Hey everyone,
Initiates of the Black Book is starting! So go download the free files and let me know if there are any major errors or what have you. Initiates will cover: what is role playing?, rolling attributes, choosing a race, choosing a class, finishing touches (alingment, age, weight, religion, etc), proficiencies (weapon, combat, non-weapon), equipment, hirelings, magic, combat and encounters, arcane spells and divine spells (also an organized list which lists them by level, and page number).
I'll put up updates as every few chapters get finished (so the first update will probably be going up by the end of the week and should consist of: what is role playing, rolling attributes, choosing a race, choosing a class, finishing touches, and hopefully proficiencies).
I will need some help with the proficiency section. I am going to use three:
- Using what the GM thinks you should know (i.e. all peasants know how to fish or whatever)
- Secondary Skills (Professions essentially, "I was a *rolls* Tanner" GM: "Ah okay, then you know how to skin an animal, treat the hides, and even work with the leather a bit. You can also appraise leather products.") -- Note, this is my favorite because it was what I always used.
- Non-Weapon Proficiencies
This is where I'm going to need help. In Non-Weapon Proficiencies I want to differentiate between skills used in round based encounters and skills used as role playing aides (i.e. cobbling vs blind fighting).
This idea I had years ago (around 1998) when my group at the time, hated one player who was playing a elf ranger wielding two scimitars who was consistently misunderstood. I wish I was joking. Anywho, he took blind fighting and other combat oriented non-weapon proficiencies and was really power gaming.
So what we did was change it so that Blind Fighting required 1 NWP slot AND 1 WP slot. Thus reducing the number of weapons he could be proficient in, and giving him some kind of penalty.
So this would become a "combat" proficiency. Other things that could go hear: "Healing" with "Apothecary" taking the non-weapon proficiency space healing would loose. Weapon Specialization is also a Combat Skill already in the rules (available ONLY to fighters).
Thoughts?
Initiates of the Black Book is starting! So go download the free files and let me know if there are any major errors or what have you. Initiates will cover: what is role playing?, rolling attributes, choosing a race, choosing a class, finishing touches (alingment, age, weight, religion, etc), proficiencies (weapon, combat, non-weapon), equipment, hirelings, magic, combat and encounters, arcane spells and divine spells (also an organized list which lists them by level, and page number).
I'll put up updates as every few chapters get finished (so the first update will probably be going up by the end of the week and should consist of: what is role playing, rolling attributes, choosing a race, choosing a class, finishing touches, and hopefully proficiencies).
I will need some help with the proficiency section. I am going to use three:
- Using what the GM thinks you should know (i.e. all peasants know how to fish or whatever)
- Secondary Skills (Professions essentially, "I was a *rolls* Tanner" GM: "Ah okay, then you know how to skin an animal, treat the hides, and even work with the leather a bit. You can also appraise leather products.") -- Note, this is my favorite because it was what I always used.
- Non-Weapon Proficiencies
This is where I'm going to need help. In Non-Weapon Proficiencies I want to differentiate between skills used in round based encounters and skills used as role playing aides (i.e. cobbling vs blind fighting).
This idea I had years ago (around 1998) when my group at the time, hated one player who was playing a elf ranger wielding two scimitars who was consistently misunderstood. I wish I was joking. Anywho, he took blind fighting and other combat oriented non-weapon proficiencies and was really power gaming.
So what we did was change it so that Blind Fighting required 1 NWP slot AND 1 WP slot. Thus reducing the number of weapons he could be proficient in, and giving him some kind of penalty.
So this would become a "combat" proficiency. Other things that could go hear: "Healing" with "Apothecary" taking the non-weapon proficiency space healing would loose. Weapon Specialization is also a Combat Skill already in the rules (available ONLY to fighters).
Thoughts?