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PostPosted: Wed Oct 04, 2017 4:49 am 
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Wild-Eyed Zealot

Joined: Thu Feb 19, 2015 4:33 pm
Posts: 52
Is there a modifier to artifact checks for Zero Level characters beyond their Intelligence modifier?

If not, it seems a bit cruel to Plantients that they actually get worse at using artifacts when they lvel up to first level. A level one Plantient having an artifact check modifier of -1.

I agree that Plantients should have a difficult time figuring out how to use technology, I just find it odd that a character would get worse at something going from level zero to level one. Granted level zeros need all the help they can get.


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PostPosted: Wed Oct 04, 2017 5:45 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2764
It happens in DCC, too. Zero level PCs don't take any penalty for unfamiliar weapons.

Call it "the Luck of the Zeros" if you like. It isn't that they are actually better; it is that Fate is somehow looking out for them....until a more amusing death can be arranged.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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PostPosted: Thu Oct 05, 2017 11:09 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3343
Location: Left Coast, USA
FLGS: Bizarro World
You have to think of the Funnel as being a bit more "adstracted" than full-on, leveled play. It uses simpler rules, so it plays faster and easier.

Some folks add the extra rules back into their funnels, because they want to...

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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PostPosted: Thu Oct 05, 2017 12:16 pm 
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Wild-Eyed Zealot

Joined: Thu Feb 19, 2015 4:33 pm
Posts: 52
Just wanted to be sure I wasn't missing something. I haven't had the DCC experience, so...

Liking MCC so far.


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PostPosted: Tue Oct 17, 2017 2:05 am 
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Gongfarmer

Joined: Mon Aug 14, 2017 4:05 am
Posts: 2
Location: Oslo, Norway
FLGS: Outland
I house-ruled Pure-strained Humans to have +1 at level 0, and plantients −1. It felt weird to me having a character getting worse. But in a one-off, or if I wasn't sure we'd go into a campaign, I'd probably not bother and would rather keep it simple.


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PostPosted: Sun Jun 10, 2018 8:34 am 
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Far-Sighted Wanderer

Joined: Thu Jan 22, 2009 7:25 pm
Posts: 33
Huyderman wrote:
I house-ruled Pure-strained Humans to have +1 at level 0, and plantients −1. It felt weird to me having a character getting worse. But in a one-off, or if I wasn't sure we'd go into a campaign, I'd probably not bother and would rather keep it simple.



That is an excellent rule I may use it. Out of 20 characters made I have seen only 2 rolled plantients. One was from the pre-generated scratch off sheet!


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PostPosted: Sun Jun 10, 2018 6:37 pm 
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Cold-Blooded Diabolist
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Joined: Mon Jul 11, 2011 10:58 am
Posts: 511
Location: Bethlehem, Pennsylvania
FLGS: The Portal
Maybe a beginning Plantient is a supple young sprout, open to new ideas & experiences.
Once he ages a bit, gains more experience, his bark hardens, he slows down and becomes more set in his way of thinking.
:wink:

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To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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