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Post by Cthulhu Colin on Aug 11, 2013 8:30:20 GMT -6
So, should dwarves have Dark vision? In the literature, their halls are always lit with torches. Should it be kept for the sake of tradition?
Should the bonus AC vs. giants also be a +1 attack bonus vs. trad foes such as goblins?
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Post by Cthulhu Colin on Aug 10, 2013 7:56:44 GMT -6
Quick post from France. Very early start, subject to revision and comments. More a placeholder.
DWARF Att. Mins: Str 9, Con 9 They're densely muscled and boned with barrel chests, large lungs, and strong natural resistances. They're also used to toil. Att. Maximums: Dex 15, Cha 15 They're short, stumpy, and grumpy. Class Restrictions (optional): Fighter, Cleric, Thief, Priest, Assassin, Scout, Purloiner Racial Weapons (pick one proficiency for free at 1st but must select new profs from list at later levels): Axe (hand, battle), Hammer (war), Pick (war). If class already proficient, gains Mastery for free, but only with the free prof selected at 1st and only if Fighter or subclass. Thief Ability Mods: -2 Climb, +1 Manipulate Traps, +1 Open Locks Benefits: Dark Vision (bw only, ruined by nearby light), save bonus vs. poisons/arcane magics (+1?), Stone cunning, bonus fighting giants (+1 AC?). Drawbacks: Slow, sink like a stone (can't swim), weapon max length WC 3 (no longbows either), must always save even vs. beneficial arcane magics (resistance is resistance and cannot be turned on/off at whim), no XP bonus for high attributes.
Ideally, it should come across as fairly balanced when finished.
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Post by Cthulhu Colin on Aug 10, 2013 7:22:26 GMT -6
I've got the print edition but will grab the PDF asap.
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Post by Cthulhu Colin on Jul 25, 2013 17:36:20 GMT -6
Thanks chaps, and thanks Jeff for the editing and layout.
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Post by Cthulhu Colin on Jul 16, 2013 4:45:22 GMT -6
Yep, it does largely come down to the size and vocality of the fanbase, I'm afraid. Paizo tend to sweep the floor as mentioned.
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Post by Cthulhu Colin on Jul 15, 2013 15:50:52 GMT -6
Awesome news, mate, and thoroughly well deserved. I'm doubly tickled at the moment, because another mate of mine, John Marr, has also had a nomination (Best Software for his DCC RPG Crawler's Companion). What a fantastic day.
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Post by Cthulhu Colin on Jul 8, 2013 9:01:49 GMT -6
I've always ruled that normal rations spoil within a few days. They're fresh, unpreserved foods; after a few days in that backpack with no cooling, and some exposure to the great outdoors and weather in general, they're no longer fit for consumption. Iron rations, comprised of stuff like dried beans, dry pasta, dried nuts and berries, jerky, and hardtack can last a few months.
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Post by Cthulhu Colin on Jul 4, 2013 15:55:51 GMT -6
No need to apologize mate, and as Jeff said, it's rare for someone to eat their own words and admit to it, so I owe you a virtual beer (or brandy, scotch, or whatever else you prefer). Colin
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Post by Cthulhu Colin on Jun 26, 2013 17:29:28 GMT -6
Aha! I was considering modular packs myself (I've seen something similar for other OSR games) so it's nice to see you're already going that route. Colin
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Post by Cthulhu Colin on Jun 24, 2013 17:16:20 GMT -6
To each their own, so no worries; I personally avoid humorous names because I find they can destroy the mood or become running jokes, plus I associate such names with standard D&D play (my teenage years were chock full of ridiculously named groups of PCs, an example of which was a pair of fellows called Spliffy Ganja and Xavier Fisto Redlance III). Different strokes and all that. If it helps, the simpler names you prefer are in the document as well. For example, some of the Keltic names: Bran, Brocc, Ciaran (Kieran), Conall, Conan, Cormac, Dughlas (Douglas), Fearghus (Fergus), Ronan, etc. Plus, folks can also use the time-honoured technique of shortening names ala diminutives if they find some names hard to remember, e.g. Nikomedes becomes Niko in all but the most formal events. Plus, nicknames and honorifics are expected, especially for the likes of Kimmerians and Vikings, so you can still have names such as Sigmundr (Sigmundar or Sigmund) Skull-Cleaver, Iason (Jason) the Haughty, etc. Using epithets, diminutives and nicknames for character names is also pretty authentic (as well as helping folks remember such names). For example, Sigmundr Skull-Cleaver may introduce himself where it matters as Sigmundr Hallsson and be known to people he's familiar with as Siggi. I think the names most likely to cause folks some real puzzlement are the Half-Blood Pictish ones: in that case ignore the accents, so it's just Gooch, Keet, and Sax, f'rinstance, none of which are any more exotic or hard to remember than Generic Fantasy Name #12. Colin
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Post by Cthulhu Colin on Jun 24, 2013 10:26:02 GMT -6
Nice pregens, but I'd change the names using the ASSH Name Generator document for authenticity. To quote Jeff: Players of an Astonishing Swordsmen & Sorcerers of Hyperborea™ campaign who wish to furnish their characters with authentic sounding names need look no further than this fine generator created by Colin Chapman. The AS&SH Character Name Generator is a handy resource that serves to inject verisimilitude into any Hyperborea campaign, including my own. I hope fellow AS&SH referees will recognize the utility of Colin’s work, using it to generate NPC names both notable and otherwise. You see, Colin has not simply populated a list of names derived from respective real world counterparts; rather, he has examined the setting material of the AS&SH game—the histories, cultures, races, religions, etc.—and has carefully populated each list with the most appropriate personal, patronymic, and matronymic names.
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Post by Cthulhu Colin on Jun 1, 2013 4:53:58 GMT -6
I will be pursuing this, have no fear. Colin
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Post by Cthulhu Colin on May 13, 2013 15:54:46 GMT -6
The Warlock is ideal if you're going for the B/X-style race-as-class Elf, but for AD&D-style campaigns, you'll need separate race and class.
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Post by Cthulhu Colin on May 12, 2013 14:37:56 GMT -6
I absolutely love the human(ish) only default and lack of abilities too, but for a more trad setting than Hyperborea, some stuff to differentiate the demi-humans is needed. I like the idea of forgoing racial attribute mods in favour of setting strict attribute mins and maxes for each race. Nothing higher than 18 (a musclebound half-orc is no more powerful than the most musclebound human, f'rinstance), but definite highs and lows that attributes must fall between to reinforce the relative strengths of weaknesses of each. So, even the mightiest halfling won't have a Strength 18.
The races could have racial abilities, but these would have to be offset with disadvantages as we both noted. Real drawbacks including slower advancement, this reinforcing the human as the swiftest to learn, develop, and adapt. However we do it, the human should not end up as the poor cousin.
Colin
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Post by Cthulhu Colin on May 12, 2013 10:29:38 GMT -6
As an idea of different takes on the trad abilities, let's look at the bonus to long/short bows/swords. In 1e this is a +1 attack bonus. Boring.
Instead, how about they gain proficiency in one weapon of choice from that list, for free, at 1st level, but when they develop additional proficiencies at later levels or if they have to select weapon masteries, they *have* to pick from that list. So, a bonus, but also a limitation enforcing the racial concept. If the class already has proficiency in the weapon/weapons, they gain mastery in it for free instead (if a Fighter or subclass thereof).
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Post by Cthulhu Colin on May 12, 2013 10:21:44 GMT -6
As an example, let's start thinking about Elves.
The typical elf is more graceful (Dex), intelligent (Int), and attractive (Cha) than a human. However, perhaps they should not be able to reach the same levels of strength as a human (limit to Strength), and while they may be healthy and fit, probably can't withstand as much damage due to their more slender frame (HP penalty perhaps?). They may also be somewhat capricious and impulsive (Wis penalty perhaps?).
In 1e they have resistance to sleep/charm, a minor bonus to use of short/long bows/swords, infravision (low-light vision makes more sense, imo), the ability to notice secret doors (always odd; should it instead be an improved sense of vision?), and the ability to surprise others (indicating some stealth). So, we can take some of these abilities/concepts and spin off them.
Colin In literature, Elves are fae, and the biggest weakness of fae is iron. Perhaps Elves should find iron (and to a lesser extent its alloys) deleterious (so iron/steel weapons do more damage to them, they cannot bear or wear iron/steel arms and armour, etc.)? That would be a significant balancing factor in and of itself.
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Post by Cthulhu Colin on May 12, 2013 9:54:45 GMT -6
Hey all,
So, we love Hyperborea, but ASSH is also obviously ideal for use as a standard fantasy ruleset too. The one thing it's missing (apart from some of the more typical monsters like kobolds) is rules for non-human races. So, how about we create our own rules for Elves, Dwarves, Halflings, etc. for ASSH use? This gives us the opportunity to avoid relying on level limits (which only have an impact if a campaign lasts that long), instead balancing the races with appropriate weaknesses, XP penalties so they advance more slowly, etc. instead.
Colin
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Post by Cthulhu Colin on Apr 22, 2013 8:33:58 GMT -6
I'm eagerly awaited the next volume, the expanded mammoth tome of Petty Gods. Contributed two entities to it myself (but they're not really ASSH-appropriate; one is the Lawful deity of cubes, quadrilaterals, etc. the other a divinely-made god-golem of fluctuating alignment, intellect, and outlook).
Colin
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Post by Cthulhu Colin on Apr 22, 2013 8:30:23 GMT -6
I spoke to him about it a short while back, and basically he's just very busy at the moment with other stuff.
Colin
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Post by Cthulhu Colin on Apr 22, 2013 8:29:21 GMT -6
Been away in NZ, so this appreciation is a bit belated. Colin
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Post by Cthulhu Colin on Mar 26, 2013 11:49:00 GMT -6
The ENnies judging is literally in the hands of the appointed Judges. However, fans can make their voice heard by voting for their favourite publisher.
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Post by Cthulhu Colin on Mar 26, 2013 9:49:28 GMT -6
"Why not us?", indeed. My baby, Atomic Highway, got nominated for the Best Rules ENnie in 2010, so there's no reason you can't make it at least that far. Colin
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Post by Cthulhu Colin on Mar 18, 2013 12:08:52 GMT -6
I've put together something similar for my forthcoming article on the Hyperborean cultures, but rather than listing a single class, it lists all of those most commonly found in the given culture (along with any notes on how those classes fit within said culture). For example, the Kelts are commonly Fighters, Barbarians (those obsessed with the great heroic feats of antiquity, such as the Salmon Leap), Berserkers (those given to the terrible warp-frenzy known as Riastradh in which their bodies deform, twist, and distend), Druids, etc.
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Post by Cthulhu Colin on Mar 5, 2013 16:15:55 GMT -6
Maybe we should all do a History Monkeys dance? In terms of Hyperborea's cultures, I think the easiest route is the one of convenience as per ba23's note. One thing I'd love to do is do short writeups for each culture (no more than two pages apiece) that outline the basic elements of each (gender roles, religion, typical professions, outlook, key festivals/rites, typical dress, etc.). But, as it's only two pages maximum, it's very much a skeleton rather than something fully fleshed out. That way you've got a foundation for the GM to build upon, not everything is spelled out, and exceptions can abound to taste. Colin
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Post by Cthulhu Colin on Feb 26, 2013 16:49:31 GMT -6
Excellent news; look forward to seeing it. Colin
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Post by Cthulhu Colin on Feb 26, 2013 4:52:45 GMT -6
What's the word on this, by the way? I'm eager to see the finished piece.
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Post by Cthulhu Colin on Feb 22, 2013 13:48:22 GMT -6
Add me to the chorus of, "Thanks."
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Post by Cthulhu Colin on Feb 22, 2013 10:32:45 GMT -6
Bloody awesome news! Way to go, Ian!
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Post by Cthulhu Colin on Feb 15, 2013 15:28:15 GMT -6
Thanks, everyone. Yeah, coming from Britain (where you're never more than 70.2 miles from the sea at the furthest), I've spent my life seeing gulls and the coastline. Bloody noisy things.
Colin
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Post by Cthulhu Colin on Feb 14, 2013 15:00:44 GMT -6
It is indeed a great take on the class; it always seemed bizarre to me, for example, that Read Magic was a spell rather than something a MU should simply be able to do. The only thing I'd probably add is cantrips, allowing all magicians to make use of a range of very minor effects largely at will, representing the kinds of tiny tricks and magicks they learned en route to being able to cast proper spells. For example, an illusionist may be able to do things like make glowing butterfly-shaped motes dance around his hand, or a doll sing a little ditty, while a pyromancer may be able to breathe puffs of smoke from his nostrils, make a coin noticeably hot (but not burning) and so on.
Hmm, I sense another article brewing.
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