Post by Mutant Lord: William McAusland on Apr 17, 2013 16:52:38 GMT -8
A few minor problems
by HolyHeretic » Tue Dec 06, 2011 7:25 pm
First of all I would like to say that I love this game and I think it is innovative and extremely well done. I am creating a six character party to run solo through The Crevice and I am very excited to get started. With that being said I have run into a some minor problems during character creation...
1.) I rolled up a Beastial Human (Fox) who exhibits 2 primary and 1 minor mutations. I rolled Size Decrease which says the following "This mutant is d100cm shorter than a normal human with typical pre-mutation sizes for males being 180cm and females 160cm. Adapting to his smaller stature, this character has fostered stealth skills, quick reflexes and how to make use of all available escape routes." The problem is that this character isn't human and has a much different size than humans so the chart that follows doesn't work. I could re-roll but a size decrease mutation for Beastial Humans seems a realistic enough mutation for them to have.
2.) The rules say that if you roll up the same mutation twice you should reroll, does this apply to Physical Alterations as well?
3.) Another character I have is a farmer, the text doesn't say if he starts with a pitchfork or not. It would make sense that he would since a miner starts with a pickax and a logger starts two axes.
4.) Also under farmer it says "To a farmer, a pitch fork (or any trident like, two handed weapon) is as familiar as his or her own two filthy hands, and as a weapon, is wielded at d3 weapons expert skill points and can be accurately thrown 8 meters instead of the usual 4m." However under table 1-70 it says the effective range of a pitchfork is normally 10m. Which is the correct range?
Re: A few minor problems
by Xhaosdaemon » Wed Dec 07, 2011 1:51 am
Yeppers these things do kinda crop up, I just try to look at things logically.....so here are my thoughts in this area:
1) Just look at the situation as a ratio....100 cm shorter than 180 cm is roughly 65% shorter. So whatever the height is you get for the fox, just decrease it by 65%. Notice too that the weight doesn't change, so you are more dense even though shorter (which would explain how Strength doesn't decrease).
2) I would be inclined to say yes, that applies to Physical Alterations, going by the rules as written. That being said rules are made to be altered so if your game is to be different than what may be intended, go with it.
3) I don't think it would break the game at all to grant the farmer a pitchfork.....unless he wants a hoe! (sorry, bad joke)
4) I would go with what the weapons table says, a 10 m range. Thus the farmer would be able to throw it a base 20 m instead.
Re: A few minor problems
by HolyHeretic » Thu Dec 08, 2011 2:18 am
Thanks a lot for the suggestions but I do have another question.
When characters gain ranks do they gain the additional hit points immediately or over a period of time?
Re: A few minor problems
by Xhaosdaemon » Thu Dec 08, 2011 3:48 am
The implication seems to be that the hit points are immediate, but I don't personally see anything wrong with requiring the character to return to a safe place to work on the things they learned, getting the hit point bump when that is done. The time period required of course is up to an individual GM.
Re: A few minor problems
by WillMcAusland » Fri Dec 16, 2011 8:03 am
Good questions and well answered.
The height decrease for the beastial human fox was a tricky one. There are probably a lot of mutations geared toward humans, and to make rules for every option in The Mutant Epoch would have resulted in a 600 page book. I guess the GM and player will sometimes have to work things out, but going with percentages is really a great idea, especially when a d100 modifier to centimeters is called for.
There are so many character variants in PA RPGs, with each mutation mix almost creating whole new races. With old D&D, you just had elves, dwarves, halflings and humans to worry about.
by HolyHeretic » Tue Dec 06, 2011 7:25 pm
First of all I would like to say that I love this game and I think it is innovative and extremely well done. I am creating a six character party to run solo through The Crevice and I am very excited to get started. With that being said I have run into a some minor problems during character creation...
1.) I rolled up a Beastial Human (Fox) who exhibits 2 primary and 1 minor mutations. I rolled Size Decrease which says the following "This mutant is d100cm shorter than a normal human with typical pre-mutation sizes for males being 180cm and females 160cm. Adapting to his smaller stature, this character has fostered stealth skills, quick reflexes and how to make use of all available escape routes." The problem is that this character isn't human and has a much different size than humans so the chart that follows doesn't work. I could re-roll but a size decrease mutation for Beastial Humans seems a realistic enough mutation for them to have.
2.) The rules say that if you roll up the same mutation twice you should reroll, does this apply to Physical Alterations as well?
3.) Another character I have is a farmer, the text doesn't say if he starts with a pitchfork or not. It would make sense that he would since a miner starts with a pickax and a logger starts two axes.
4.) Also under farmer it says "To a farmer, a pitch fork (or any trident like, two handed weapon) is as familiar as his or her own two filthy hands, and as a weapon, is wielded at d3 weapons expert skill points and can be accurately thrown 8 meters instead of the usual 4m." However under table 1-70 it says the effective range of a pitchfork is normally 10m. Which is the correct range?
Re: A few minor problems
by Xhaosdaemon » Wed Dec 07, 2011 1:51 am
Yeppers these things do kinda crop up, I just try to look at things logically.....so here are my thoughts in this area:
1) Just look at the situation as a ratio....100 cm shorter than 180 cm is roughly 65% shorter. So whatever the height is you get for the fox, just decrease it by 65%. Notice too that the weight doesn't change, so you are more dense even though shorter (which would explain how Strength doesn't decrease).
2) I would be inclined to say yes, that applies to Physical Alterations, going by the rules as written. That being said rules are made to be altered so if your game is to be different than what may be intended, go with it.
3) I don't think it would break the game at all to grant the farmer a pitchfork.....unless he wants a hoe! (sorry, bad joke)
4) I would go with what the weapons table says, a 10 m range. Thus the farmer would be able to throw it a base 20 m instead.
Re: A few minor problems
by HolyHeretic » Thu Dec 08, 2011 2:18 am
Thanks a lot for the suggestions but I do have another question.
When characters gain ranks do they gain the additional hit points immediately or over a period of time?
Re: A few minor problems
by Xhaosdaemon » Thu Dec 08, 2011 3:48 am
The implication seems to be that the hit points are immediate, but I don't personally see anything wrong with requiring the character to return to a safe place to work on the things they learned, getting the hit point bump when that is done. The time period required of course is up to an individual GM.
Re: A few minor problems
by WillMcAusland » Fri Dec 16, 2011 8:03 am
Good questions and well answered.
The height decrease for the beastial human fox was a tricky one. There are probably a lot of mutations geared toward humans, and to make rules for every option in The Mutant Epoch would have resulted in a 600 page book. I guess the GM and player will sometimes have to work things out, but going with percentages is really a great idea, especially when a d100 modifier to centimeters is called for.
There are so many character variants in PA RPGs, with each mutation mix almost creating whole new races. With old D&D, you just had elves, dwarves, halflings and humans to worry about.