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Post by Elliot Kane on Feb 14, 2006 17:27:43 GMT
This thread is intended for the use of players and non-players alike, unlike the other Awakening threads. Basically, any questions about the system or the game that arise through play can be asked here, whether those questions are intended for myself or the players. Don't bother asking things like "What was that noise the players just heard" though, as you won't get an answer
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Post by Shan on Feb 15, 2006 18:12:16 GMT
In learning how to create a character, would I be right in doing something like this. Character Name: Ashnara Player Name: Shan Description – Ash grew up in the forest. She spent her time with the animals and learned alot from them. Both her parents were very good with a bow and they started teaching her to use one when she was very young. She loves the forest and prefers it over city life. HP:9 AR:1 Mana:1 Speed:1 Lift:1 Strength:2 Agility:3 Intellect:3 Endurance:3 Skills: stealth: 24 Spells: 0 Equipment: 0 Shan
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Post by Elliot Kane on Feb 15, 2006 19:11:41 GMT
24 points to spread between Strength, Agility, Endurance and Intellect, with a minimum of 1 and a maximum of 10 in each. 24 points to spend on skills, with a maximum 5 in each. Background is good though
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Post by Shan on Feb 15, 2006 20:21:06 GMT
And these are the skills that I am suppose to divide the 24 points between? Read/Write Swimming Climbing Open Locks Find/Disable Traps Spellcraft Stealth Parry Use (Weapon Type) Sailing Singing Play (Musical Instrument) Tutoring Oh, I almost forgot. Where do I get points for health, mana, etc if I am suppose to put the other 24 into strength, agility, intellect. and endurance? Shan
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Post by Elliot Kane on Feb 15, 2006 20:27:15 GMT
Yes. Although you can create new skills if you like. I just added a few more in the Awakening: Game Rules thread. which is now the 'official game manual', you might say I will doubtless add to the skill list in due course, as more ideas come up. Edit: Health, Mana, AR, Speed and Lift are derived stats - in other words, you don't have to assign values to them, as their values will be automatic. As an example, your Health is 10x whatever your Endurance is, so if you put 4 points into End, you will have a Health of 40
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Post by Shan on Feb 15, 2006 23:24:38 GMT
Oh, that makes more sense now. I was thinking that you had to assign points to you health, mana ect. and then when something happened during play the 10x was applied to it to see how much was taken away or added depending on what had happened. I'll see what I can come up with now. Shan
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Post by Shan on Feb 16, 2006 0:13:14 GMT
Oh, and could someone explain to me what parry is all about and what would be the value of putting points into it? Shan
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Post by Gray Lensman on Feb 16, 2006 0:24:55 GMT
Strictly speaking, to parry means to stop an attacker's blow. In the game, Parry adds to your armor rating (AR). So if you put points in the Parry skill, it would be harder for an opponent to damage you. It's not a bad skill to have, especially if you don't have a high Agility.
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Post by SilvaShado on Feb 16, 2006 3:01:02 GMT
E - I wasn't sure if you wanted people posting in the game rule thread or not, so I'll just post here.
You might want to add in Intellect that for average games, a person starts with one level 1 spell for every two points in intellect. A GM can make this lower or higher depending upon what they want.
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Post by Elliot Kane on Feb 16, 2006 11:07:27 GMT
Silva - yeah, this is the right thread Ideally, the manual thread will remain JUST the manual As to a fixed and determined number of starting spells - I don't think it's a great idea, honestly. A LOT will depend on what the GM has in mind, and I like to avoid adding rules unless they are really needed. Where anything is better decided by the GM to suit the needs of his/her game, I tend to leave it be. A group of apprentice mages, for example, may all begin with the same spells because they all studied together. Or there may be reasons why the group will begin with no available spells (As in Awakening) If you ever GM the system yourself, there's no reason for you not to use that formula
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Post by Shan on Feb 17, 2006 3:48:39 GMT
I have noticed that some people have made a second character. Should I make another one when I am finished with the one I am working on? Shan
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Post by SilvaShado on Feb 17, 2006 3:51:48 GMT
Shan - I wouldn't. In fact, I'm not making a secondary character. Just start with one and see how that goes.
By the way, do you need help going through the character creation process? I noticed you've only chosen stats. If you need help, I'd be glad to talk you through it.
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Post by Elliot Kane on Feb 17, 2006 3:52:12 GMT
Up to you, Shan It might help you feel more comfortable with the process, so it won't hurt you The usual idea is to create a second character in case the first one is killed. And sometimes to help get used to a new system
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Post by janggut on Feb 17, 2006 3:59:38 GMT
oh yes, may i ask a question or two? is there any skill that can oppose stealth? i recall there is one in Neverwinter Nights CRPG but i can't recall the name of that skill. is that skill separate from find/disable trap? is there such a skill call er.... haggle? as in bargain. would that be lumped under the skill Persuasion? @ EK -> sorry to ask this but initially i thought that entry into Awakening gameworld isn't restricted to only waking up buck naked in a strange place. will it be possible to join a player character when meeting somewhere as a start?
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Post by LaFille on Feb 17, 2006 4:01:18 GMT
Elliot; would you accept that I create an animal familiar to my character? I have in mind some kind of huge wolf/wildcat creature; say one the character would have adopted when a baby & trained/used to interact and work with her as a team. What I would like to make as character is a somewhat druid with some rogue-like traits character. But... that leads me close to SilvaShadow & Shan's character, so any suggestion & help would be greatly appreciated and I would like to discuss that with you. Other questions to Elliot; could I put points in the voice training skill for my character to be skilled at imitating some noises/calls/animal cries? There are a few other skills that I would like to consider; alchemy (including knowledge of plants & misc. ingredients) and empathy (an ability to understand beings under the surface, say). But I read about GL's war knowledge skill idea, so... is that the same kind of "lazy skills" you want to avoid? What about the healing & resting aspects; is anything settled for that? Edit: nevermind that; just cheched the rules back, sorry. That's all for now... I think.
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Post by Elliot Kane on Feb 17, 2006 4:03:07 GMT
Jang - Spot Hidden would oppose Stealth, yes.
Haggle is a good idea - should get you reduced prices on goods.
There is no alternate meeting place for characters at this stage. It'll be a LOOONG wait until there is. More than that I cannot say...
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Post by Elliot Kane on Feb 17, 2006 4:13:22 GMT
Fille... While I am not averse in principle, the current adventure makes that impossible. Sorry. You all wake up in the same place with no sign of any possessions - including animals. TOO much duplication would be a bad thing, I agree. There are still a few weak areas in terms of group skills you might look at... Animal Noise Mimickry is fine Yeah, you can have that. Alchemy is a good idea Good guess Empathy would indeed be another 'lazy skill' Natural healing is in the manual. There is no healing skill yet, but if you want that, if you have suitable bandages etc I'd allow you to heal 1 Health pt per skill level per character after each battle - assuming they took that much damage Hmmm... Looks like you're going to be the resident healer
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Post by Gray Lensman on Feb 17, 2006 4:20:54 GMT
Shan... I created a second character initially because I had a better idea that I thought would work better for the party. Sometimes I create multiple characters to figure out where I want to go. Just the way I work. Ideally, what we want is a well-balanced party with a wide range of skills. So one character can fill the gap left by any of the others. If I may make a suggestion? Your character would be very well suited for Tracking, which we don't have in play right now. Survival may also make sense for you. Entirely up to you, of course. * For those with incomplete character sheets, I can help with some of the numbers if you'd like. Just let me know, and I'll see what I can do.
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Post by Elliot Kane on Feb 17, 2006 4:25:20 GMT
Oh yeah, while I remember - before anyone gets too clever, only ONE use of the Healing Skill will be allowed per character after combat, not one use per character who has Healing. OK?
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Post by SilvaShado on Feb 17, 2006 4:29:23 GMT
I don't think I understand. If a character has the healing skill, after battle he can only heal one person? Or can he heal any number of people, but only once per person.
Can you heal yourself?
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