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Original D&D Discussion :: Community :: Beyond Belief Games :: Woodland Warriors
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 AuthorTopic: Woodland Warriors (Read 4,729 times)
norse
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 Re: Woodland Warriors
« Reply #15 on Mar 2, 2011, 5:15am »

Ah! A sudden brainwave!

Something extra for warriors: Warrior Feats. Just the same as your attribute based feats, but allowing warriors to do disarms, sword tricks, tripping people over or using opponents as armour. Anything like that. It would progress by level, like this: 5+, 5+, 4+, 4+, 3+, 3+. Just off the top of my head. You might want to play with those numbers a bit. This gives warriors that extra something, without adding any complexity, whilst reminding people they can do this sort of stuff and means the gm doesn't have to bother figuring odds.

What do you think?
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 Re: Woodland Warriors
« Reply #16 on Mar 2, 2011, 10:05am »

@norse: You are absolutely right---I did misread that! I am now disambiguated. :)

re: Scouts---a secret forest hideout with fabulous beasts? That rocks! Actually, it seems like that might be a good skill for Scouts---communicating with non-bipedal/sentient animals. Honestly the "Sleight" skill seems strange for this class. I mean, I imagine you had in mind working in "thievish" abilities, but they really seem more like rangers to me.

re: Warrior Feats---Awesome! That's perfect.

re: multiple opponents---the text seemed clear to me (fwiw!) that you can choose to put all the hurt on one opponent or spread it around.
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 Re: Woodland Warriors
« Reply #17 on Mar 2, 2011, 10:39am »

Scouts - yeah, I had thoughts about sleight too - maybe I'll drop it. Not sure about non-sentient animals though, because there really aren't any - except insects. Maybe that could work...I still don't see them with a base though, so I'll give them more thought.

Warrior Feats - nooooooo! I don't want feats of any sort. Gotta make sure the combat holds up as it is without throwing that one in! They already get to wear plate. They already get whatever weapon they want. They get the best HD. I'm sure they have enough, but we'll see.

Thanks for the ideas though guys - keep 'em coming.
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norse
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 Re: Woodland Warriors
« Reply #18 on Mar 2, 2011, 11:06am »

Feats as in your feats of strength, feats of reflex etc. Sorry I may have the name wrong, on my phone at the mo. Could be saves? Whatever. The chance in 6 of doing stuff. Not the feats of 3rd/4th edition infamy! That would be insane!

This just gives a standard chance in 6 that improves with power for doing stuff you'd be encouraging in combat anyway!
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 Re: Woodland Warriors
« Reply #19 on Mar 2, 2011, 11:27am »

Aahh, that makes a bit of sense. Not defined feats as in a list of things, but just if you want your warrior to try something a bit different rather than attack, he has to make this roll...
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norse
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 Re: Woodland Warriors
« Reply #20 on Mar 2, 2011, 11:32am »

Indeed! Just a number on the level chart giving them a chance in 6 of doing stuff like that. Sort of beefs up the warrior class, and gives them just that little extra thing so noone can complain that they can't do cool stuff :)
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 Re: Woodland Warriors
« Reply #21 on Mar 2, 2011, 12:31pm »

Oh, a suggestion on combat based on experience of playing with similar systems:

Shields and high dexterity. Instead of giving a +1 to the armour they could allow a creature to re-roll an opponents attack dice.

Looking at the numbers, a starting creature with chain armour, a shield and a dex bonus has an armour value of 7. Which is impossible to beat without being lucky enough to have a strength bonus or an extra hit dice to turn into a hit bonus. I'd say it would be better with armour values no higher than 6 and with defensive re-rolls.

Obviously it all needs playtesting anyway, but I think you might have better joy with that.
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 Re: Woodland Warriors
« Reply #22 on Mar 2, 2011, 2:20pm »


Mar 2, 2011, 12:31pm, norse wrote:
Oh, a suggestion on combat based on experience of playing with similar systems:

Shields and high dexterity. Instead of giving a +1 to the armour they could allow a creature to re-roll an opponents attack dice.

Looking at the numbers, a starting creature with chain armour, a shield and a dex bonus has an armour value of 7. Which is impossible to beat without being lucky enough to have a strength bonus or an extra hit dice to turn into a hit bonus. I'd say it would be better with armour values no higher than 6 and with defensive re-rolls.

Obviously it all needs playtesting anyway, but I think you might have better joy with that.


Yeah, I've already identified this as a weak spot, but I approached it in a different way:

• If a character or beast has more than one hit die, it can always trade a Hit Die for a +1 bonus to hit. This is especially useful if an opponent has an AC of higher than 6
• Ganging up – two or more attackers are attacking at the same time, one of them may trade its own HD for a +1 to hit for one of his allies

I like the idea that a single little Vermin-type (shrew, rat or whatever) has no chance to hit a player character wearing plate and shield. It means that the little critter has to try to escape (or surrender) rather than fight to the death. Likewise with low level characters against big nasty critters.
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norse
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 Re: Woodland Warriors
« Reply #23 on Mar 2, 2011, 2:29pm »

Ah! Didn't know about the ganging up rule! That's ok then. Also realised that you could use two weapons and convert the extra hit dice from that into a bonus to hit.

When running it myself (if I ever get the opportunity) I'd probably still give shields one defensive re-roll (or possibly 2, with off-hand weapons having the option of 1 re-roll or the 1 extra hit dice as standard).
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 Re: Woodland Warriors
« Reply #24 on Mar 2, 2011, 2:39pm »

I'm getting near to putting up a draft of version 1.01 for peeps to have a peek at
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 Re: Woodland Warriors
« Reply #25 on Mar 2, 2011, 3:57pm »

*bounce*

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 Re: Woodland Warriors
« Reply #26 on Mar 2, 2011, 7:42pm »

Man this is awesome! My 4 year old might actually be able to play this! I love the concepts in the game. Much easier for younger kids to understand too. Now I really want to see those spell lists. By the way, the wandering friars are a stroke of genius!
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 Re: Woodland Warriors
« Reply #27 on Mar 3, 2011, 3:28am »

Nothing to add except to say this is a great idea and execution. I think it captures a Redwall kind of spirit simply and elegantly. I'm looking forward to seeing what else you come up with, hopefully I'll get a chance to play this someday!

Edit: I forgot to add I registered for this forum (after months of lurking) just to download this pdf (unregistered guests cannot download files embedded in posts).
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norse
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 Re: Woodland Warriors
« Reply #28 on Mar 3, 2011, 6:59am »

Looking forward to seeing the final version! I have too many projects of my own to playtest for the next few months, but I wonder if I can dump this on my players after that before they get a chance to back out...

Welcome to the boards strangebrew!
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 Re: Woodland Warriors
« Reply #29 on Mar 3, 2011, 9:05am »

I still have to give the manuscript a thorough read but two things already caught my eye:

Turn Undead
I've read Redwall (log time ago) and I can't remember anything about undead. The inclusion of that table feels (to me) like sticking too close to the D&D legacy.
(I am having the same problem with my own S&W project - leave the turning rules in to honor the ancestor of our hobby or leave it out to honor the new subject matter/genre?)

OGL
Maybe I am mistaken but the d6 + bonus HD scheme suggests to me that your rules are based on S&W WhiteBox, and yet both on the cover and the fine print of the OGL you mention S&W Core.
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