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PostPosted: Mon Feb 02, 2015 10:20 am 
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I'm sure I remember reading before christmas that SKG had tried to upload the Players Book to Drivethru but there had been some problems. If it was ready then, surely a month later it should be ready to go!?!?!?!?!

From the hints Damian and Shaun have been dropping here it sounds like it will address quite a few of the points being discussed.

I'm looking forward to seeing the skills system - I also play d100 games where there is a skill for everything, it always bugs me that the only other mechanic for skills is attributes.


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PostPosted: Mon Feb 02, 2015 1:38 pm 
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NickDaniel wrote:
From the hints Damian and Shaun have been dropping here it sounds like it will address quite a few of the points being discussed.


And raise many more, I'm sure!!

NickDaniel wrote:
I'm looking forward to seeing the skills system - I also play d100 games where there is a skill for everything, it always bugs me that the only other mechanic for skills is attributes.


Judging from the preview of the Hunter class on the SKG website (http://serpentking.com/wp-content/uploa ... hunter.pdf), I'm still not seeing a distinction between skills and abilities being included in the Players' Book. For example, the preview of the Hunter profession lists one of his abilities as being able to craft bows and arrows, which is more of a skill than an ability (anyone could learn to craft arrows, as far as I can tell - it's not something that should be unique to a specific profession, just like tracking - why can't anyone learn it?) Otherwise, you end up with a situation in which only Hunters can craft bows and arrows because they're the only profession with that skill. Suddenly, whilst trying to create more choice by adding new professions, you've actually restricted what each of the other professions can do. It's the same with the Hunter's forage skill - suddenly, by introducing this as a Hunter's specialist ability, you deprive the other professions of being able to do this. If you don't, then the Hunter loses something about it that makes it distinct. I'm all for having rules for foraging, and maybe give a bonus to the Hunter, but it needs to fit into a broader skills mechanic, which I suspect the Players' Book is not going to introduce.

Hopefully all this came out of playtesting and has been fixed in the final release :).

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PostPosted: Mon Feb 02, 2015 11:08 pm 
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All I know is right now a couple of my players like the mechanics but do not want to play because for example all Knights feel the same. They are hoping for a skill system in the players book but are starting to loose interest in the game with the long wait and very infrequent updates on how things stand.


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PostPosted: Tue Feb 03, 2015 6:02 am 
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malachdrim wrote:
All I know is right now a couple of my players like the mechanics but do not want to play because for example all Knights feel the same. They are hoping for a skill system in the players book but are starting to loose interest in the game with the long wait and very infrequent updates on how things stand.


Hopefully this will be addressed in the Players' Books and more emphasis will be placed on the role of the knight as a castellan, forrester-of-fee, steward, champion, etc. You don't always need mechanics to make characters feel different, sometimes all it takes is some more social context to the profession and then the player can make it feel like a different character, even if they are playing the same profession as everyone else. Which is one of the reasons I'm not really a fan of the newer professions with all their myriad options and choices.

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PostPosted: Tue Feb 03, 2015 6:28 am 
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Cobwebbed Dragon wrote:
malachdrim wrote:
All I know is right now a couple of my players like the mechanics but do not want to play because for example all Knights feel the same. They are hoping for a skill system in the players book but are starting to loose interest in the game with the long wait and very infrequent updates on how things stand.


Hopefully this will be addressed in the Players' Books and more emphasis will be placed on the role of the knight as a castellan, forrester-of-fee, steward, champion, etc. You don't always need mechanics to make characters feel different, sometimes all it takes is some more social context to the profession and then the player can make it feel like a different character, even if they are playing the same profession as everyone else. Which is one of the reasons I'm not really a fan of the newer professions with all their myriad options and choices.



In a way I agree and I definetely favour roleplaying as a means of differentiating characters. That said I do enjoy playing with different combinations of ( for example) Assassin abilities to come up with various concepts ranging from "Ninja", Forward Scout, Witch, Cutpurse, Spy, Cat-burglar, Hired killer to Irregular.

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PostPosted: Wed Feb 04, 2015 7:52 am 
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NickDaniel wrote:
I'm sure I remember reading before christmas that SKG had tried to upload the Players Book to Drivethru but there had been some problems. If it was ready then, surely a month later it should be ready to go!?!?!?!?!
.


Apparently still working on it. I know butkiss about technical stuff so I'm not sure whats involved.

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PostPosted: Wed Feb 04, 2015 9:14 pm 
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Gremlins. Definitely. Never feed them after midnight.

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PostPosted: Thu Feb 05, 2015 7:56 pm 
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Damian May wrote:
In a way I agree and I definetely favour roleplaying as a means of differentiating characters. That said I do enjoy playing with different combinations of ( for example) Assassin abilities to come up with various concepts ranging from "Ninja", Forward Scout, Witch, Cutpurse, Spy, Cat-burglar, Hired killer to Irregular.

And at high ranks, they all become largely the same again because you run out of different options. It's one of the reasons I prefer the branching professions to just having a few optional abilities. You have a meaningful choice at a relatively achievable rank (4?) that significantly shapes the character you become - having played it for a few ranks, you can probably start to see the direction in which you want to take your character, but when every choice basically leads to the same place, that only leaves a few middle ranks when you're different from your colleagues.

You don't need different abilities to differentiate characters, of course. Take three identical mid-rank sorcerers: one could have invested a lot of MP in his wand; one could cast almost entirely from scrolls to maximise his MP; and another could do none of those things and retain flexibility - all very different, but with the same basic abilities.

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PostPosted: Thu Feb 05, 2015 8:43 pm 
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Cobwebbed Dragon wrote:
Damian May wrote:
In a way I agree and I definetely favour roleplaying as a means of differentiating characters. That said I do enjoy playing with different combinations of ( for example) Assassin abilities to come up with various concepts ranging from "Ninja", Forward Scout, Witch, Cutpurse, Spy, Cat-burglar, Hired killer to Irregular.

And at high ranks, they all become largely the same again because you run out of different options. It's one of the reasons I prefer the branching professions to just having a few optional abilities. You have a meaningful choice at a relatively achievable rank (4?) that significantly shapes the character you become - having played it for a few ranks, you can probably start to see the direction in which you want to take your character, but when every choice basically leads to the same place, that only leaves a few middle ranks when you're different from your colleagues.

You don't need different abilities to differentiate characters, of course. Take three identical mid-rank sorcerers: one could have invested a lot of MP in his wand; one could cast almost entirely from scrolls to maximise his MP; and another could do none of those things and retain flexibility - all very different, but with the same basic abilities.


It generally takes a few years to get to 4th Rank in my games, and only about 50% of the original characters tend to make it, so that may be a source of disconnect. :D

But yes.....there is a document of mine and Jiminys, that I hope we can get to see the light of day after the PB is out, that tries to go a little in this direction. :)

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co-author Friends or Foes
co-author Dragon Warriors Players Guide
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co-author Cadaver Draconis
co-author Ordo Draconis 1 and 2.


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PostPosted: Thu Feb 05, 2015 9:13 pm 
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Damian May wrote:
But yes.....there is a document of mine and Jiminys, that I hope we can get to see the light of day after the PB is out, that tries to go a little in this direction. :)


Indeed, but first the PB will shine! ;)

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