Monday, August 18, 2014

Attributes - Kindred Limitations

The Lone Delver posted a very detailed  and well thought proposal for the update of starting kindred modifiers HERE.

I have just returned from GEN CON after having run 3 separate T&T sessions, all with new character generation. One was my SA! GASLIGHT game, so I will not refer to that character generation since those were human only characters.

http://paratime.ca/v_and_v/art_jdee_dnd2.html
Jeff Dee/TSR

Does it make sense to 'cap' or set a maximum for a kindred that cannot be surpassed by spending AP to increase the attribute? It makes sense to limit a Hobb or a Leprechaun to start with a limited STR, however those low numbers are easy pickings to start raising once the AP starts flowing in.

I know that most purists would say that this would be nonsense and T&T should be unbalanced, but then why have racial modifiers at all if you are limiting or rewarding the character based on his or her kindred propensities at the start?

If a Leprechaun and Hobb are both limited to a negative starting adjustment for STR, does it not make sense to say that such characters should never exceed a 15 STR? Would it make sense for a Hobb who is so racially limited at the start of his career to have a negative modifier to his natural STR, to be able to get this value up to a 40 or 50, thus being 'stronger' than say a giant?

Just thinking out loud here...I will spend some time adding to the existing 7.5 charts what I think should be MAX values for different kindreds. More to come soon...

For my fantasy games at the convention, I had two distinct and wonderful groups...

Group 1 consisted of the following:
  • Naga Wizard (complete with a saddle to allow the Leprechaun to ride on his slithery end)
  • Leprechaun Rogue (with a Talent for 'finding profit' - basically a Ferengi, well played)
  • Dark Elf Wizard
  • Dwarf Warrior
  • Dwarf Warrior
  • Hobgoblin Warrior (with a talent in cooking that endeared him to the humans in the caravan the group was guarding - also had a small boy who eagerly followed him around with a fork trying to help him fight)
Group 2 consisted of the following:
  • Ogre (female) Warrior (she patched together her armor from bits and pieces of armor from fallen foes - she also took insult to anyone that just assumed  she was a monster - she was very un-uncouth)
  • Vampire Wizard (told others he was victim to some really bad acid wounds so he keeps his entire body covered)
  • Merperson Warrior (an aristocratic envoy to the landed peoples who got tired of the hum drum life of courts and politics and took up his harpoons, trident, and net to try some delving)
  • Leprechaun Rogue
  • Hobb (female) Rogue
For the record, my SA! Gaslight game had the following:
  • The Assistant (a chemist assistant who was eager to try out his own talents at mixing things)
  • The Doctor (nicknamed Doctor Death for his eagerness to stab anyone with his hunting knife)
  • The Dentist (carried around his bottle of chloroform)
  • The Rich Guy (independently wealthy, loved his boomstick)
  • The Irish (he was Irish and he created a talent called 'Liquid Courage' which worked quite well)
  • The Dancer (proficient with darts, she also brought out a burlesque dance in a tavern to cause a needed  distraction)
  • There were 2 other characters that I am having a hard time remembering their details...

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