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PostPosted: Thu Nov 03, 2011 2:49 am 
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During a recent re-reading of the beta rules, I noticed that while the dwarves add their level as bonus to their skill checks to notice traps, slanting passages, shifting walls and new construction, the elves receive a flat +4 to detect secret doors. Is their any reason why these work different?
Another thing I found interesting is that dwarves and halflings don't get any bonuses to their saving throws vs magic or poison, while elves are immune to sleep and paralysis.

After playing D&D for years, some of these classical racial abilities (infravision, resistances) seem to be natural, and everything that's different seems strange. The only question is, did these have any roots in Appendix N? I didn't read everything from the appendix, but in those rare novels which are on the list and did include demihumans, I don't recall any, which included infravision, halflings being good with slings, dwarves resisting magic easier, elves resisting sleep and charm spells or an elf facing a ghoul. :) Did I miss something, or are these mostly the creations of game designers of yore? Can you collect the literary sources of racial abilites?

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PostPosted: Thu Nov 03, 2011 9:36 pm 
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This has been discussed before. The game is inspired by Appendix N, but with an eye toward drawing in D&D players. The whole cleric class has been a point of contention here. Customers of Goodman Games existing products are the target of the game and as such the game does not stray from D&D's "roots", ironically also inspired by Appendix N.


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PostPosted: Mon Nov 14, 2011 4:57 pm 
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jmucchiello wrote:
The whole cleric class has been a point of contention here.
Yeah, and the more I think about it the more I'm going to encourage my players to pick non-cleric class options. Clerics just don't seem to fit the style of the game I imagine.

Once you take clerics out healing becomes a premium and undead get a lot more scary. Those factors alone would seem to be a bonus. :wink:

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PostPosted: Thu Nov 17, 2011 7:37 pm 
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Ravenheart87 wrote:
During a recent re-reading of the beta rules, I noticed that while the dwarves add their level as bonus to their skill checks to notice traps, slanting passages, shifting walls and new construction, the elves receive a flat +4 to detect secret doors. Is their any reason why these work different?


Not that I can remember. :) Good catch...probably two rules I wrote at different times and didn't catch the discrepancy.

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PostPosted: Fri Nov 18, 2011 3:36 am 
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Ravenheart87 wrote:
During a recent re-reading of the beta rules, I noticed that while the dwarves add their level as bonus to their skill checks to notice traps, slanting passages, shifting walls and new construction, the elves receive a flat +4 to detect secret doors. Is their any reason why these work different?
Oh, it's simple, actually.

Dwarves are by their very nature creative and learn things well, so as they advance they become better and better at what they do.

Elves have a lot of natural talent but are basically stupid and never learn from their mistakes.

I'm surprised that you did not know this. :lol:

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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
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"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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PostPosted: Sat Nov 19, 2011 7:38 am 
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finarvyn wrote:
Ravenheart87 wrote:
During a recent re-reading of the beta rules, I noticed that while the dwarves add their level as bonus to their skill checks to notice traps, slanting passages, shifting walls and new construction, the elves receive a flat +4 to detect secret doors. Is their any reason why these work different?
Oh, it's simple, actually.

Dwarves are by their very nature creative and learn things well, so as they advance they become better and better at what they do.

Elves have a lot of natural talent but are basically stupid and never learn from their mistakes.

I'm surprised that you did not know this. :lol:

Damn, you're right. :)

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PostPosted: Sat Nov 19, 2011 3:02 pm 
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Ravenheart87 wrote:
finarvyn wrote:
Ravenheart87 wrote:
During a recent re-reading of the beta rules, I noticed that while the dwarves add their level as bonus to their skill checks to notice traps, slanting passages, shifting walls and new construction, the elves receive a flat +4 to detect secret doors. Is their any reason why these work different?
Oh, it's simple, actually.

Dwarves are by their very nature creative and learn things well, so as they advance they become better and better at what they do.

Elves have a lot of natural talent but are basically stupid and never learn from their mistakes.

I'm surprised that you did not know this. :lol:

Damn, you're right. :)

Maybe you're an elf. :lol:

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"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
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-- Dave Arneson


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PostPosted: Sat Nov 19, 2011 10:15 pm 
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finarvyn wrote:
Ravenheart87 wrote:
finarvyn wrote:
Oh, it's simple, actually.

Dwarves are by their very nature creative and learn things well, so as they advance they become better and better at what they do.

Elves have a lot of natural talent but are basically stupid and never learn from their mistakes.

I'm surprised that you did not know this. :lol:

Damn, you're right. :)

Maybe you're an elf. :lol:

Nay, some stupid test said I'm a gnome. :lol:

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PostPosted: Sun Nov 20, 2011 2:19 am 
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Ravenheart87 wrote:
finarvyn wrote:
Maybe you're an elf. :lol:

Nay, some stupid test said I'm a gnome. :lol:


So. Many. Ways. To respond. To that... -- I'm speechless. :?

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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

Runes:https://i.imgur.com/xGUofHk.jpg
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