Sword and Sorcery Professions , Howard, Leiber and others in Fantasy and Progress Level 3
uncle_jimbo Jan 28 2010, 09:19 Group: Grid Cop, 5éme Corbin Quote Post
I might have mentioned elsewhere my idea for a Conan-esque campaign setting to include just two Alternity professions, replacing the standard options:

Adventurer

Adventurers are resourceful individuals who live by their wits and sword arms, by turns doughty fighters, light-fingered rogues and convincing liars, remembering bits of homespun lore in the nick of time to overcome some dreadful supernatural being. Though their ethics sometimes seem flexible, their hearts are in the right place.
> Minimum Ability Scores: STR 8, DEX 8, CON 8, INT 8, WIL 8, PER 8
> Professional Skills: All standard skills based on STR, DEX, CON, WIL and PER.
> Action Check Score Increase: An Adventurer's action check score is increased by 2 points.
> Money on Hand: 5d6 gold pieces
> FX Energy Pool: If an Adventurer knows any FX broad skill, she gains an FX energy pool starting at 3 points or the amount assigned by the GM for an FX Talent.

Scholar

Scholars devote years of their lives to the benefits of learning, often going on to delve into the weird powers of magic spells. When physical combat approaches, they swiftly interpose their cadres of hired Adventurers.
> Minimum Ability Scores: INT 10, WIL 10, PER 10
> Professional Skills: All standard skills based on INT.
> Action Check Score Increase: A Scholar's action check score is increased by 1 point.
> Skill Cost Reduction: Choose an FX broad skill. The Scholar can purchase that broad skill and its specialty skills at list price - 1 rather than list price.
> Situation Bonus: For the same FX broad skill to which Skill Cost Reduction applies, the broad skill and its specialty skills receive a situation die improvement of 1 step. The broad skill has a base situation die of +d0 and each of its specialty skills has a base situation die of -d4.
> Money on Hand: 5d12 gold pieces
> FX Energy Pool: If a Scholar knows any FX broad skill, he gains an FX energy pool starting at 5 points or the amount assigned by the GM for an Adept.


Too simple?
uncle_jimbo Jan 28 2010, 10:34 Group: Grid Cop, 5éme Corbin Quote Post
I can see a problem arising if a Scholar character doesn't learn any FX skills, leaving the character with sub-par abilities. That would be an odd, but workable adventuring concept - perhaps what one of my sources calls a Fighting-Sage. Maybe there's a case for adding the equivalent of Tech Op advancement if, and for as long as, the Scholar doesn't have any FX skills.
ja Jan 28 2010, 13:51 Group: Heroes, Bakugan wannabe Quote Post
Author
Too simple?


Too simple imo and, well, too unspecific. There is nothing that would make me chose any of those professions to play in game, they lack that moment that draws you in and make you say: wow, I want to play this!

This post has been edited by ja on Jan 30 2010, 16:31
derek_holland Jan 29 2010, 17:50 Group: Heroes, Master of Mutant Creation Quote Post
Scholars should have Investigate, Interaction (for species that don't get it free) and Craft (from RD's rules) to represent those who make their own books as well as write them.

Maybe there should be subspecialization packages for the scholar- astronomer, naturalist, alchemist, um, I have no idea what the term was for anthropologist, fantasy physicist among others.
uncle_jimbo Jan 29 2010, 22:25 Group: Grid Cop, 5éme Corbin Quote Post
And arguably Adventurers should get Business or Tactics. I think the exceptions are minor and debatable enough so far that it's not worth complicating the design.

Certainly this should include some standard ways to tweak the system for characters who don't quite fit the mould. I thought earlier about providing some Perks, either favouring particular skills or granting social advantages, such as Noble or Priest (in fact, priest characters in a sword and sorcery setting are worth a separate discussion) to add to the existing Filthy Rich.

Author (derek_holland @ Jan 30 2010, 04:50)
Maybe there should be subspecialization packages for the scholar- astronomer, naturalist, alchemist, um, I have no idea what the term was for anthropologist, fantasy physicist among others.

While historically there were occasional specialists (for example, the Byzantine author Mark the Greek concentrated solely on alchemy) the more famous philosophers held forth on every topic under the sun. I could see academic specialisation, again, as a relatively rare Perk.
uncle_jimbo Jan 29 2010, 22:31 Group: Grid Cop, 5éme Corbin Quote Post
Author (ja @ Jan 29 2010, 00:51)

To simple imo and to, well, unspecific. There is nothing that would make me chose any of those professions to play in game, they lack that moment that draws you in and make you say: wow, I want to play this!

I'd argue for almost a classless game, since I don't see clear divisions in the source material between a "fighter", "thief", "pirate" or "noble", for example. Dedicated spellcasters do seem a distinct type of character. To put it another way, this gives a class for the Sword and a class for Sorcery.

This post has been edited by uncle_jimbo on Jan 29 2010, 22:32
Guardian Jan 30 2010, 02:31 Group: Heroes, WarHulk AI Quote Post
Which doesn't help those people who want to make like Gandalf or Wencit and do both.
uncle_jimbo Jan 30 2010, 07:54 Group: Grid Cop, 5éme Corbin Quote Post
Author (Guardian @ Jan 30 2010, 13:31)
Which doesn't help those people who want to make like Gandalf or Wencit and do both.

Not to restart any fantasy genre arguments, but Gandalf is out of scope, besides being an immortal being beyond ordinary character generation. Who's Wencit?

I want to be able to describe Elric, though. That will be hard to manage, even with his obvious Flaws.

This post has been edited by uncle_jimbo on Jan 30 2010, 07:54
ja Jan 30 2010, 18:24 Group: Heroes, Bakugan wannabe Quote Post
Perhaps have just an action check modifier and skill lists and offer several benefits from which the player can take their picks...
Guardian Jan 31 2010, 03:38 Group: Heroes, WarHulk AI Quote Post
Wencit of Rum, wild mage from...damn, I can't remember the series. By David Weber, though. Mages and wizards can only use magic against each other, and have very limited resources anyway, so they do most of their fighting with a sword.

An idea for flavor text you might want to look over, if you're building a low-magic setting.
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