As some of you may know by now, I recently released my *takes a deep breath* open source tabletop skirmish role playing game *cough* called Chronicles.
You can download the rules here : http://chroniclesgame.wordpress.com/
This brand spanking new plog is going to be a little different. In it I am going to showcase models that I am going to use for the Adventurers and the Enemies. I might show scenery I may build for Chronicles. There are probably going to be in-game shots of us playing at the table with accompanying play reports, and besides that, I am also going to openly blabber about my design philosophies, choices I've made, specific rules, upcoming supplements and other such very intriguing things.
Besides that, this log can also be used to ask any questions to me, or perhaps post ideas and thoughts of your own.
First off, I had this model for a very long time and he is going to be my personal Dwarf Warrior.
The Dwarf Warrior is a power house. His DEF (Defence Value) is not as high as the Human Swordsman, nor is his FS (Fighting Skill) on account of him being short, but he has a higher STR (Strength Value) and I am also personally pretty happy with his Skills.
Chronicles is very different from games such as Pathfinder or Dungeons and Dragons. The game in itself is mostly a combat system. The combat system is rooted in the use of miniatures, but it's not impossible to play without. There are few rules governing role playing. It was a deliberate choice to keep role playing within the fields of the players' own creativity, instead of putting every little thing into a dice roll. Only things such as the ability to perform for gold is put into a dice roll, as to how much they make with their performance.
Also, characters are not created the same way as in those games. You simply pick a character type of a pre-determined race and class, with a pre-determined skill tree and pre-determined stat progression. However, you CAN give them so-called Defining Features. Things that make them unique from other Adventurers of the same race and class. These can be things that normally belong to other Adventurers (Special Actions), such as the (upcoming) Bard's Perform skill, or the Elf Hunter's hunting skill, or they can be things that make them stronger in combat (a +2 on STR for example) or something that facilitates role play. These can be things such as Adventurers being able to speak to Animals, or being royalty. They are not rules, they are merely flavour and a way to tell the Game Master what you want out of the game. It is up to the GM to use these Defining Features to immerse the players. For example, if one player wants to be a prince, than the campaign should probably start somewhere around the king's court, the other players perhaps even belonging to the retinue of the prince, or another important person within the court of the king. The role play Defining Features are actually most prominent.
Finally, there is no finding new weapons or armour. Those too are pre-determined (making wysiwyg easier). Weapons are (and should be) personal items with emotional value. That doesn't mean you can't give them bonuses to give them a certain power or flavour. Weapons and armour have "Enchant Slots" which are basically there for upgrades, such as doing additional Fire damage, or somesuch. There are, however, other items you can find, such as bracelets, helmets, capes and that kind of stuff.
Thanks for reading!
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