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Re: House Rules v1

Posted: Sat Oct 27, 2012 11:27 am
by Hywaywolf
I have played with hirelings that served as camp guards. They wouldn't go into dungeons, caves, keeps, or any other place where they could expect battle, but they got paid a lot less than normal retainers and they didn't get XP.

Re: House Rules v1

Posted: Sat Oct 27, 2012 8:41 pm
by Joe the Rat
I'm going to go with "No" on hirelings, henchmen, and the like initially, as I don't think you'll need them for the introduction. That said, I've got a couple of ways for you to pick some up early, if you want (or it turns out I've severely boggled the difficulties)

Re: House Rules v1

Posted: Sun Oct 28, 2012 12:05 am
by Hywaywolf
early on when you carry everything with you camp guards aren't that important. Once you start having horses and wagons to carry all the stuff you are collecting you need someone to guard them since wagons don't really go into holes in the ground with the adventurers :)

Re: House Rules v1

Posted: Sun Oct 28, 2012 10:42 pm
by Joe the Rat
Okay, I'm going to add point assignment for thief skills (as on p. 142). remember that this applies after 1st level, and you cannot increase a skill by more than 10% in one level. I'm updating the front sheet.

Re: House Rules v1

Posted: Sun Oct 28, 2012 11:08 pm
by Hywaywolf
awesome

Re: House Rules v1

Posted: Sun Oct 28, 2012 11:30 pm
by SmootRK
Joe the Rat wrote:Okay, I'm going to add point assignment for thief skills (as on p. 142). remember that this applies after 1st level, and you cannot increase a skill by more than 10% in one level. I'm updating the front sheet.
Just to keep things simple, I will just keep to the standard progression I set up for the Bard class. Not really wanting to cross that bridge of point allotments yet. It actually never even crossed my mind yet. My own thoughts (that I wrote into the Thug sub-class), is that such a degree of specialization of skills is reserved for the dedicated thief class and not for any of the sub-classes or derived classes.

Re: House Rules v1

Posted: Mon Oct 29, 2012 1:06 am
by jcm
Nice! Editing my character sheet now.

Re: House Rules v1

Posted: Mon Oct 29, 2012 8:16 am
by Joe the Rat
SmootRK wrote:
Joe the Rat wrote:Okay, I'm going to add point assignment for thief skills (as on p. 142). remember that this applies after 1st level, and you cannot increase a skill by more than 10% in one level. I'm updating the front sheet.
Just to keep things simple, I will just keep to the standard progression I set up for the Bard class. Not really wanting to cross that bridge of point allotments yet. It actually never even crossed my mind yet. My own thoughts (that I wrote into the Thug sub-class), is that such a degree of specialization of skills is reserved for the dedicated thief class and not for any of the sub-classes or derived classes.
Well yeah, I said thief skills, not bard skills. ;)

I figured you would probably want to run it straight for testing. For the rest, we'll set fire to those bridges when we get to them. Possibly even while we're not standing on them.

Re: House Rules v1

Posted: Wed Oct 31, 2012 8:58 am
by Hywaywolf
Question about Two handed combat and using the off hand in defense. Can I use a Torch in the oft hand and use it defensively to get the AC bonus?

Re: House Rules v1

Posted: Wed Oct 31, 2012 10:25 am
by Hywaywolf
Also, a couple questions about the Equipment emporium. How much of this stuff will you require that the BTB doesn't require. Example, BTB we just buy a weapon and a backpack. Emporium provides a weapon belt. If I don't buy a weapon belt, then will you tell me that I am carrying, my weapon in my hand all the time :).

2nd question. If you do require additional equipment should the Carrying Capacity and the Lightly/Heavily Loaded weights be increase to reflect the additional weight being carried that was previously assumed being carried and not counted toward encumbrance?

Oh, and an add-on to my previous question. If you allow a torch for defense in two handed weapons, would a lantern work as well?