|
Post by snorri on May 15, 2009 15:34:06 GMT -6
I had a fisrt look. I will had and correct some points from the publsihed version tomorow - today, my lazyness is at his best level
|
|
|
Post by ragnorakk on May 15, 2009 16:17:57 GMT -6
Lord level lazy
|
|
|
Post by croquefer on May 16, 2009 10:02:12 GMT -6
croquefer: that is very helpful, yes, and seems like a very clear translation. Would you be interested in helping out more with this? It wuold be easier to do with a couple of people working on it, dividing sections out and slitting some of the drudge-work. You've got a copy of the published French version I take it? Sorry I didn't answer more swiftly ! Unfortunately I am crawling underneath a tremendous amount of work these days, but I will be really glad to help when the sky clears a bit (in a few weeks time) Currently, I'm working on several supplements / small worlds, but I'd like to launch a paper-like supplement in a few pages (a la Stratéegic reviex) with new spells, classes, monsters and so on. French-writers (even if uncorfortable, I can help and edit ) are welcome to send that kind of material. Count me in for texts or artwork by the early summer ! (still waiting to recieve the lulu print version ! the postman is playing with my nerves !) PS : probably a stupid question but what does -1 karma means ?
|
|
|
Post by ragnorakk on May 16, 2009 15:18:44 GMT -6
-1 karma means that someone decided to press the little smite button on one of your posts, and that your karma count was 0 before that. There's been some anonymous smiting on the board recently - I wouldn't worry about it - it seems a cowardly act if taken seriously.
|
|
|
Post by aldarron on May 16, 2009 19:03:00 GMT -6
Duration of a round The duration of a round is relative, since it is a series of swings and movements of weapons of varying length. In theory, this would be a dozen seconds. It is therefore six rounds per minute and 60 rounds per lap. There would be 5 rounds per minute if the rounds are 12 seconds, or if there are 6 rounds a minute there 10 seconds, of course. I'm really looking forward to an english translation and while I think its really cool what your doing Ragnarokk (karma to you), I'm sure the wording in French is a lot smoother. Machine translation are clunky at best, but at least you've given us a glimpse at the game! I'm hoping some of our french/english bilingual folks will just volunteer to each translate some pages for an official version. Maybe somebody could make it a homework project for a language class....
|
|
|
Post by ragnorakk on May 17, 2009 10:22:09 GMT -6
will have time later today to post up the character sections at levels 1-8. day off from work is bliss!
|
|
|
Post by croquefer on May 17, 2009 13:23:29 GMT -6
-1 karma means that someone decided to press the little smite button on one of your posts, (...)- it seems a cowardly act if taken seriously. Ok, I get the picture ! (even though I'm unable to locate any smite button ) I didn't know what it was all about. So I won't take it seriously if it has no other effect than that ! Thanks for explaining this. Machine translation are clunky at best, but at least you've given us a glimpse at the game! I'm hoping some of our french/english bilingual folks will just volunteer to each translate some pages for an official version. You're right, machine translations are clunky at best, and sometimes can lead to problematic misinterpretations. Just to give you an example, a very nice fellow once sent me a bablefish version of a homebrew rpg I wrote in french translated to english. A power named "breath of the stag" had been translated to "blow of the stag". Not the same thing, eh ? If the explaining text that follows isn't clear either, it really can mislead the english reader. anyway, I'll be glad to help translate when I get some spare time. As for submissions to paper-like supplement, I'll probably write these both in french and english at the same time. I've got a few ideas already. How should french writers send this kind of material, Snorri ? should we post them here or send them via email ?
|
|
|
Post by snorri on May 17, 2009 14:26:08 GMT -6
As for submissions to paper-like supplement, I'll probably write these both in french and english at the same time. I've got a few ideas already. How should french writers send this kind of material, Snorri ? should we post them here or send them via email ? Here if it's in english, maybe in pm or by email (ndessaux@altern.org) if in french.
|
|
|
Post by ragnorakk on May 17, 2009 16:08:53 GMT -6
yeah, at this point the smite can only be accessed through the 'search' function. weird.
|
|
|
Post by ragnorakk on May 17, 2009 17:49:29 GMT -6
Here's how I've written the Combat against several opponents rule. I understand the rule, but am wondering if this is a good way to explain it - or if there's an easier way to do it that I'm not thinking of...
Combat against several opponents: During a melee round, a warrior may be able to attack more than one opponent, provided that they are within reach of the warrior's weapon. The maximum number of attacks a warrior can make in a round is equal to the warrior's level, but the warrior cannot attack more levels or hit dice of opponents than the character's level. If the opponents are of equal or higher level/hit dice, then only one attack can be made.
|
|
|
Post by ragnorakk on May 17, 2009 18:19:34 GMT -6
So, here's a draft then of the Classes (only up to level 8). There's a couple of rough spots yet. Let me know what you think (I'm not going to format the tables - they are still correct in the document here ) CLASSES Each player must choose a class for their character. There are three classes: Fighter, Priest, and Sorcerer. The definitions of these classes are broad and do not represent precise professions , but rather archetypes general with capacities. Each character starts at level 1 and may continue his career until level 8. The number of experience points required to change level is indicated for each class in a table. The level determines the character's attack bonus, saving rolls, the number of Hit Dice rolled for hit points when a level is gained, and the number of spells that the character can cast per day if it is priest or wizard. Some levels also allow the character the use of special abilities. Fighter A fighter is a character skilled in the use of weapons and armor. The character may be played as a thief, a knight, a scout, a mercenary, a pirate, a soldier, etc - in general, any type that does not use magic. Arms and Armor: A Fighter's training enables him to wear any kind of shield and/or armor (although heavy armor may hinder stealth and mobility), and to use any weapons. Hit Dice: The Fighter gains 1D6 +1 hit points per level until 8th. Combat against several opponents: During a melee round, a fighter may attack more than one opponent, provided that they are within reach of the warrior's weapon. The maximum The number of attacks a fighter can make in a round is equal to the fighter's level, but the warrior cannot attack more levels/HD of opponents than the character's level. If the opponents are of equal or higher level/HD, then only one attack can be made. For example, a 4th level fighter could attack 4 orcs (1 HD), or two ghouls (2 HD), or one troll (6 HD). This fighter could also attack a worg (3 HD) and a killer whale, but not two worgs simultaneously, as their combined Hit Dice are higher than the Fighter's level. Courage: At level 4, a fighter is immune to fear, even magical or supernatural. Instinct: At level 8, the warrior instinct allows him to feel invisible creatures or ambush nearby. Presence terrifying: At level 8, the fighter is so impressive that monsters and NPCs of level 1 must make a moral roll immediately after the beginning of combat. Warrior Level Experience Attack HD 1 0 1d6+1 2 2 000 2d6+2 3 4 000 3d6+3 4 8 000 +1 4d6+4 5 16 000 5d6+5 6 32 000 6d6+6 7 64 000 +2 7d6+7 8 120 000 8d6+8 Priest A priest is a character who takes his powers of a deity, a demon or an alien power, sometimes an impersonal concept such as Law, Chaos, or Nature. Priests may be a considered Bards, Druids, an exorcist, a monk, a paladin, a shaman, a scald, a Templar, or any other character who is a fair combatant and uses magic of divine origin. Arms and Armor: The training of the priest allows him to wear both armor and a shield without being hindered in spell casting. Priests use spells called Invocations, and employ the weapon(s) of choice determined by its religion. Invocations: The Level Progression Table for Priests indicate the number of spells he can prepare for an adventure. Each spell selected must be unique – characters cannot prepare the same spell many times. Every priest has his own list of Invocations selected from among those permitted priests. The player selects the Invocations, in agreement with the DM in accordance with its religious and moral principles. Hit Dice: The priest gains 1D6 hit points per level to Level 8. Exorcism: Priests may repulse or destroy a type of creature: the living dead, lycanthropes, elementals or animals, as they chose when creating the character. This power affects 2D6 creatures, but whether it succeeds, it must first start by comparing the 2D6 level and the monster. Level of Monster 2d6 Priest D Below that of priest R Identical to that of priest 7 Priest +1 9 Priest +2 11 D means that the creatures are killed or irreparably destroyed. R means they flee the presence of a priest. 7, 9 or 11 is the minimum amount to get with 2D6 for the creature is rejected. Priest Level Experience Attack HD 1 2 3 4 5 1 1 500 1d6 0 2 3 000 2d6 1 3 6 000 3d6 2 4 12 000 4d6 2 1 5 24 000 +1 5d6 2 2 6 48 000 6d6 2 2 1 7 96 000 7d6 2 2 2 8 192 000 8d6 2 2 2 1 Sorcerer A sorcerer is capable of casting spells. The character may be played as a conjurer, an enchanter, an illusionist, a necromancer and others – so long as the character's emphasis is the use of magic and limited use of armor. Arms and Armor: Sorcerers are poor combatants, too compromised to cast spells if wearing armor or using a shield, but they can handle a weapon of choice. Sorcerer's main power lies in casting spells. Hit Dice: Wizard gains 1D6 hit points every two additional levels up to 8. Spells: Wizard Level Progression Table indicate the number of spells he can prepare for an adventure. Each spell selected must be unique – characters cannot prepare the same spell many times. Counter-spell: A wizard may try to cancel or to undermine a spell or invocation, at the time it is cast or when a spell is active. To succeed, the Sorcerer must make a roll of 6 + level of the spell on 2D6. If it fails, it will not try again a second time to cancel the same fate, at least until he gained a level. If the caster's level is lower or equal to his own, the spell is canceled, suppressed, or interrupted. If the caster's level is higher, the spell level is reduced by the sorcerer's level to determine its duration, scope and power. The dark side of magic: Sorcerers are creatures of the shadows, which gives them a sulfurous reputation. At level 2, they go completely unnoticed when in the shade or in darkness, as if they were invisible, and can see in the dark. The creatures are invisible to identify, but can be seen by those who are able to see in the dark. Protection Magic: The wizards use magical protection against projectiles. Their armor class against incoming missiles is 8 at level 2, and AC increases by 1 every two levels. This protection does not work against spells or magic, and does not apply to incoming melee attacks. Fire at will: The sorcerer can use magic as a weapon, in melee or as a ranged weapon, using occult forces, based on one of the five elements (generally, fire or lightning). From the viewpoint of rules, the effect is identical to that of normal weapons at any point. Sorcerer Level Experience Attack HD 1 2 3 4 5 6 1 2 500 1d6 1 2 5 000 2 3 10 000 2d6 3 1 4 20 000 4 2 5 40 000 3d6 4 2 1 6 80 000 +1 4 2 2 7 160 000 4d6 4 3 2 1 8 240 000 4 3 3 2
|
|
|
Post by croquefer on May 18, 2009 13:53:48 GMT -6
very nice, Ragnorakk ! Just a few things to clarify maybe : In the combat example of the fighter, there is this odd mention of a killer whale. You might wonder what's it doing here. In fact, this killer whale is nothing but an orc (1 HD). In french, a killer whale is most often called "orque" (orca in english I think), just like an orc is written "orque". Otherwise, a 1 HD killer whale would be a river one. also in the fighter description, in Instinct : I think it would be closer to Snorri's idea to use the term "sense" invisible creatures, rather than "feel". In the description of the Priest and Sorcerer, I think the translation that is made of both Invocations and Spells paragraphs are not totally accurate. A closer translation could be (note that the paragraph is almost the same for priest and sorcerer, only the example given changes, so I will give only the sorcerer example) : the Level Progression table indicates the number of spells that (the priest or) sorcerer can prepare for an adventure, which is also the number of spells that he can cast in a day. (for each level, of course) For example, if a 3rd level sorcerer has prepared Sleep and Jump, he could use Jump twice in the same day, rather than cast once each of the prepared spells. (The way I get it, it seems to work a bit the way it does for the Sorcerer in 3rd ed D&D, which implies indeed that each spell selected should be unique, since there is no interest in chosing twice the same when you can cast a spell multiple times each day (according to the table, of course) eeh... I hope I'm right.
|
|
|
Post by snorri on May 18, 2009 14:46:06 GMT -6
I agrees on croquefer suggestions. I will review all too very soon. The idea that orcs were actually linked to killer whales always pleased me, but only french-readers can understand.
For fighter:
Isn't it Terrifying presence rather than Presence terrifying ?
In the published version, I modified the Exorcism power like this (and replace the table) :
This power affects 2d6 creatures. To know if it is efefctive, the priest roll 2d6+his own level, against 10+the monster's level. Morover, if the monster's level is lesser than one-third of the character's level, it's destroyed rather than turned.
I also added a paragrpah on gods in sword & sorcery, which I could translate - but it's not so useful for quickstarter.
FGor sorcerers:
Hit Dice: Wizard gains 1D6 hit points every two levels up to 8.
(additional is not useful)
The turning spell power has been changed like this: A sorcer can attempt to cancel or reduce a spell or invocation, while being cast or while still active. To do it, he must get a score of 6+the spell level with 2d6+his inteligence modifier.
If he fails, he cannot try again to cancel the same spell, as long he didn't turned back to his laboratory (or such) to study the problem.
If the caster is a lower or equal level of the sorcerer, the spell is cancelled. If he's a superior level, the spell level is diminshed by the one of the sorcerer for rnage, duration and effects
Is that clear?
I also transformed both attack (fire at will) and defence (protection magic) into:
Sorcers can use, at will, magic as a weapon, at range or in melee, by making use of occult forces of one one of the five elements (generally, fire or lightning).
In matter of rules, these are exactly identical to normal weapons, except the Inteligence modifier serves for attack and damages. The sorcerer can so use this power to turn attacks at range or in melee.
I also added an option (which appears in the book between the priests and sorcerer description:
More spells
If you wants the characters can use more spells, add Inteligence (Sorcerer) or Wisdom (priest) modifier, as a number of supplemntary spells for each level they know. For example, a priest with 9 in Wisdom could have 3 spells of level 1 and 2 spells of level 2 when he's level 4.
|
|
|
Post by snorri on May 20, 2009 17:00:17 GMT -6
I'm reviewing translation of combat chapter.
You asked "Is there initiative?" No, there's a surprise system for firsts rounds (see below), then the fight is simultaneous, as both opponents rolls for attack and the better hits.
So the surprise paragraph should be added before the 'round sequence'
Surprise A surprised group or creature can’t move, nor attack during the first round. If they don’t have any weapons in hand, they can’t neither attack during the second round. They can defend themselves in any case. If there is a doubt about surprise, let’s consider the probability to be surprised by an unexpected encounter are 2 on 6. ----------------------------------------- A few edits: ----------------------------------------
1 - Movement The fighters can move their full speed of combat, or twice that if they do not engage in melee. Warriors that can make multiple attacks in a round cannot put any of their attacks in the movement phase.
Elves can fire the bow during the movement phase while moving, giving them a competitive edge over warriors. The combatants who choose not to attack cannot move into melee or fire a bow. --------------------
ATTACK Whenever an attack is made both combatants roll 2d6 (+his attack modifier + his strength modifier in melee fight or dexterity modifier in range fight) simultaneously. The higher roll determines which combatant wins the round.
If the higher score is greater than the opponent's armor class (AC), the attack is successful. Damage is rolled if the character has any available attacks remaining in the round. If it is equal to the opponent's AC, no damage is done, but the opponent is hindered or thrown to the ground. The next round, the attacker will have +1, and the defender -1 on their attack rolls.
If both fail to exceed the armor class of the other, then neither has been able to find a flaw in the defense of the other. Attack rolls of 12 are always a success, and 2 always a failure. )
If both fighters roll the same score on the attack, they roll damage. Whoever gets the highest score breaks the weapon or shield of the other (the choice of loser). If the two damage rolls are equal, both weapons break. Magic weapons cannot be broken this way.
If a character is defending and has already made all attacks available to it in the round, it will not deliver damage if his score is higher than the opponent – the blow is parried. The risk of breaking weapons and gaining advantage is the same.
DAMAGE If the attack is successful, the attacker rolls damage: 1D6, adding the Strength modifier, +1 if it is a two-handed weapon. This damage is applied to the defender's hit points. A character or creature brought to 0 hp is unconscious. If this character loose hit points again, he dies. If he’s not healed after the fight, he must roll a saving thrown to get conscious or die if he fails.
Option: Damage by level
In this option, the attack modifier is added to the damages, which makes the high level warriors dangerous opponents.
Option: Damage by armor
Weapons react differently according to armors. A blunt weapon (mace, hammer, club, staff,..) will do one less hit point against leather armor, which takes better impacts, and one more against plate armor, which send them back their wearer. Instead, piercing weapons (spear, lance, arrows, quarrels,…) do one more against leather armors and one less against plates. Slashing weapons damages aren’t modified by armors.
Combat style Weapon and shield In addition to the +1 to armor class given by a shield in melee combat, one can use his shield to parry a ranged attack, as if his was fighting in melee: he rolls 2d6+his attack modifier, and if the roll is better than the attacker’s one, the missile touches the shield instead of its wielder. More, when a PC (or major NPC) receives a death blow, the character can choose to take no damage but break his shield (or weapon, if it does not bear a shield). For sure, this will happen only once per fight: next blow could be mortal. Magic shields cannot be broken this way. Fight with two weapons If one would fight with two weapons, like a sword and a dagger, he must choose an offensive or defensive style. Defensive style enables him to use his second weapon in defense (with a +1 modifier, as a shield). Offensive style enables to attack simulteanously, with only one roll for attack, as if he was fighting with a two-handed weapon (1d6+1 hit points). Unarmed combat If a character attack with bare hands (or with his feet, elbows, knees, head...), the damage caused is not fatal. A character brought to 0 hp or less, is knocked unconscious.
An unarmed attacker may choose to hold, throw or immobilize his opponent, but must announce before the attack roll is made. These unarmed attacks do not damage, but if the attack roll succeeds, the maneuver is accomplished. These maneuvers cannot be attempted against opponents of greater size or higher level than the attacker. Attacking with bare hands against an armed foe, or in armor, or non-humanoid, is considered as an unfavorable circumstance (-1 to attack and damage).
Ranged Weapons The table of weapons indicate the range of missile and thrown weapons. Attacks made at twice the range apply a penalty of -1 to the attack and damage roll. At triple the range, the penalty is -2, and so on. Using range weapons in a melee fight is dangerous. If a range weapon fails, the DM rolls randomly for another victim, foes or friend, and the attacker rolls attack against him. If it’s a success, damages are rolled as usual.
Weapon Range Short Bow 15 Long Bow 21 Light Crossbow 18 Heavy Crossbow 24 Throwing Axe 3 Sling 12 Javelin 6 Spear 3 Throwing Knife 3
* It is the functional and not the maximum. Each time the range is doubled, a penalty of -1 is removed from the attack roll and damage.
Mobility A combatant can add their movement score to the attack roll, instead of their attack bonus. This option is important in two cases: if characters without armor are frequent in the campaign played, or whether the rules of movement are little used, especially in the absence of miniatures or other figures representing the positions of combatants. This then makes its importance to mobility apply directly to combat.
Broken shield [moved]
Only injured!
[moved]
Cannons and muskets If black powder is available in your game universe, the guns are 2D6 damage and muskets, 1D6.
RULES All the rules that follow are designed to handle certain situations that come up frequently in combat.
Halfted Weapons Hafted weapons (spears, halberds, pikes, épieux) can be used by second rank combatants to cover first. The range to make attacks with a hafted weapon is longer than other hand weapons.
Concealment If a defender is concealed or partly protected by a wall, a tree or any obstacle, or in the case of a fire bell, the attacker does if the result of its jet attack is even. The attack roll will succeed if the score is high enough, and if the score is an even number.
Withdraw/Disengage from Melee A fighter that beats a retreat can defend itself, but not attack. It may then move to twice its normal speed even if it is within range of a opponent's melee attack.
Melee against several opponents Several combat is not always simple. A maximum of 6 persons sized human can surround another, but they seldom attack all at the same time. In general, 1D6 of them will try to do in each round. The GM will adapt this rule to the situation (size of combatants, topography) and PC may try to limit the number of attacks using ably the ground.
|
|
|
Post by croquefer on May 21, 2009 7:38:14 GMT -6
Good news ! I managed to find some spare time (very late yesterday) to translate most of the demi-humans descriptions & rules from the E&S french version. I've got a few things to complete here and there, and I'll post the whole draft here very soon.
One important question though. In the french rules, Snorri, I note you use the generic term "les peuples" about demi-humans. Since you chose not to use the world "les races", I suppose it would be in keeping with your style and choice not to use this term in english neither. But what would you replace it with ? "the peoples" seems awkward... "Folks" seem a bit trivial. I'm puzzeled.
So, Snorri, what do you think? Otherwise, if any native english speaker wishes to suggest the right word here, that would be great !
|
|
|
Post by aldarron on May 21, 2009 12:10:41 GMT -6
How about Sentient Beings?
|
|
|
Post by snorri on May 21, 2009 16:05:24 GMT -6
As you guessed, I avoid the use of the word Race for ethical reasons [and technically, they're species, altough it could be discussed if human, orcs and elves are really different species]. But french offers more alternative than english. Wouldn't folk fit? It's used for fairy folk, little folk and so on, so the meaning fits the idea.
|
|
|
Post by ragnorakk on May 21, 2009 20:08:12 GMT -6
The section is titles Races, but the references within are to 'peoples' (with the exception of elves who are refered to as creatures). 'The peoples' sounds klunky, but 'the Elven people' or 'the Dwarven people' does not sound too strange to me. If only english were as nuanced...
|
|
|
Post by croquefer on May 22, 2009 2:54:42 GMT -6
As you guessed, I avoid the use of the word Race for ethical reasons [and technically, they're species, altough it could be discussed if human, orcs and elves are really different species]. It surely could, and would make for an interesting debate. (I for one think they are sub-species, since they can mate & have fertile offsprings !) As for "races", I can understand perfectly well your choice, since I made the exact same one for my own game (where there are no elves & dwarves, though, only neanderthals & modern men ) But french offers more alternative than english. Wouldn't folk fit? It's used for fairy folk, little folk and so on, so the meaning fits the idea. Ok. Since I find "sentient beings" a little too wide ranged, so I will stick to folks & people (with no plural), and call the whole section "Non-human folks". I'll post here later today.
|
|
|
Post by apeloverage on May 22, 2009 7:27:03 GMT -6
'Kindred'?
|
|
|
Post by croquefer on May 22, 2009 9:40:43 GMT -6
Kindred sounds good. Well, for now and until Snorri's final word on it, I'll go with
NON-HUMAN FOLKS
In a world strictly based on the Sword & Sorcery genre, player characters will mostly be humans, in all their diversity. Some campaigns allow furthermore to play, in addition to humans, other folks such as elves, halflings, dwarves or orcs. It is for the GM to specify which are the peoples allowed in his campaign.
Some folks possess disctinctive capacities, explained in their description. If the appearance or height that is given, or some particularities do not suit your style of play, do not hesitate to modify or to rename these people. For instance, replacing elves with jungle men, halflings with hunters of the savannah and dwarves with cavemen will give your campaign world a pulp tone without modifying the game system.
ELVES
Elves are fairy creatures of human appearance, measuring around four and a half feet in height. The two main groups are the wood elves and the meadow elves, whose lifestyle differ quite noticeably. They generally live in their own realms, out of the way of human kingdoms, and show great secrecy. Their longevity is at least twice that of the human folk, sometimes much more. Feys and related creatures are considered elves in terms of game mechanics.
Hit dices elves are frail and not very tough. They stop gaining hit dices after the fourth level of experience. A priest or fighter can therefore go up to 4 hit dices, and a sorcerer only 2. Since elves can be fighter/sorcerers, they can, in this case, go up to 4 hit dices.
Faery Elves can be both fighters and sorcerers, whatever their attributes may be. Nonetheless, they cannot use their spells when they wear an armor.
Vision Elves can see in darkness as clearly as in full daylight, provided they have at least a weak source of light (such as moonlight or candlelight)
Stealth In their native environment, elves know how to conceal themselves and walk silently when they wear their elven cloaks. They are then considered invisible and can only be spoted when they attack or make sudden movements.
Languages Elves are gifted with tongues, probably due to the complexity of their own language. They are able to speak four tongues in addition to those allowed by their intelligence score, as well as their own elvish language.
Marksmanship Being very mobile in ranged combat, elves can shoot arrows at any moment during their movement phase, rather than in the shooting phase. Their shooting range is increased by a quarter when they use a bow.
Sharp senses elves have keener senses than other folks and can spot tiny details remained unseen. They obtain a +2 bonus to any die roll made for perception. They can use this sharpness to track or to detect traps and concealed doors.
Resistance Elves naturally resist the paralysis effect caused by some of the undead. Starting at level 4, the mere contact (or touch) of an elf upon a creature paralysed is enough to set it free.
HALFLINGS
Halflings are a short sized people, measuring under three feet in heigth. They enjoy quietness and discretion, which doesn't prevent them from being formidable fighters when they build ambushes. Their longevity is approximately the same as humans. Under the label Halfling, many other small folk can be gathered, sharing the same peculiarities, and one can also use these capacities for goblins or kobold characters.
Hit dices Halflings are small and fragile. After reaching their fourth level of experience, they stop gaining hit dices. A priest or fighter can therefore go up to 4 hit dices, and a sorcerer only 2.
Stealth Their small size allow halflings to move silently, so much as to become almost invisible when in bushes and undergrowth, as long as they do not make abrupt movements or do not engage in fighting.
Combat halflings are granted a +2 bonus to attack with ranged weapons. Their shooting range is increased by a quarter when they use a sling.
Resistance Being very resistant to magic and eldritch powers, halflings gain a +2 bonus to their saving score against these powers.
DWARVES
dwarves are short sized people, around three and a half feet, with a sturdier bone structure than humans. They generally live in subterranean cities and are well adapted to a life underground. Their longevity is at least twice longer than that of humans, sometimes much more. Though they constitute a different folk, the gnomes special abilities are identical to those of the dwarves.
Hit dices Dwarves are tough, but not as much as humans. after reaching seventh level, the stop gaining hit dices. A priest or a fighter will be able to reach 7 hit dices, and a sorcerer only 4.
Vision Dwarves can see in darkness as clearly as in full daylight, provided they have at least a weak source of light (such as moonlight or candlelight)
Languages Dwarves are gifted with tongues, probably due to the complexity of their own language. They are able to speak four tongues in addition to those allowed by their intelligence score, as well as their own dwarvish language.
Resistance Being very resistant to magic and eldritch powers, dwarves gain a +2 bonus to their saving score against these powers.
Protection Ogres, trolls, giants and creatures of their kind deal only half damage against dwarves.
Practical sense Dwarves are very sensitive to any uncanny architectural or geological detail. They are granted a +2 bonus for every test related to these matters.
Affinity with animals Bears and wolves will only attack dwarves if they are magically controlled. This rule doesn't apply to dire wolves and worgs.
Endurance able to endure much strain, dwarves can work, walk or ride twice longer than other folks before getting tired.
ORCS
These humanoïds with leathery skin, twisted limbs, wide mouth and thin eyes are akin to goblins. Their blood is of a dark, almost black colour. The same capacities can be used to play hobgoblins.
Hit dices Orcs are just as resistant as humans are. They therefore can reach up to the maximum hit dices allowed for their character class.
Dark vision orcs can see perfectly clear in darkness. When they are exposed to very bright light, they recieve a -1 penalty to their attack, damage, saving and morale rolls.
Machinery An orc character will be able to understand the use of any mechanism, trap, siege engine or weapon, due to its taste for military technology. They are granted a +2 bonus to detect traps or set them.
Here you go.
|
|
|
Post by ragnorakk on May 22, 2009 12:58:00 GMT -6
Thanks Croquefer! So right now, with rough edits and not yet complete, the document is at 6 1/2 pages (two-column, 10 point Liberation Serif) That's races, classes and combat. What other largish sections need work? - Creating a Character (my initial write got nuked, am redoing it now) - Hit Points, Movement - Languages & Rare Skills (Snorri, I wanted to see if we could merge languages and rare skills, since their acquisition is governed by the same mechanic (?)), Familiar Territory - Equipment, Armor Class, Characters without Armor - Dual-Class Characters, Alignment, Description/Finishing the character (these would be well-placed at end of character section) ADVENTURE - Skills & Resolving Actions (Using the characteristics, Bonuses for level and background, conflict/contested rolls, group actions, table of common actions, stealth, physical stunts (?), pusuit) - Dangers - Encounters - Experience - Morale - Saving Rolls - (move mass combat to end of Combat section) - Magic - Spell Lists (lvls 1-4) - Monsters This may look like a lot, but it isn't so bad! Many of the explanations are easy to get across. The most daunting thing to me right now is the spell and monster lists. The stat/character creation section is posted to the board here (whew! just remembered!), so I'll be working on Dangers, Encounters, and Experience next.
|
|
|
Post by snorri on May 22, 2009 16:56:55 GMT -6
Great! Is it possible to get a look on the file?
I could finish the translation of the fighting system. Then, have a look on spells.
|
|
|
Post by ragnorakk on Jun 2, 2009 14:34:54 GMT -6
I'm sorry Snorri that I've not posted recently - got overwhelmed in real-world. Have a few days off now and taken care of some things and can do more work on this in general. Posted a google document of the 'combined' document so far - you have an email invitation to it. This is a very convenient way for group editing. Format and layout is limited, but that's not so important right now. This is done mostly with copy & paste functions so far.
|
|
|
Post by snorri on Jun 2, 2009 14:50:23 GMT -6
Great, I will have a look. I should have a little time this week-end to had a few things too, even if I'm busy with a book I'm coordinating.
|
|
|
Post by Haldo Bramwise on Jun 2, 2009 15:05:20 GMT -6
This is too cool. I may eventually know how to play E&S!
|
|
|
Post by ragnorakk on Jun 3, 2009 13:38:16 GMT -6
Started doing some edits on the Google Document working off of Reply #43 of this thread. (Thanks again croquefer for the 'race' write-up!) Let me know what you think. One idea: would you prefer having seperate documents corresponding to sections? right now the document is the 'combined' document. It might make editing easier.
|
|
|
Post by snorri on Jun 3, 2009 14:38:15 GMT -6
For me, one doc is fine until now. let's see later if several will be more practical.
Edit: what the next part you plan to translate? You could do action and I start spells as soon as possible.
|
|
|
Post by ragnorakk on Jun 3, 2009 17:20:36 GMT -6
I have a start on Actions, so I'll finish that and continue down the list on Reply #51 of this thread. Perhaps if you wanted to work from the end of the list and work backward, we could meet in the middle?
|
|
|
Post by snorri on Jun 3, 2009 17:48:46 GMT -6
I'll start from spells, and we'll see monsters later - so after spells, i'll go backward.
|
|