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Adventurer: CT and OD&D. What if ?

I'm looking at your chargen, and I like it. Not quite what I did for Commoners, but good.

One quibble though: needs editing! Your spelling isn't bad, but errors have crept in. :nonono::smirk:

Oh, and I would suggest that Mages and those priests who learn spells (not all of them should!) generate a Magic attribute to determine how much force they have. But that's me.

Edit: Now I'm looking at your missile and melee weapons tables; I would switch the damage for slings and shortbows. Composite and longbows look good as they are. And I want to know if the sabre and the cutlass are supposed to be the same thing.


Thanks for the look thru ! I've copyedited it a bit, thanks for the noodge. I tend to agree with you on the Shortbow/sling issue, but I kyped those directly from S4, so I find myself hesitabnt to mess with 'em much. I'll probably get over that, though. :D

Still obsessing over a magic system,.....we'll see what inspiron strikes my brain eventually.
 
So, in writing up rules to add airships (a la Barsoom) and artifacts to Adventurer, it occurs to me that I may have exceeded my initial intent -which was to model D&D in traveller. Still, they seem part and parcel of the whole S&S genre of D&D, and there are references to such in the original D&D books - to say nothing of the TSR rules for gaming on Barsoom itself.

Any thoughts ?
 
So, "no answer was the stern reply", eh ?

No worries, its all for fun anyway.....but, in case anyone is reading this and interested, my latest question is this: does adding the Barsoomian superscience and skyships need some more character classes, or are they all handled well enough by the existing set with a few rules clarifications and skill additions ?

For instance, I might either add the Career "Artificer" which would be kind of an archeological Engineer, or just a skill to the list of professional skills that covered it ?

Possible additions:

Marine(career)
Skyman/navy (career or skill)
Sky pilot (skill)
Scholar (either)
Artificer (either)
Scientist (Mad)

On the one hand, adding tons of careers seems to cause too much clutter and microdetailing in terms of character types (carrer = dairyfarm manager) wheras more skills leads to -well skill bloat and unbalanced degree of specialization).

So, my preference would be fitting the above career types into the existing careers with as few additional skills as possible-the idea beingf, our character isn't in fact a specialist on an adventure as a specialist (in other words, still in his career, basically), but an ex-career adventurer with a variety useful skills.......

Thoughts ?
 
Scholar would be the career; call the skill either Science or Philosophy. They would be like mages, except not magical. Artificers would be a type of scholar or mage.

Marines would be a type of soldier.
 
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I went through the copies that I downloaded and (by force of habit) did some editing; if you want me to send the edits-they were minor, just spelling errors-to you, let me know how.
 
You know what ? The magic system is driving me buggy. We hates it. Too damn long, too damned inconsistant.
:mad:
Endless frikkin spell lists is what soured me on 2ADD and eventually on 3.5

I'm trying again. I'm going to keep the load, fire and forget aspect, but I'm going to try and boil down the spells to a few basic spells which can be cast for different costs and difficulty to get related but different effects.
 
I'm trying again. I'm going to keep the load, fire and forget aspect, but I'm going to try and boil down the spells to a few basic spells which can be cast for different costs and difficulty to get related but different effects.


Wow. Thats even more work. Damn. Must not get bogged down on one part right now.
 
...oh no he didn't!

When the ADD players handbook first came out, my mid level fighter had his lackey carry a golf bag full of different polearms, which he used based on the armor of his opponents.
(specific usefulness = (%hit for given AC*Ave damage) in case you were curious. And yes, even at 18 I was a bit......mathematically disturbed :oo:)

it's been a few rough weeks; been a long time since i had a good laugh. This one had me rolling!
I can just see out steely jawed hero looking at the monster of the week, holding out his arm and not even bothering to look behind to his lackey as he calls out...

"Glaive fouchard voluge."
 
I'm trying again. I'm going to keep the load, fire and forget aspect, but I'm going to try and boil down the spells to a few basic spells which can be cast for different costs and difficulty to get related but different effects.

Instead of writing a whole magic system, I suggest you provide a set of conversion rules for GMs who want to import specific spells. Your workload will be cut to the bare minimum, and GMs are open to use as many, or as few, spells as they like in their games.

I'd focus on a plain conversion set for D&D spells, but you might also, if you have the energy, do conversions from other popular fantasy systems.
 
it's been a few rough weeks; been a long time since i had a good laugh. This one had me rolling!
I can just see out steely jawed hero looking at the monster of the week, holding out his arm and not even bothering to look behind to his lackey as he calls out...

"Glaive fouchard voluge."

Well, glad to have helped out.

and, yeah, it was kinda like that.....except for the DM yelling "DAMMIT ! CUT THAT OUT !"
 
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Clicked on this thread when it came up in the "recent threads" heading at the CoTI footer, and downloaded the Word file.

Looks terrific! Loads of ideas in there, and the opening essay is food for thought. I'll follow this with great interest from now on.
 
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