Post by logan9a on Jul 4, 2018 13:51:10 GMT
First Aid: PC's have it made here. They lose HP. First aid/medicine/healing magic regains HP. NPC's don't have it so easily. They might have a broken limb. Broken back. Internal bleeding. Ruptured organs. Things that if they're in a hospital medicine rolls might help with. First aid does not mend a broken back. Magic for the win if you have it.
Disease: PC's are more or less immune. There is nothing less interesting or heroic than a case of herpies. Or aids. Or the plague. However, NPC's might get various diseases. The PC's can either work on helping them (no, first aid is really not useful here nor is medicine) or wander through the world like medieval plague doctors. Or death ravens or whatever.
Poison: Due to 'Logan's Rule 1', if the PC's take poison damage it is immediate. Take d8 from the sword and a nasty d6 from poison. Roll them both now. If someone is trying to slowly poison a PC they will find that the PC's seem to enjoy small amounts of arsenic in their food. See also 'disease' above. Or the PC's might take random damage and not know why. But generally speaking, people don't use poison against the PC's (rule 1) or if they are the PC's have failed to notice.
Learning spells: Once the PC's pick up the tier 1 spell at learn, then they need to get a critical to advance to the tier 2 etc. Or have been on the team that used some of their off game time to develop the spell. This can lead to the players advancing very quickly in learning new spells. NPC's can be taught new tiers but it can take years and they may never be able to get above certain tiers due to lack of talent, etc. Essentially, the PC's (due to getting checks then rolling after an adventure or session) are freaky fast at learning things compared to NPC's.
Some skills and professions: Stuff like potion making etc are right now "NPC only" professions. I don't have the time to delve in and figure out a cool way to make sitting around mixing ingredients in a lab or making magic items interesting and balanced. There might be some fetch quests (go get me a bunch of these special leaves) you can do to get potions (and other stuff) but honestly, the making of those sorts of occupations is so far under 'making a lot more spells and finishing out a bunch of spell trees' that I can't even see it. And you need all of the effects (spells) before figuring out how to basically bottle that stuff (in potions, magic items, scrolls, whatever) for later. So if you're sad about not getting to do that, remember that only two people are really working with any regularity to get the spell trees done. Suck it up and go to someone who sells that stuff.
Joining organizations: Any organization that has regular hours and days you're suppose to be there (ie anything not 'self employed') is a really poor choice for the players. Remember Logan's Rule 2. Also, this game is episodic and the groups often change about a bit. It is never 'bring your friend to work' day. Hence, the PC's will never become police, join the military or work a standard 9-5 job. The first time you go through a gate and end up missing a month of work you will either be fired or slated to go to prison for being AWOL.
Disease: PC's are more or less immune. There is nothing less interesting or heroic than a case of herpies. Or aids. Or the plague. However, NPC's might get various diseases. The PC's can either work on helping them (no, first aid is really not useful here nor is medicine) or wander through the world like medieval plague doctors. Or death ravens or whatever.
Poison: Due to 'Logan's Rule 1', if the PC's take poison damage it is immediate. Take d8 from the sword and a nasty d6 from poison. Roll them both now. If someone is trying to slowly poison a PC they will find that the PC's seem to enjoy small amounts of arsenic in their food. See also 'disease' above. Or the PC's might take random damage and not know why. But generally speaking, people don't use poison against the PC's (rule 1) or if they are the PC's have failed to notice.
Learning spells: Once the PC's pick up the tier 1 spell at learn, then they need to get a critical to advance to the tier 2 etc. Or have been on the team that used some of their off game time to develop the spell. This can lead to the players advancing very quickly in learning new spells. NPC's can be taught new tiers but it can take years and they may never be able to get above certain tiers due to lack of talent, etc. Essentially, the PC's (due to getting checks then rolling after an adventure or session) are freaky fast at learning things compared to NPC's.
Some skills and professions: Stuff like potion making etc are right now "NPC only" professions. I don't have the time to delve in and figure out a cool way to make sitting around mixing ingredients in a lab or making magic items interesting and balanced. There might be some fetch quests (go get me a bunch of these special leaves) you can do to get potions (and other stuff) but honestly, the making of those sorts of occupations is so far under 'making a lot more spells and finishing out a bunch of spell trees' that I can't even see it. And you need all of the effects (spells) before figuring out how to basically bottle that stuff (in potions, magic items, scrolls, whatever) for later. So if you're sad about not getting to do that, remember that only two people are really working with any regularity to get the spell trees done. Suck it up and go to someone who sells that stuff.
Joining organizations: Any organization that has regular hours and days you're suppose to be there (ie anything not 'self employed') is a really poor choice for the players. Remember Logan's Rule 2. Also, this game is episodic and the groups often change about a bit. It is never 'bring your friend to work' day. Hence, the PC's will never become police, join the military or work a standard 9-5 job. The first time you go through a gate and end up missing a month of work you will either be fired or slated to go to prison for being AWOL.