their own ships.

Of course, to me, rolling up characters was the best part of the game, even if you had a chance of dying.

quote:

Warhammer Fantasy Roleplay is a career based game. Your starting skills and talents are based upon what you start as... a Mercenary, a Rat Catcher, a Student, or even a Grave Robber. You change carreers as you advance, you go from Squire to Knight to Knight of the Inner Circle.




One of the things I loved about Warhammer FRPG


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08/04/2005 12:16 AM  
Hail to the rat catcher, starting with their ratter's pole with d6 dead rats, and a "small but vicious dog".

The new edition has insane power creep, now the pole comes with d10 rats!

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08/04/2005 12:56 AM  
Warhammer FRP brings back some fun memories. I don't think there was anything about that game I didn't like. Stat advancement, career paths, and Chaos. Who could ask for more.

Of course, the chants of "Spear and magic HELmet!" did get a little old, but it was what my dwarf was armed with.

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08/04/2005 3:11 AM  
Traveler Eh? I had one friend gushing about that particular system. He was particularly happy with the fact that the character has a chance to die before you finish creating him. I honestly don't get that at all. I generally dispise random character creation. Having choices that effect your overall character creation is kinda neat, sort of like one of those chose your own adventure book.

I could see a low road and a high road path to this sort of thing. The high road gives you some general benifits but nothing too fancy. The low road on the other hand gives you a slight power creep atvantage over the high road, but also gives you some serious disatavantages.

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Sean-Khan
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08/04/2005 7:11 AM  
Thanks, I'll have to pay attention to those games! I think I've had at least a short glance to both of them earlier. I guess this method won't work well if at all with DnD, but I have a thought to put up a game sometimes in future that is DnD with another system. I've thought of gurps but probably will go for some kind of hybrid of rq/stormbringer and gurps, using DnD as a world. If I sometime find some extra time, I could create that kind of character creation system if I find that those aren't good enough, or at least they will need some tailoring.

It's nice to create some character background at the time of creating statistics; But IIRC in Traveller you just say when you think that your character is ready - and that's not really good thing if you want to base character creation on the same timeline. It would be great if players might find something common in their history, that they've fought in the same war etc. Otherwise I like the idea that character doesn't know for sure how old his character is at the start of the game.

IMO the system should go in periods of maybe 2-3 years, giving character a few choises that appear to him and possiblity to try to go for his own goals. Stat allocation Etc. would be totally random, as well as ending the character creation (=start of the game), but character would be given Karma -points how he could affect things. If character decides to end character creation at young age, he would get a stroke of luck depending on amount of unspent Karma points. Amount of those points could also be ECL -equivalent.

But with this, like I said, would be that characters should have to decide their age if there would be common history, but on the other hand that might be interesting as a character might also be just down on his luck at the time of the start of the game!

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08/04/2005 7:24 AM  
quote:
Originally posted by Sean-Khan

I remember playing a scifi (steampunk? Space 1889?) -computer game once, where characters were generated by life choises and to some extent random events. I liked the system really much... and would like to find a similar system for RPG, especially for fantasy in this case. Does anyone have an idea where such could be found? Have you used such a method?





Don't know, but a 1st ED module that I can't think of at the moment had the PC's starting as level 0 characters and the choices made during that adventure would determine what alignment they would be. It also might have determined what class they would play as well. It's been many years so some of this might not be exactly correct. I'll have to check my old modules when I get home.

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orcdoubleax
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08/04/2005 10:25 AM  
Daggerfall and morrowind had this sort of character creation option.

It was fun to make charcter that way, but i never played with them. If you used the design your own character you could create a much more effective character.

If I was going to do something like this I would have each player answer 21 questions.

The first seven would be morale situations to determine alignment. The biggest problem is you could end up with evil characters. These questions would be the same for everyone.

The next seven questions would devide the character in two three catagories. Melee/Skill/Magic. These question would also be the same for everyone.

The last seven question would determine the actual class. This question would be different for melee,skill and magic characters.

You could set it up so that the question also determine skills and feats, but I think you would need more questions.


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Malin Lug
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08/04/2005 11:22 AM  
Our group dropped one of our 3.5 games and switched to Warhammer Fantasy Roleplaying. We have been very happy with the switch. It is actually a really well done system. Some of us were getting frustrated with the glut of what we saw as a pointless supplement books coming from WoTC. (I know that I could be starting an arguement here, but we were really not happy with alot of the newer books.)


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08/04/2005 1:37 PM  
I always hated the Stupid Peasants.[:D]

quote:
Originally posted by orcdoubleax

Daggerfall and morrowind had this sort of character creation option.

It was fun to make charcter that way, but i never played with them. If you used the design your own character you could create a much more effective character.

If I was going to do something like this I would have each player answer 21 questions.

The first seven would be morale situations to determine alignment. The biggest problem is you could end up with evil characters. These questions would be the same for everyone.

The next seven questions would devide the character in two three catagories. Melee/Skill/Magic. These question would also be the same for everyone.

The last seven question would determine the actual class. This question would be different for melee,skill and magic characters.

You could set it up so that the question also determine skills and feats, but I think you would need more questions.




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08/05/2005 6:48 AM  
quote:
Originally posted by Malin Lug

Our group dropped one of our 3.5 games and switched to Warhammer Fantasy Roleplaying. We have been very happy with the switch. It is actually a really well done system. Some of us were getting frustrated with the glut of what we saw as a pointless supplement books coming from WoTC. (I know that I could be starting an arguement here, but we were really not happy with alot of the newer books.)


When I tested the game, I remember it having something strange with the dice... Like having to watch dice in two different ways in combat or something. Am I right? I only played it one session, and there was only one combat.

How would you describe the system in general?



One thing that I've missed often is some kind of RPG evaluation database. A place where you could find brief explanations of different RPG's, like

Name
Edition/version
License (Free/Commercial)
Characters:Level/class/other
Character creation
Dice, game mechanics
Example of game system
World
Special mentions
Negative
Additional material for game?
Game homepage

possibly some kind of grading system and possibility for others than the original poster to post comments. People interested in different systems might then search with words or grades...

It would be a great addition to Maxminis, to support RPG'ers [:)] Not too complicated either, I would do it if I had some extra time and knowledge of ASP, but right now I don't have either one [:(]

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Malin Lug
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08/05/2005 10:25 AM  
In Warhammer FRP when you roll the percentage dice to hit... you reverse the numbers and that determines the hit location.
If you roll a 31 to hit you hit in the 13 = Head. That is really only important for determining how much armor is in the location and if the wound level gets to -1 or less and then you roll for a critical hit (losing arms, legs, eyes etc...)

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