Wednesday, June 12, 2013

So what was I blabbering on about yesterday?

Alright, we all know how to roll up a character in TSR D&D or your favorite retro-clone/simulacrum/OSR thingie.

Roll for ability scores.
Choose a class (and race in some versions).
Buy equipment.
Record a few numbers for combat/exploration.
Choose an alignment.
Select spells (if a spellcaster).


Done.

In Flying Swordsmen, being based on Dragon Fist, which was based on 2E AD&D plus some ideas that were floating around WotC as they prepared 3E, character creation is like this:

Choose a class.
Choose a profile (if any).
Roll ability scores.
Figure out Stunt bonuses.
Select Martial Arts Maneuvers.
Select/buy equipment.
Record a few numbers for combat/exploration.
Select spells (if a spellcaster).


Done.

Of the extra steps, Stunt bonuses are simple chart lookups, but choosing a Profile and Martial Arts Maneuvers are both quite a bit more time consuming than choosing an alignment (the one that gets skipped).

Is this too heavy a form of character creation?  Would it be better if each Profile were its own class with all special abilities like martial arts maneuvers 'baked in' to each class rather than chosen carte blanche?

Because right now, Chanbara, while the mechanics are streamlined a bit, follows the Flying Swordsmen pattern.  But I'm thinking of changing both to match the good old standard D&D pattern.

What do you think?

7 comments:

  1. I've always been a fan of the old fashioned "roll your stats then decide what class you're playing" approach - but modern gaming styles prefer to give the player some choice in this matter and I totally understand that now we can no longer game several times a week for hours on end.

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  2. I think you ought to do both. If you're playing with newbies, it's nice if things are fast and easy, but with experienced players more choices at generation can be fun.

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    Replies
    1. I was going to say keep them seperate, but I like Nigel's idea. It allows for a quick start method and a personalized method. Since they're built the same way they're balanced.

      Awesome idea.

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    2. This is something I considered, actually. I can add an appendix of "preset" classes for ease of use.

      Or now that I think about it, rewriting it with preset classes presented first, then giving the option to select special abilities in the appendix might work better.

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  3. I would say leave it as it is. It may be a bit more complicated but not that much. Streamlining it would remove to much flavor.

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  5. I believe you mentioned that you might make " Flying Swordsmen" compatible with most OSR games. Any ideas on how you will make the martial art manoeuvers and stunts work? Also, will your Chanbara game be fully compatible with other OSR games too, so one might have Pan- Asian option with Japanese style Samurai fighting along side Chinese style Martial artist?

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