General > Graveyard
Hackmaster 4e OOC
Malek Deneith:
Gah, another houserule - on basis that it'd make no sense otherwise when calculating Honor during Step 11, use the final ability scores (but without fractional scores), rather than the ones fro Step 3.
Also - Matt_S I've got your PM, but I'll reply a wee bit later (right now got my hands full between shark20061, SKRen and house related works)
Matt_S:
Argh, the pressure of selecting a class... I rolled good Dex, and pretty good Int and Wis. I believe my plausible choices are Thief, Magic-user, Cleric, and Illusionist. Theoretically I could dump enough BP into charisma to qualify for Druid, and if I'm counting right I would also have just enough BP to qualify for Bard by raising my comeliness and charisma. My strength and constitution are below average, so any type of fighter is off the table for all practical purposes. Illusionist sounds pretty sweet, but the ban on invocations/evocations seems pretty harsh. I'd say that's where I'm still leaning, though. Bard also sounds fun, but dumping all of my BP just for that seems like a bad idea. What would you guys suggest?
Edit: actually, if I'm reading the steps right, I can pump up my charisma before the comeliness modifier gets applied, so I think that'll save me 4 BP.
Malek Deneith:
I would advise a Thief on the basis nobody picked one yet to my knowledge. But whatever you do I'd advise against Illusionist - while it might look fun on paper and someone experienced could probably use the class to effect, as someone new to RPGs you're likely to regret the choice when it turns out you ended up with all situational and no offensive magic.
Malek Deneith:
One more houserule - Since there are no cost lists for the "common" spell components I am ruling that spell components that don't have a cost given can be procured - in places where this could concivably happen - at cost of 1 gp for 1d4+1 castings (plus great honor/dishonor bonus/penalty if it applies) or 1 casting if the component does not expire on spellcasting. In addition a starting spellcaster starts with 2 helpings (i.e. 2d4+2) for each spell that he has memorized that needs a component PLUS for up to two non-memorized spells he knows (but no doubling up on one spell, mages also get component for read magic in addition to those). And of course you can spend gold for more 1d4+1 rolls if you need more of some component. Note: This applies to cost-less components ONLY. No freebies on ones that have gp cost listed.
Also - Spell Component weight: neglible. The above rules can be tweaked to make sense for some spell components (for example if something would seem heavy enough to merit a weight) and some components can potentially be gathered in nature but that won't be a guaranteed thing unless you, for example, run into a cave full of bats and gather the guano for fireball spells. And it's probably going to be lenghty too.
Some clarifications for special situations that came up so far:
- if a spell has more than one component you get equal amount of each as part of freebie, but when buying you buy them separately.
- if you have more than one copy of a spell memorized then you get +2 for each copy after first for purpose of starting freebie rolls.
raekuul:
Yay, a thief ^^
It would be a shame to not have a Paladin, though. Having a LG Paladin and NE Non-Killing Cleric on the same team would be interesting to play out...
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