A few suggestions for rules changes

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Slloyd14
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A few suggestions for rules changes

Post by Slloyd14 » Thu Aug 17, 2017 9:17 pm

Local Lore
Instead of City Lore, can you expand it to be (Named area) lore which covers not just cities but also areas of countryside or wilderness so that people get a bonus in that area for its people, for navigation for hunting and for finding things of use. For example, you could have Local Lore - Moonstone Hills or Local Lore - Flatlands or Local Lore - Fire Island. This is different from terrain lore as the local lore might cover several terrains but it would only be appropriate for that area. Fire Island has a jungle, swamp and mountain, so Local Lore - Fire Island would work for all of them, but it would not work in the Icefinger Mountains or Scorpion Swamp.

No Swashbuckler talent
This is redundant now. It can be replaced with the Light Footed talent. EDIT: I just noticed bottg mentioned this in this post: viewtopic.php?f=13&t=2230

Armour for unarmoured people
Unarmoured people get to reduce damage by 1 on an armour roll of 7+. This has no effect most of the time, but if they have a bonus to armour rolls (such as from the Light Footed talent), it gives them a chance of reducing damage even without armour. This is effectively like having a Dodge skill of 0.

Special skill points
Special skills can only go as high as half maximum skill, round down. I know this has been done before, but it's so imortant, I thought I might repeat it. Mentioned in this post: viewtopic.php?f=13&t=2230

Languages
Instead of having points for languages and needing 4 points to be fluent, maybe the languages skill can be more of a “decipher” skill where the hero can decipher written and spoken languages that they don’t know. Learning a language to a fluency level could cost 100xp (which is 10 points less than getting 4 points in a skill). The Natural Linguist talent could give a +2 bonus to language rolls and also allow the hero to learn languages for only 50xp.

Silver-Tongued
In Stellar Adventures the Silver-Tongued talent gives a +2 bonus to four skills. In AFF2 it gives a +3 bonus. I would prefer a +2 bonus as a +3 bonus for four skills is a bit strong, making the hero a bit of a social game breaker.

Damage for masterwork weapons and damage from enchanted weapons
In the original rulebook, a sword of sharpness gives a bonus to damage rolls. However, in the Sorcery! book (and somewhere else but I can't remember where), sharpening a sword or getting a superior weapon gives a +1 to damage rolls. Also, SkinnyOrc sent me this as a message (but I don't know if it is public) that maybe superior weapons should get a +1 to damage rolls and enchanted weapons should get a +1 to actual damage. Inferior or damaged weapons could have a -1 to damage rolls.
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dcpchamber
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Re: A few suggestions for rules changes

Post by dcpchamber » Sat Aug 26, 2017 3:35 am

Hopefuly one day we'll have a rules cyclopedia with these house rules 8)
Now that you mentioned, we use a similar rule for masterwork and enchanted weapons/armors.

Slloyd14
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Re: A few suggestions for rules changes

Post by Slloyd14 » Tue Mar 13, 2018 1:47 am

Magic points

Another rule, inspired by Stellar Adventures - Initial magic points is equal to magic x 3 to clean up the magic point calculation rule.

Staves skill

Staves covers using tools as weapons as well, such as pitchforks, torches, picks and shovels.
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gloccus
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Re: A few suggestions for rules changes

Post by gloccus » Tue Mar 13, 2018 4:18 am

Slloyd14 wrote:
Thu Aug 17, 2017 9:17 pm
Languages
Instead of having points for languages and needing 4 points to be fluent, maybe the languages skill can be more of a “decipher” skill where the hero can decipher written and spoken languages that they don’t know. Learning a language to a fluency level could cost 100xp (which is 10 points less than getting 4 points in a skill). The Natural Linguist talent could give a +2 bonus to language rolls and also allow the hero to learn languages for only 50xp.
Thank-you for putting together all the ideas in this thread. I like almost all of them, but I personally feel that being able to learn a language to different levels of fluency is both useful and potentially interesting from a roleplaying perspective. It's also realistic, although that isn't important in an abstract fantasy RPG like AFF2e.

It even makes sense to me that some people could have more than 4 points in a language skill: professional poets, authors and orators (or speechwriters), for example.

Of course, the problem is that if skills can't exceed half SKILL or MAGIC, then only Elf Wizards with a MAGIC score of 8 would be legal starting characters. Possible solutions include making all languages exceptions to this rule, making all racial skills exceptions or making only the native language an exception. Or the native language could be represented by an extra Talent that everyone gets. It's worth pointing out that an Elf Hero with only one point of MAGIC is also technically illegal, due to the compulsory point of Magic-Minor, so perhaps this needs more thought.

There are a couple of other ideas I've had, although neither affects gameplay to a great extent and are more for flavour than to fix an issue with the game:

I think that having a separate Literacy skill (for reading and writing) might be useful in some circumstances. The Marsh Goblins in Sorcery3 The Seven Serpents are illiterate, for example. Of course, heroes would all get at least one point in this for free. However, I understand that most Directors might consider it not to be worth the extra book-keeping to include another skill that nearly everyone has and will hardly ever come into use. An alternative might be to have a negative Illiteracy Talent given to anyone who can't read and write.

Whilst I understand the need for a Common language for gameplay purposes, I don't like the fact that AFF2e treats it as a human hero's native language, whereas Elves and Dwarves have their own languages. In the books, different human languages are mentioned (Allansian is apparently very similar to Arantian; some people from Mauristatia speak Crolian, etc.) but everyone still seems to make themselves understood wherever they are. In game terms, this would be like having a native language (Dwarfish, Kallamehri, Gallantarian or whatever) and also a working knowledge of the Common tongue. Humans and other heroes would then be on a level playing field when it comes to free language skills.

I'd like to reiterate that I think most of the rules in this thread are very helpful and I'll be using them in my games.

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Re: A few suggestions for rules changes

Post by Slloyd14 » Tue Mar 13, 2018 10:03 am

Good points. How about fluency in a language is worth 2 points? After all, if 4 points is mastery which gives me the impression of Shakespeare or Dr Samuel Johnson, you don't need to know every word in a language to get by. 1 point is partial fluency, which might cause some problems and then having 3 or 4 points might give bonuses when making a speech, being persuasive or interpreting a particularly specialist tome.
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HedgeWizard
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Re: A few suggestions for rules changes

Post by HedgeWizard » Tue Mar 13, 2018 10:23 am

Slloyd14 wrote:
Tue Mar 13, 2018 10:03 am
Good points. How about fluency in a language is worth 2 points? After all, if 4 points is mastery which gives me the impression of Shakespeare or Dr Samuel Johnson, you don't need to know every word in a language to get by. 1 point is partial fluency, which might cause some problems and then having 3 or 4 points might give bonuses when making a speech, being persuasive or interpreting a particularly specialist tome.
I have to say that I like the idea of 4 being perfect fluency, with 5/6 showing great poetical or oritory abilities. When you learn a language there is a long journey between being able to make simple sentences and actually being fluent and comfortable in all situations, even when having to improvise. I remember tripping over myself on numerous occasions when I started using my second and third language at work. I could communicate but would make mistakes in understanding or saying things which could lead to amusement or even in some cases anger from the person I was communicating with.

Another thing which should be kept in mind with being less than completely fluent is how exhausting speaking another language can be. For example you are at level 3, really good. In fact you can function at native fluency on certain subjects for a period of time but you will get tired and after a while start to struggle, mistakes will creep in, you get a headache, you get more frustrated and you go down hill. By the end of the evening you are at level 2 at best level 1 at worst.

Even people who can communicate their ideas fluently can struggle on particular things. My wife's family found it very amusing (and at times confusing) that I struggled with the different prenunciations of L'amour and la mort. With the result that I have to take special care. You can also excel in certain aspects of the language, one relative said "Your grammar is very good but your accent is terrible at times, while your Belgian friend has an excellent accent but horrible grammar." Even between two languages you can struggle with different aspects of them.

So a long reply in defence of level 4 for language fluency (the one skill exempt from from the half of skill limitation in my mind)! Even in an abstract RPG like AFF there is a whole world of possibilities to be explored in how people communicate.

shintokamikaze
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Re: A few suggestions for rules changes

Post by shintokamikaze » Wed Mar 14, 2018 12:37 am

Firing into combat needs to be changed to -1 for each friendly unit in combat with the target.

Nuvole!
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Re: A few suggestions for rules changes

Post by Nuvole! » Wed Mar 14, 2018 3:20 am

I'd just make languages Special Skills an exception to the rule of having Special Skills max at half SKILL or half MAGIC.
Thinking about the middle age (we are in a kind of medieval fantasy world, after all... and Charlemagne, in the real world, for example, couldn't really read...) I think that having a Literacy Special Skill that allows you to read and write makes sense, although under the practical point of view it could be an issue (think about the various bits of The Warlock of Firetop Mountain where you have written stuff... if take it away, you lose quite a bit of the adventure...) maybe we can assume that having Magic or Priestly Special Skill you automatically learn also to read and write.
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SkinnyOrc
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Re: A few suggestions for rules changes

Post by SkinnyOrc » Thu Mar 29, 2018 10:40 am

Yeah it's never made sense to me you can read and write with only Language 2 and yet native speaker is Language 3. So all native speakers can read and write, which means Titan has a slightly higher literacy rate than the modern first world where only most can. Maybe instead Language 3 is fluent speaking and 4 is basic reading and writing. But a separate Literacy skill might be even better.
Nuvole! wrote:an exception to the rule of having Special Skills max at half SKILL or half MAGIC.
I just don't think that rule change works, it causes too many flow on effects. You should be able to be good at a special skill without a high SKILL. It's just to stop Weapon special skills getting too high too fast, so limit it to those or achieve the result in a completely different way.

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