Search found 206 matches

by cbarchuk
Thu Mar 25, 2021 10:08 am
Forum: The Workshop
Topic: Scouts Supplement
Replies: 123
Views: 78257

Re: Scouts Supplement

The sneaking, stalking, backstab, trap finding, tracking and various thief abilities all work great. But the whole bow thing is kinda weird. Smells like an Assassin or Ninja to me As for the bow thing, it kinda makes more sense with shortbows and small throwing weapons (daggers, darts, stars), weap...
by cbarchuk
Thu Mar 25, 2021 8:23 am
Forum: The Workshop
Topic: Scouts Supplement
Replies: 123
Views: 78257

Re: Scouts Supplement

A Ranger has a different purpose, being the "fighter of the woods" rather than the "thief of the woods." Just because you'd rather play a Ranger doesn't mean that's true of everyone... the guy I have playtesting the Scout in my online game really wanted to play this kind of char...
by cbarchuk
Thu Mar 25, 2021 7:33 am
Forum: The Workshop
Topic: Scouts Supplement
Replies: 123
Views: 78257

Re: Scouts Supplement

Here's my nickels worth of free advice: The Scout is redundant. I'm not saying that's necessarily a bad thing. But to me I would rather just play a Ranger. I would personally allow Ranger characters an option to either be a Bow expert or Two weapon combat expert.
by cbarchuk
Sun Mar 21, 2021 11:49 am
Forum: The Workshop
Topic: Additional Fighting Sub-Classes
Replies: 52
Views: 38574

Re: Additional Fighting Sub-Classes

I can see these sorts of changes. And it fits within my basic design concept. My original idea was to make a reasonable "thief" option viable for races/situations that seem otherwise ill-suited for pure stealth type thieves. After all, lots of ways for thievery to occur... smash and grab,...
by cbarchuk
Sun Mar 21, 2021 8:55 am
Forum: The Workshop
Topic: Additional Fighting Sub-Classes
Replies: 52
Views: 38574

Re: Additional Fighting Sub-Classes

The Assassin was always a more combat focused thief. It was better at fighting than the thief but worse at thievery or, as with your thug, has less skills. I see the thief as an opportunist focused on dungeoneering while the Assassin is your stealth expert focused on killing. So I would simply allow...
by cbarchuk
Sun Mar 21, 2021 6:02 am
Forum: The Workshop
Topic: Additional Fighting Sub-Classes
Replies: 52
Views: 38574

Re: Additional Fighting Sub-Classes

I really like the Thug subclass you have. This is what the Assassin class should've been but maybe with an enhanced backstab or something. Nice work.
by cbarchuk
Sat Mar 13, 2021 9:58 am
Forum: General Discussion
Topic: Initiative
Replies: 14
Views: 5431

Re: Initiative

Ranged Attacks (weapon attacks) go first (players and monsters). Everything else goes second (players and monsters). So mutual knockouts are always a possibility. Let me just make sure I understand you as a question or two came to mind: Each side rolls a d6. Let's say players win. Now any player wi...
by cbarchuk
Fri Mar 12, 2021 8:35 pm
Forum: General Discussion
Topic: Initiative
Replies: 14
Views: 5431

Re: Initiative

elmarcotote123 wrote: Fri Mar 12, 2021 8:30 pm Ranged Attacks (weapon attacks) go first (players and monsters). Everything else goes second (players and monsters). So mutual knockouts are always a possibility.
Nice. Super simple.
by cbarchuk
Fri Mar 12, 2021 7:10 pm
Forum: General Discussion
Topic: Initiative
Replies: 14
Views: 5431

Re: Initiative

Personalized OSR-Esque game here, but I absolutely dig either group initiative or no initiative whatsoever (ranged attacks first, everything else second, so if you move and then shoot, you get lumped in with everything else). Having to go step by step is a chore and only adds nothing but padding to...
by cbarchuk
Fri Mar 12, 2021 10:55 am
Forum: General Discussion
Topic: Initiative
Replies: 14
Views: 5431

Re: Initiative

Well one thing I'm finding though is in small fights or fights against one opponent, individual initiative heavily favors the party.