tag:blogger.com,1999:blog-283938885302784821.post5569031359838264534..comments2024-03-28T00:42:25.420-07:00Comments on Grognardling: The Scoundrel, Part 15: Some Loose EndsChristopherhttp://www.blogger.com/profile/16988517412357391012noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-283938885302784821.post-37152101636383858112012-01-29T09:53:06.050-08:002012-01-29T09:53:06.050-08:00I know this is a old thread, but I've been on ...I know this is a old thread, but I've been on a S&W kick, and want to share a couple of (long) thoughts. <br /><br />I read through all your Scoundrel posts, including your thoughts on skills and abilities.I like what you've written, and I agree that there is a fourth archetype, "I solve problems with trickery, subterfuge, and misdirection."<br /><br />However, I think I went farther afield in my definition of the trickster class. I like your class name Scoundrel, but I feel trickster is the most neutral definition between Rascal (Lawful), Rogue (Neutral), and Scoundrel (Chaotic).<br /><br />I chose Charisma as the Prime Requisite for the Trickster, as I feel that trickery and misdirection don't apply to inanimate objects (locks), but to people. Cugel is certainly a charismatic trickster.<br /><br />Finally, I based the class off of the Illusionist, instead of the thief:<br /><br />The Trickster<br />You are a rascal or scoundrel, solving life’s problems through trickery, stealth, or misdirection. Perhaps you are a wandering minstrel, a deceitful mountebank, a colorful jester, mysterious gypsy, an immoral assassin, or a greedy thief. Whatever your cover story, your weapons are deceit, your armor is misdirection, and your power is subtlety. Tricksters rarely rise to positions of absolute authority, and are more often shadowy powers behind the throne or flagrant anti-authority figures.<br /><br />Prime Attribute: Charisma, 13+ (5% experience)<br />Hit Dice: 1d6 (Gains 1 hp/level after 9th level.)<br />Armor/Shield Permitted: Leather/Buckler.<br />Weapons Permitted: One-handed melee weapons, except the Bastard Sword, and any missile weapon, except Heavy Crossbow, and Longbow.<br /><br />Trickster Class Abilities<br />Misdirection: The Trickster receives a +1 bonus on dice rolls to misdirect or go unnoticed. <br />Spell Casting: Like the Magic-User, Tricksters learn a cast spells specializing in illusion, misdirection, and confusion. <br />Troupe (9th): At ninth level, a Trickster may establish a troupe and attract a body of like-minded individuals who swear fealty to him or his cause. The troupe will most likely have a convincing, seemingly legitimate facade.<br /><br />I use a "Describe what your character does, then I'll let you roll dice" game style and rely on a simple 2d6 over 8 mechanic (aka. Traveller Task Resolution). So the Misdirection ability might apply to Sneaking, Bluffing, or picking locks.<br /><br />Lastly, I'll let anyone try to pick a lock. I need to work out some random lock mechanics that will trigger a dice attempt when the player uses the right description for what he's doing.TheHarshaxhttps://www.blogger.com/profile/13858153319804786258noreply@blogger.comtag:blogger.com,1999:blog-283938885302784821.post-79820626037206316362011-06-30T17:46:48.815-07:002011-06-30T17:46:48.815-07:00Awesome man, been following along with this series...Awesome man, been following along with this series and digging it.Nopehttps://www.blogger.com/profile/02743719179352388875noreply@blogger.comtag:blogger.com,1999:blog-283938885302784821.post-54332757545976359692011-06-30T16:50:07.317-07:002011-06-30T16:50:07.317-07:00NICE.NICE.Christopherhttps://www.blogger.com/profile/16988517412357391012noreply@blogger.comtag:blogger.com,1999:blog-283938885302784821.post-52765425275668770722011-06-30T16:45:53.346-07:002011-06-30T16:45:53.346-07:00I'll limit myself to 6 since that's how ma...I'll limit myself to 6 since that's how many you threw into the pot:<br /><br />7: Totally different spell of the same level is cast instead. (Determine randomly)<br />8: Spells looks and sounds like it has been cast, but none of the actual effects occur. (Treat as nondamaging illusion)<br />9: Spell becomes a Living Spell, a monster with Hit Dice equal to the spell's level that can produce a version of the spell's effects at will.<br />10: Spell becomes permanent.<br />11: Caster acquires a curse thematically related to the spell. (ex: Sleep -> Caster is always tired)<br />12: Target acquires a curse thematically linked to the spell. (As above)Nobodyhttps://www.blogger.com/profile/08553033903110391188noreply@blogger.com