• When creating a dwarf character, you may simply choose any career that is exclusive for dwarves
• When creating a dwarf character, you may begin the game with an heirloom rune weapon or armor
Hi, I am playing a dwarfen runesmith.myself and as a suggestion to SWAG point 2 : don't give weapons or armor, but instead give them the Ancestor Badge item card. It works as a talisman on which you can attach a rune. (for me) tomorrow I'll look up some more rules and info for you.
Cheers,
Arnaud
(aka 'Lokgrund Branazal, Runesmith of the mighty Karak Azul')
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So, this Talisman... does it have any special rules or is it effectively the same as putting a rune on armor or weapons? What's the difference?
As for the other rune stuff: so they can choose any rune from the list I see in fantasy grounds? Also, by saying "heirloom item" I figured I would be giving them a superior item just so things made sense (I didn't know runes HAD to be on superior items). Is there such a thing as an "heirloom item" that I might come in conflict with rules-wise?
As to the money issue, I don't fret over that. Money is fairly liquid in my games, but availability of items is another issue. For example, a pair of pistols seems pretty awesome, but pistols simply aren't that good (rules-wise). I find players get annoyed having to pay for the "coolness factor" of pistols only to learn that it doesn't really translate to being very awesome. Giving them away for free to someone who actually bought a $50 boxed set is a nice reward that has no real affect on the balance of the game. If they don't want pistols, they can then take a superior weapon. Again, the extra fortune has very little affect upon the game in the long run but the players love it. And the horse? Unless the issue is purely about money, no one is really breaking the game with a warhorse since almost everything tends to happen indoors.
By the way, the "Trusty Horse" was my first choice but it says it is exclusive to the Outrider. I thought the player would feel cheated if they got "someone else's" stuff. Then again, maybe it'd be fine. Like I said, it was my first choice. Sometimes you've got to go with your first choice because it's the right choice. I might change this.
I suppose my entire philosophy about gaming is about empowering the players to feel like they're living up to what they wish there character could be. A good sample of this is in character generation. When making a new character I NEVER have players simply "acquire" an advanced skill. They always get it trained. After character generation is over it's a different story, but never DURING character generation.
The reason for this is as follows: if I'm making a burgher and saw it gave me the Education and Tradecraft skills I would think, "yes, that makes sense". After all, I should be able to read and write very well and i should certainly be skilled in the trade on which I base my living. When I learned this was NOT the case and that he was not skilled at these things but was merely FAMILIAR (i.e. aquired but not trained) with them I felt like the system had really let me down. The character was incapable of fulfilling the promise of that career.
When I thought about it I realized that FFG made the same mistake that most RPG writers do. They looked at these skills with an eye towards reality, not playability. The fact of the matter is that no one is going to hurt the fabric of your game with his awesome Tradecraft skill. No one is ever going to say, "Come on, Johann! Show these chumps how the Brash Young Fools handle an education-related problem!" Meanwhile, training in the "basic" Weapon Skill will have a major impact upon vast sections of potential gameplay yet has little limitations. This is fine, because it's fun. Why do we have to cut down on the fun of these "advanced" skills?
As a result, during character generation you TRAIN all skills you choose to take. During actual game play I can see some sense in doing the "acquired-but-not-trained" idea. Even then I'm not too keen on it, but at least I get it.
Anyway, that might give you some sense of where I'm coming from.
To the other points...
I completely agree with you about the Player's Guide. The reason I set it up the way I did is because I'm playing with components. If they don't buy the vault they effectively can't play. The fact is, if I loan out my cards they'll NEVER buy the vault. Even if they have the guide they still can't play since they lack the components. Meanwhile, I can always teach them the rules.
My hope is they'll want to know more once they're into the game (and they'll want the 2 advances for buying the book) so they'll end up buying the book soon afterwards. Besides, I think the vault makes an awesome first impression. Talk about getting your money's worth!
Finally, ive never played with the Ironbreaker and just made that decision based on the massive controversy I had read. Logically, it seems odd to start the game with the rarest armour in the world. It'd be like playing a brand new scout marine in Warhammer 40,000 and getting Terminator armor. What exists to balance this character? Is he as much of a nightmare as people say? Wouldn't every dwarf fighter want to take this guy as a default? What is his downside?
Anyway, I loved reading these points you guys made. Give me more feedback! It'll really help me out!
The Gromril armor is a tricky one. The points you make are good, but I am also aware that people must have some basis for their complaints. If I put it in my game then I'm stuck with it and have to deal with the headache. I figure there are plenty of careers in the game. I'll just let it count as an intermediate or advanced career. At least then the armour will have been earned.
As for the rune item, I'm a little disappointed they basically made runes work like a video game--you've got three "slots" in which to place a rune (weapon, armor, talisman) but I guess it makes it simple. How is the balance on the runes? Are there any that are unbalancing in your opinion?
By the way, I remember way back in first edition when there were bane weapons (man bane, orc bane, dwarf bane, etc) that just killed any member of a species outright. Wasn't that awesome? I never saw them in play, but I loved that they were out there.
By "unbalancing" I mean will this create a problem in my game. Will encounters become a joke unless I amp up the difficulty to a severe degree and thereby alienate the other players? Will a rune weapon make others feel like they are useless by comparison?