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My Current Projects
Posted: Mon Mar 28, 2011 9:39 pm
by SmootRK
I have been trying to schedule in some "writing time" so that my otherwise unfinished projects get to a point that I at least feel good about sharing openly. If I don't try to get some of these topics down as specific goals, I fear they may get forgotten and left in limbo. I would love anyone's input on these topics, whether as simple commentary, editing/proofing, or as a collaborator...
Unordered List of Unfinished Topics (likely to be expanded upon as I remember unfinished works):
Smoot House-Rules (a compilation of my various rule tweaks) [edit] new link to pdf here:
download/file.php?id=71
Fey-Mage (alternate Sorcerer idea, MU subclass) - see this thread:
viewtopic.php?f=2&t=188
Conjurer (MU subclass) - see this thread:
viewtopic.php?f=2&t=151
Thug (Thief variant) - see this thread:
viewtopic.php?f=2&t=135
Equipment Emporium (a mega-list/compilation of equipment) - see this thread:
viewtopic.php?f=2&t=187
Quasi-Classes (release 2, to include fixes and Sage/Scholar Quasi-Class)
Re: My Current Projects
Posted: Mon Mar 28, 2011 11:44 pm
by Hywaywolf
I would like to help you, but the truth is I just don't have the game experience to be much use with expanded races and classes. My one thought is that special classes should have a slightly higher level experience rate. For example, I was looking at the Scout the other day (I think it was the scout) and it had the same level chart as the regular thief even though the Scout has many more advantages such as using the d6 for HPs, bonus to hit when using a bow and duel wielding. Your thug also uses a D6 for HPs and gets to use a shield. If you use the Cleric XP table you will be on the right track. Also, I think if you are going to call a class a Thug then they ought to be a thug. Thugs are brutes who like to fight dirty. You should pick the special abilities for the class and not make it a player choice. Thugs would probably be more likely to move quietly and hide in shadows so they can listen for a victim, then backstab or bludgeon them. They probably aren't nimble enough to pick pockets, open locks or remove tracks.
I didn't read it, but I do like the direction you took with your last post on that thread. (expert class) It reminds me of the 2e book I have on thief options. (the only 2e book I have)
Re: My Current Projects
Posted: Tue Mar 29, 2011 7:17 am
by SmootRK
I know what you mean with the XP thing. It came up during the conversation about Thugs, and as the Thug was written there we decided the XP Progression of Cleric was a tad more feasible. The Knight (sub-class) uses a progression same as MU (which seems too much). On the other hand, the MU classes such as Necromancer, Illusionist, Fey-Mage (already a tough progression) don't really get much in the way of bonus stuff... only different spells or different spell progression which was re-touched with balance in mind.
So, I think that what I might do, is come up with a couple new XP progression charts that find balance a little better. Having something in-between some of the charts... For instance, one chart based upon 2nd level at 1750xp, another at 2250xp, and another at 2750xp. This gives overall some more choices for rebalancing the classes without the messy math of stuff like "needs 10% more XP gain levels" like some of the given Sub-Classes, or even my own Quasi-Classes say. Perhaps, if I expand the available charts to a few more progressions, I can alter the way Quasi-Classes demand XP to something like, "use the next higher value Experience Point Table"? just a random thought while writing this post.
In my own House-Rules I may even move the MU XP Chart down to 2250xp level because I find it a tad too high as is compared to the other classes (much like discussed on the other thread)... but that is the appropriate place (houserules) for that kind of change. Generally, I prefer not to alter existing (core) material... but only to add to it (like fighter combat options supplement) or more stuff (new spells, new equipment, new races, new classes) that can be piecemeal inserted or removed from the campaign as desired.
The defunct Expert is a decent project to add to my list... but I ultimately decided that it was too complex for BFRPG in itself. You cant just grab it and go like a full class... choices choices choices make it too 'un-basic'. But it lingers as ways to alter the Thief in various ways to suit my tastes. Add this, take away that, and presto... now you have a Ninja instead of a Thief. Another assortment of abilities and you have Dwarvish Locksmith/Merchant, or Halfling Sleuth (CSI Shire lol).
Re: My Current Projects
Posted: Tue Mar 29, 2011 8:06 am
by Joe the Rat
I'd be willing to lend a hand on the Equipment Emporium. I'd been contemplating something similar.
Re: My Current Projects
Posted: Tue Mar 29, 2011 12:22 pm
by SmootRK
Joe the Rat wrote:I'd be willing to lend a hand on the Equipment Emporium. I'd been contemplating something similar.
Of course! You are welcome to help in any.
Re: My Current Projects
Posted: Tue Mar 29, 2011 12:53 pm
by jackel
I'd like to make a suggestion how bout callinthe equipment doc something like "'Ettinmeyer's' Equipment Emporium" where 'Ettinmeyer's' is what ever E name you can come up with. Ettinmeyer is just the name I came up with as an example. It's your project though. I just thought it'd be cool kinda like the old volos guides kinda thing, maybe something that DM's could use as a 'shop' in their world. Like Mcd only with weapons! Just my 3 cents worth.
Brandon
Re: My Current Projects
Posted: Wed Mar 30, 2011 7:35 am
by SmootRK
jackel wrote:I'd like to make a suggestion how bout callinthe equipment doc something like "'Ettinmeyer's' Equipment Emporium" where 'Ettinmeyer's' is what ever E name you can come up with. Ettinmeyer is just the name I came up with as an example. It's your project though. I just thought it'd be cool kinda like the old volos guides kinda thing, maybe something that DM's could use as a 'shop' in their world. Like Mcd only with weapons! Just my 3 cents worth.
Brandon
I think having some sort of intro would be fun. That said, I would want the lists to be pretty standard afterwords.
Re: My Current Projects
Posted: Wed Mar 30, 2011 8:52 am
by Hywaywolf
This may be silly, but perhaps we could expand this to represent an actual general store or armory shop similar to "The Shady Dragon Inn". You could have different shops for different commodities and/or size town complete with maps and store layouts, customers and proprietors. Have each shop be able to serve as a drop and play into any campaign.
Re: My Current Projects
Posted: Wed Mar 30, 2011 9:57 am
by SmootRK
Hywaywolf wrote:This may be silly, but perhaps we could expand this to represent an actual general store or armory shop similar to "The Shady Dragon Inn". You could have different shops for different commodities and/or size town complete with maps and store layouts, customers and proprietors. Have each shop be able to serve as a drop and play into any campaign.
This would be fun, but it adds a lot of work over and above the actual compilation of gear. I like the idea, but perhaps we can instead start a BFRPG Town/Adventure/Module sort of semi-setting... a sort of Adventurer's Base of Operations where we could insert such various Shops, Guilds, Taverns and such. Loads of interesting NPC characters, both as merchants, leaders, and various townies... but also npcs who are just in town between adventures (perhaps drawing from Solo's work on Adventuring Parties.
Some adventure seeds, minor locations, and nearby threats could be detailed too (stuff like a lich lives in the sewer), gargoyles have been 'coming to life' at an abandoned(?) Mage's Tower near the outskirts of town, Dwarves mining nearby have broken into a vast underground cavern that seems to be connected to a network of additional tunnels that go on for countless miles.
Re: My Current Projects
Posted: Wed Mar 30, 2011 10:18 am
by Hywaywolf
That sounds like a cool project, but I was thinking about something specific to equipment. The Shady Dragon Inn was specifically for providing pregenerated characters and a place to find them, hang out, drink, eat and I assume sleep for the night. It came with a floor plan of the building.
This could be a specific building or "strip mall" of several shops selling wears, shop owners, and maybe a series of villagers that have weapons/goods for sale (could be used in small villages where no specific weapon shop is available but individual villagers may have weapons they've picked up over time). You could still have straight lists of equipment as well.
But then again, if anyone wanted anything like this, it would have been created in the past 30 years
