Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Smith & Wesson Old West RPG « Thread Started on Jan 1, 2012, 5:53am »
So, it's the New Year (Happy New Year all!) and I need a new project. It's a western game, not Go Fer Yer Gun! (which was inspired by C&C) but using much more old "schoolness". At the moment it is intended to be loosely historical-ish (kinda like Backswords & Bucklers, but for the Wild West) but maybe I'll include elves & dwarves as it develops. Here's the first class:
THE SHOOTIST The Shootist is a character that turns to the gun to get things done. He might be a lawman, an ex-soldier, a bandit leader or a gunslinger; whatever he is, he lives by the gun and will undoubtedly die by the gun.
Shootist Class Abilities Weapons: The Shootist can use any weapons
Sure Shot: The Shootist receives a +1 bonus to hit using one type of firearm, chosen at outset.
Gun-play: The Shootist gets one attack per level against foes of 1HD or fewer, each round if using a firearm.
Calculatin’ Eye: The Shootist can choose to weigh up the opposition at the start of a gunfight and make a saving throw to see if he can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Experience Bonus for Dexterity: DEX is the Prime Attribute for Shootists, which means that a high DEX score grants them an extra 5% or 10% experience.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Smith & Wesson Old West RPG « Reply #2 on Jan 1, 2012, 6:35am »
THE GAMBLER The Gambler is a maverick and con-man; drifting from saloon to saloon to play cards or dice or place a wager on any one of a number of other contests. Cards are always the Gamblers first love though.
Gambler Class Abilities Weapons: Gamblers can use any weapons.
Sleight: Gamblers can manipulate cards, coins and other small objects deftly and, using misdirection, without being noticed. They can use this skill to pick pockets too.
Information Gathering: Gamblers hear two rumours in a saloon whenever a drink is bought.
Lucky Streak: Gamblers can re-roll any failed saving throw once per 2 levels per day.
Silvertongue: Gamblers have the gift of the gab – they can lie, cheat, bluff and swindle. They can use this skill to get out of tricky situations or to trick the gullible into doing something they wouldn’t normally do.
Experience Bonus for Charisma: Charisma is the Prime Attribute for Gamblers, which means that a high Strength score grants them an additional 5% or 10% experience.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Smith & Wesson Old West RPG « Reply #3 on Jan 1, 2012, 6:36am »
THE OUTDOORSMAN The Outdoorsman is a rough-and-tumble type of character that spends much of his time on the trail; he could be a drifter, a scout, a mountain man, a teamster or a cowpoke.
Outdoorsman Class Abilities Weapons: Outdoorsmen can use any weapons.
Track: Outdoorsmen can spot and follow a trail across almost any ground. They can also recognize the prints of the critter that made the tracks.
Rowdy: When Outdoorsmen do come into town, things are apt to get a bit rough if they’ve had a drink or six. Outdoorsmen do d6 damage with their fists rather than d3 like everyone else.
Stealth: When in the wilderness, the Outdoorsman is skilled at using the terrain to move without being noticed by his prey.
Experience Bonus for Constitution: CON is the Prime Attribute for Outdoorsmen; which means that a high CON score grants them an additional 5% or 10% experience.Simon W
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Smith & Wesson Old West RPG « Reply #4 on Jan 1, 2012, 6:37am »
There are only these three classes (at the moment). I'm tinkering with them a bit, so they might change a little. I'll post up a pdf somewhere, when "Smith & Wesson" is a bit more developed.
Joined: Sept 2008 Gender: Male Posts: 107 Karma: 4
Re: Smith & Wesson Old West RPG « Reply #5 on Jan 1, 2012, 7:03am »
Is "shootist" actually a real word (outside that John Wayne movie)? It sounds silly to me, and I'd suggest replacing it with "Gunman", which is just as descriptive of what the class is about while sounding... well, less stupid.
Is "shootist" actually a real word (outside that John Wayne movie)? It sounds silly to me, and I'd suggest replacing it with "Gunman", which is just as descriptive of what the class is about while sounding... well, less stupid.
Joined: Nov 2012 Gender: Male Posts: 1,555 Location: Austin TX USA Karma: 152
Re: Smith & Wesson Old West RPG « Reply #8 on Jan 1, 2012, 9:05am »
I did a formal research paper at University on the American Old West and came across the term "shootist" many times. I thought using that term imparted a good sense of what the class was supposed to be.
I did a formal research paper at University on the American Old West and came across the term "shootist" many times. I thought using that term imparted a good sense of what the class was supposed to be.
Exactly. I was trying to avoid the gender implications of Gunman too (although, if anyone could help similarly with Outdoorsman, I'd be happy!)
I said the word is stupid, not you. Grow a skin, welcome to the Internet. You're a grown-up man, you make your own design decisions and don't need my approval.
I'm just pointing out that for the 95.5% of our species who are not US citizens will find the world quaint at best and much more likely assume it's grammatically incorrect. But hey, it's your product...
I said the word is stupid, not you. Grow a skin, welcome to the Internet. You're a grown-up man, you make your own design decisions and don't need my approval.
I'm just pointing out that for the 95.5% of our species who are not US citizens will find the world quaint at best and much more likely assume it's grammatically incorrect. But hey, it's your product...
First of all you say a word is stupid. I don't quite understand how a perfectly good word that is in the Oxford Dictionary can be stupid. It isn't my fault you don't understand the word. Perhaps before you said it was a stupid word, you should have checked it up first?
The word shootist is used a lot for a gunslinger/gunman.
Secondly, in the context you said it, you implied that my using the word was stupid. There was a better way you could have approached your feedback - like "I'm not sure what a "Shootist" is, exactly. Perhaps "Gunman" be better?".
Thirdly, I'm not a US citizen; I understand what the word means and it makes perfect sense for the class.
Joined: Aug 2007 Gender: Male Posts: 599 Karma: 17
Re: Smith & Wesson Old West RPG « Reply #12 on Jan 1, 2012, 6:34pm »
What ever you do DON'T call them a gunsel! It has very bad connotations in it's original meaning.... On a different note, I have something I'd like to air out, vetch over and offer for consideration.
Hit Points based on level just DON'T work for me with firearms. My recommendation is have hit points equal to Constitution plus the roll of a die. The value of said die being dependant on the class. Keep all of the bonuses accrued to levelling up however. I'd also use "exploding" damage dice where you get to re-roll if you score a 6 on a D6 and add it together. This makes gunplay very risky as it should be, and at the same time make flesh wounds reasonable as well.
Finarvyn Administrator Dungeon Master member is offline
Joined: Jun 2007 Gender: Male Posts: 4,676 Location: Near Chicago Karma: 178
Re: Smith & Wesson Old West RPG « Reply #13 on Jan 1, 2012, 8:32pm »
Simon, Go Fer Yer Gun is awesome and I'm really liking what you're doing with this. I think that the term Shootist is fantastic! You get an EXALT for your work on this, although I'm thinking of moving it to the "Boot Hill" section just because it's Wild West.
Marv / Finarvyn DCC playtester (2011) C&C playtester (2003) I'm partly responsible for the S&W WhiteBox Builder of the TrollBridge Master of Mutants; MA since 1976 OD&D Player since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson