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Pathfinder/AD&D - And now FATE!
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Mad Dwarf



Joined: 09 Oct 2003
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PostPosted: Wed Feb 08, 2012 8:22 pm    Post subject: Pathfinder/AD&D - And now FATE! Reply with quote

Has anyone used the Pathfinder rules?

I'm still looking for a system for my old-school, modernised, retro, updated D&D game.

I was thinking of Burning Wheel, but there are some issues at low level (and I DO want to run some low level stuff!). I may well use some of the ideas from it (Beliefs/Instincts), but on the whole I'm not sure if it's what I want.

I'm not sure what it is that I want, which doesn't help! Wink

A new-fangled, true-to-the-original AD&D, with the creases ironed out sounds quite good, especially if the players can get their head round how I want it to play (once I've decided!).

So, back to the original question:
Has anyone used pathfinder, or have any comments on it?
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Last edited by Mad Dwarf on Sun Feb 12, 2012 6:16 pm; edited 1 time in total
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antiwiggle



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PostPosted: Wed Feb 08, 2012 11:37 pm    Post subject: Reply with quote

I haven't seen the Pathfinder rules but from what I have heard it is a cleaning up of the D&D 3.5 (d20) rules rather than AD&D.

There are some free "Old School Revival" systems out there if you are looking for something more D&Dish.
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Mad Dwarf



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PostPosted: Thu Feb 09, 2012 11:54 am    Post subject: Reply with quote

I quite like the look of Pathfinder.
You're right, it is D&D 3.5, tidied up.

NeverWinter Nights (MMORPG) used the D&D 3.5 rules and tended to work.
It did lend itself to characters having particular "builds"; set ways of buying feats, skills etc to maximise effectiveness. (But I might just find a load of these "builds" and call them Character Classes!).

If I wanted an actual old-school D&D, I'd use AD&D2, and just suck up the rules issues!
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Mad Dwarf



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PostPosted: Sun Feb 12, 2012 6:18 pm    Post subject: Reply with quote

I've also been taking a look at FUDGE/FATE.
Looks quite nice, but I'm a little unsure about Aspects.

What do people think of it?
Is it cumbersome, or easy?
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mcc



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PostPosted: Sat Feb 18, 2012 9:17 pm    Post subject: Reply with quote

Depends on the group and whether they (and you) get the core idea behind Fate. Personally I think it's probably my favourite system.

It's a different system to the ones most of us have played for years. With most systems the mechanics are supposed to simulate the 'reality' of a given situation. With Fate the reality isn't as important as the narative of the situation.

For example in most rpgs those really high cliffs your character just tied his boat to the bottom of are tough to climb because they're so high, and there are cross winds etc. It's going to take you a while to get up there after the bad guys because of these physical factors, even though you're and expert climber.

In Fate, those cliffs are going to be a bitch to climb because they're 'The Cliffs of Insanity!'.

The system itself is simple, and once you and your players have your heads round the system you should find it easy enough. To be fair tyo my players I felt they never quite got their heads round the system enough to find it intuitive. That may have simply been down to me not explaining it very well.

If you're interested I can let you take a look at the fate system designed specifically for Fantasy (it's called Legends of Anglerre), the one designed for the Dresden Files rpg (which has quite a neat magic syatem). I'd also suggest you take a look at Spirit of the Century which is pulp adventure and probably has the clearest explanation of the system. I've found that things that I spent ages trying to understand when I read the Dresden Files game were explained in a far more straightforward way in Spirit of the Century. While Dresden Files did a great job of evoking the atmosphere of the books, they overcomplicated explanations here and there.

Spirit of the Century is actually available online for free here

If you want to take a look at Legends of Anglerre, PM me and I'll sort out getting it to you.
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Mad Dwarf



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PostPosted: Sun Feb 19, 2012 2:58 pm    Post subject: Reply with quote

I've had a look through the Spirit Of The Century, and the other FATE documents available, and quite like the look of it.
Some of the explanations get a bit bogged down, especially as SotC is for a different genre.
I'd definitely be interested in looking at Legends of Anglerre.

I'm not exactly sure how a Magic system will run, and would quite like set spells, rather than a vague "Magic User" aspect that can do anything.

It looks like a lot of FATE runs off the Fate points, throwing them in to gain a bonus from an Aspect, assuming you can justify it's Narrative Relevance.

I hope my players can get to grips with the way FATE works - and I hope I can, too! Smile

If anyone has other suggestions of a system for my game, I'm all ears!
I think I've got a few months, depending on how long we can keep Mick running Rogue Trader for! Wink
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mcc



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PostPosted: Sun Feb 19, 2012 3:21 pm    Post subject: Reply with quote

Dresden Files magic works on Evocation and Thaumaturgy. Evocation is quick attack and defence magic, Thaumaturgy is rituals. Both work equally well with either set spells (there is a small example list in the main rules) or as off the cuff effects.

With Evocation you essentially pick an element, channel the power and release it in the space of a single round. It is possible to hold effects for longer if necessary.

Thaumaturgy is very much about the story of the ritual. You decide what the ritual should do, and work out the difficulty for doing so. You then have to reduce that difficulty to a manageable amount by gathering componants, checking up on ancient lore, tapping arcane contacts and general preparation. Aspects help to fuel that too, and obviously a magic user should have an aspect (in Dresden Files it has to be their core aspect) which says they are a mage or cleric. Preferably something more showy than that though.

Both Evocation and Thaumaturgy managed right can generate some pretty powerful results. If things go wrong the caster gets a choice as to what to do with the power. They can either ground it through themselves, and take stress and consequences for doing so, or they can release it into the environment, with whatever dire consequences to anyone and everyone around them that the GM chooses.

I'll sort out Legends of Anglerre for you. One thing that may also appeal about Legends of Anglerre is that you don't need Fate/Fudge dice to play. You roll 2 different coloured d6 and subtract one from the other to generate a result from -5 to +5.

As far as other systems go, if you're happy enough with d20 you might want to check out Fantasy Craft. I can sort out that for you to take a look at too.
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Mad Dwarf



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PostPosted: Sun Feb 19, 2012 6:44 pm    Post subject: Reply with quote

Thanks.

I'll have a good look through LoA and the magic stuff, see if I like it.

Fantasy Craft looks like a re-write of D&D, not sure what makes it stand out.

I like the idea of Fudge dice, but don't have any yet.
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I-KP



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PostPosted: Thu Mar 01, 2012 12:44 pm    Post subject: Reply with quote

I wish I'd known about the FATE version of Dresden, it might have saved me a shedload of strife when I did a few games.
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mcc



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PostPosted: Thu Mar 01, 2012 3:23 pm    Post subject: Reply with quote

To be fair the Fate version of Dresden was only released in mid to late 2010, by which time I think you'd already run your Dresden game and moved on. It was in a state of playtesting for about 2 years before that, with no firm release schedule (or even vague release schedule).
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Mad Dwarf



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PostPosted: Thu Mar 01, 2012 4:57 pm    Post subject: Reply with quote

I'm liking the look of LoA.
I even think the Magic system can be used (with just a few tweaks!).

I just hope I can get the players on board, and figure some interesting/useful Aspects ...
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Mad Dwarf



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PostPosted: Sun Mar 11, 2012 7:16 pm    Post subject: Reply with quote

OK, I think "Legends of Anglerre" will do the job.

Starting Characters will have: 6 Aspects, 3 Stunts, 7 Fate Points.
Skill Pyramid: 1 Good (+3), 3 Fair (+2) and 6 Average (+1) skills.

Aspects are split into 3:
a+b: Early days. One of these should be a Race or Occupation Aspect
c+d: Legend! Your story of passing from mere mortal to Adventurer!
e+f: Guest Star. Each character will Guest Star in one other Character's Legend.
Elf Aspect will allow access to some Power Skills. Not finalised yet.

I'm thinking of implementing the following restrictions, to fit the setting I like:

Restricted Race/Occupation choices - 1 Elf, 1 Dwarf, 1 Wizard. (Not sure on Wizard, but 2 wizards and an Elven spell-slinger bring a LOT of magical power).

Class/Skill Restrictions - Each Class must take one of its Primary Skills as Good (e.g. a Fighter must have Ranged or Melee Weapon, a Wizard must have a Power Skill, Rogue must have Burglary or Stealth etc).
Wizards will be restricted to max 3 Power Skills, one at each Skill level. Wizards will also be restricted on which Power Skills are available, and what combinations, through a set of "Schools", each with an area of specialisation.
Also, I may restrict Wizards to only one Stunt per Power Skill at creation. (alternatively I may restrict them to only one Power Skill having Stunts.)
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Mad Dwarf



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PostPosted: Wed Jun 13, 2012 7:00 pm    Post subject: Reply with quote

UPDATE:

I've started a wiki:
www.fateRPG.wikispaces.com

Take a look, and let me know what you think.

I'm still pondering over how to make magic viable, not overpowered, not crippled, and still flavoursome ...
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Mad Dwarf



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PostPosted: Mon Jun 18, 2012 3:23 pm    Post subject: Reply with quote

Wiki has quite a bit on it now.

If anyone has comments about the Magic System, please let me know.

PLAYERS: let me know if you want more fluff, system, NPCS, etc.
I'm not copying out the whole rule book, but if there are sections you want explaining, just ask!
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Mad Dwarf



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PostPosted: Thu Jul 05, 2012 8:10 pm    Post subject: Reply with quote

So, the first adventure will be Keep On The Borderlands!
I suspect that I'll have to beef things up a little, but we'll see ...
After that, what Modules are people interested in?
Temple of Elemental Evil?
GDQ? (Giants, Drow, Queen of the Drow)
S-Series? Very Happy
Ravenloft?

Or wait and see?
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