Page 3 of 8
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 5:13 am
by gideon_thorne
Breakdaddy wrote:
There's more than just the one copy, I promise!
Great job on the art, as usual!
Just had to mess with ya.

Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 6:11 am
by dadiceguy
I roll to disbelieve...
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 1:27 pm
by GreyLord
sounds absolutely awesome!!!!
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 2:50 pm
by Breakdaddy
Morning all! I didn't read much more of the CKG last night. I had to catch up on some of my podcasts
I will try to get some time in today and give at least a very brief overview of the chapters. I think the teasers I've already given will give most people an idea of whether or not they will get utility out of the CKG. I'll check in with you cats!
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 3:14 pm
by Grey
This is awesome, many thanks for giving us a brief overview of the contents, but I have to ask (sorry!) but are the rules for adjuncts still there? And are there any guidelines for creating new classes?
Thanks again
D.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 3:21 pm
by Breakdaddy
Adjunct? I don't remember seeing anything on that. I might've just missed it. I've been flying throught the chapters and I'm sure I've missed a thing here or there. Or maybe it's in a another chapter. Sorry chief, I don't know for sure. The index doesnt list em, but the index is not exhaustive either.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 3:47 pm
by Grey
The adjuncts were discussed way back as a sort of 'skill' system (but more flexible if I recall correctly), but the name may well have changed (I think they were discussed in the Feb 09 Crusader as being in the CKG).
Is there any help on creating classes? (never having been a big D&D follower, I find creating classes, especially experience and level tables, a bit of a mystery)
Thanks again
D.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 4:04 pm
by garydee
Breakdaddy wrote:Morning all! I didn't read much more of the CKG last night. I had to catch up on some of my podcasts
I will try to get some time in today and give at least a very brief overview of the chapters. I think the teasers I've already given will give most people an idea of whether or not they will get utility out of the CKG. I'll check in with you cats!
If you could, please give us some detailed info on the combat chapter. That's the one I'm most interested in.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 4:40 pm
by Breakdaddy
Grey wrote:The adjuncts were discussed way back as a sort of 'skill' system (but more flexible if I recall correctly), but the name may well have changed (I think they were discussed in the Feb 09 Crusader as being in the CKG).
Is there any help on creating classes? (never having been a big D&D follower, I find creating classes, especially experience and level tables, a bit of a mystery)
Thanks again
D.
Oh yeah dude, Chapter 18: SKILL PACKAGES (pages 263-274)
Looks like the adjuncts are now called "advantages"....
Havent read it yet, sorry!
Sure, Ill report on the combat section.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 4:46 pm
by Grey
Breakdaddy you are making me very happy!

Thanks for this (been a really bad couple of weeks, so nice to be able to look forward to something entertaining)
D.
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 4:53 pm
by Breakdaddy
I'm pretty lazy and I am wanting to skip around some to look at the chapters Im most interested in, so I'm going to give a general look at a few chapters that Im going to read later and I have little details on....
Chapter 9: equipment wastage.... covers cost of goods, equipment destruction/damage, and a more in depth analysis of expert equipment. THere are huge tables in this chapter with highly granular effects against equipment such as blue dragon electrical arc vs specific materials like bronze or ceramic; and gelatinous cube acid; and even the burning hooves of a nightmare. Wow, huge table. Other tables cover physical damage on such things as the horns of a medium sized creature and the stomp of a giant. Other stuff....
Chapter 10: Lands as Treasure... several pages devoted to using land as a tangible treasure for the party. Havent read it (skimmed it), you get the gist. There was a crusader article on this.
Chapter 11: Going to War... This is a synopsized treatment of the FIelds of Battle mass combat rules system. Don't need to read it, I love the boxed set.

Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 4:53 pm
by Breakdaddy
Grey wrote:Breakdaddy you are making me very happy!

Thanks for this (been a really bad couple of weeks, so nice to be able to look forward to something entertaining)
D.
Happy to help! It's fun to read this stuff. Lots of hard work went into this and it shows

Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 5:24 pm
by Breakdaddy
Chapter 12: Monster Ecology
We start here with a discussion on understanding the monster concept.
We immediately shift into a treatment of monster attributes with a focus on the rationale for not adding granular attributes to monsters and then allowing for it if desired.
Next we see variations on standard monsters to vex and beguile your players with a focus on background, personality, base mechanics, and abilities.
Next up is a section on monster actions and reactions with a bit on how the monster grew up to be the bastard that it currently is and treasure/magical equipment used by or carried by the monster.
Monster alignment is discussed in a couple of paragraphs
Monster Ecology is up next, and is a personal favorite topic of mine that stems from the old Dragon Mag articles on the same topic. Cool stuff! It discusses creatures, beasts, magical beasts, and the gamut of creature “types”, geographic rationalization, geologic niches, ecological niches, and handling monster ecology in your adventure. Several pages cite specific examples all the way down to the cuddly and lovable Wyvern, Xorn, Yrthak, and the ever-so-snuggly Zombie (they apparently inhabit cemeteries, temple complexes, crypts, and the like... ORLY?!) . A couple of pages of encounter tables round out the chapter. It’s about time, guys!
Chapter 13: Expanding the Genre is up next
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 5:55 pm
by seskis281
I ordered the Digests middle of last week - here's hoping they might ship soon!!!
Me wanna me wanna !!
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 6:04 pm
by Breakdaddy
seskis281 wrote:I ordered the Digests middle of last week - here's hoping they might ship soon!!!
Me wanna me wanna !!
Take THAT, planet earf!!!!
Re: THE FIRST CKG EVER!
Posted: Fri Dec 24, 2010 7:41 pm
by seskis281
Ooh.... email confirming they uv shippeddd!!!!

Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 3:44 am
by garydee
Breakdaddy wrote:Grey wrote:The adjuncts were discussed way back as a sort of 'skill' system (but more flexible if I recall correctly), but the name may well have changed (I think they were discussed in the Feb 09 Crusader as being in the CKG).
Is there any help on creating classes? (never having been a big D&D follower, I find creating classes, especially experience and level tables, a bit of a mystery)
Thanks again
D.
Oh yeah dude, Chapter 18: SKILL PACKAGES (pages 263-274)
Looks like the adjuncts are now called "advantages"....
Havent read it yet, sorry!
Sure, Ill report on the combat section.
Thanks! I'm also glad for the name change to "advantage". "Adjunct" sounds a little oddball to me.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 10:57 am
by Christina Stiles
Print a list of the chapters, please. I only know about the contents of the 9 I edited, so I'd like to hear what else is in the book. Thanks!
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 2:24 pm
by Breakdaddy
Christina Stiles wrote:Print a list of the chapters, please. I only know about the contents of the 9 I edited, so I'd like to hear what else is in the book. Thanks!
Here you goes:
http://i371.photobucket.com/albums/oo15 ... 0_1579.jpg
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 3:03 pm
by garydee
Breakdaddy, did Steve put in a section for spells that needed further explanation? He said he was going to do that.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 3:57 pm
by Breakdaddy
garydee wrote:Breakdaddy, did Steve put in a section for spells that needed further explanation? He said he was going to do that.
Yes on page 46: Spells Requiring Further Explanation under the heading "Spell Behavior"
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 5:47 pm
by Christina Stiles
Thank you for the ToC pic! Looking forward to reading the rest, and I'm very glad the book came to fruition. It was a long haul for everyone involved, and I know it's been a long wait for the fans.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 5:59 pm
by Breakdaddy
Christina Stiles wrote:Thank you for the ToC pic! Looking forward to reading the rest, and I'm very glad the book came to fruition. It was a long haul for everyone involved, and I know it's been a long wait for the fans.
There's a lot to be proud of in there, for sure. It's a testament to the strength of much of the new stuff in there that I'm very excited about the prospect of using it in game!

Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:04 pm
by Breakdaddy
I just skipped ahead to the skills section.... the new advantages for specific races and classes are really cool. This will help with those who feel that there is not enough distinction between characters of the same class. My favorite race is Dwarves... I *REALLY* want to deploy the "Giant Fighter" heritage advantage while attempting to pummel PCs with some big nasties.

Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:12 pm
by anglefish
Actually, Adjuncts were like substitute class abilities ... or additional class abilities depending on the power level in your game.
I'm excited to see more on:
- Advantages
- Expanding the Genre (this is evidently where the "Worlds of Adventure: Future" went)
- XP for Magic
- Hero Points/Luck Points ... though I am nervous since they are in the death and dying chapter. I was hoping for more than just a "Save Point" mechanic.
- The different Magic systems:
- a system for casting spells using a new mana-based mechanic.
a spell slot system a-la the 3rd edition D&D sorceror.
an advanced spell slots system that utilizes spell points and is mathematically simpler than the aforementioned mana system.")
Though the TOC doesn't mention the alternate magic systems.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:15 pm
by garydee
Breakdaddy wrote:I just skipped ahead to the skills section.... the new advantages for specific races and classes are really cool. This will help with those who feel that there is not enough distinction between characters of the same class. My favorite race is Dwarves... I *REALLY* want to deploy the "Giant Fighter" heritage advantage while attempting to pummel PCs with some big nasties.

Sounds fun. Is there a lot of choices to choose from?
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:17 pm
by anglefish
Breakdaddy wrote:
The vancian magic system is discussion and its integration with the SIEGE mechanic.
This needs clarification for me. I don't get what it means. e.g., isn't that simply SR and Savings Throws?
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:21 pm
by garydee
anglefish wrote:Actually, Adjuncts were like substitute class abilities ... or additional class abilities depending on the power level in your game.
Really? Man, I hope those are still in the CKG somewhere.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:22 pm
by Breakdaddy
anglefish wrote:...Though the TOC doesn't mention the alternate magic systems.
Yeah the ToC is not particularly granular in this respect. There is an index that helps with this a bit, but it's pretty sparse as well.
Re: THE FIRST CKG EVER!
Posted: Sat Dec 25, 2010 6:25 pm
by Breakdaddy
garydee wrote:Breakdaddy wrote:I just skipped ahead to the skills section.... the new advantages for specific races and classes are really cool. This will help with those who feel that there is not enough distinction between characters of the same class. My favorite race is Dwarves... I *REALLY* want to deploy the "Giant Fighter" heritage advantage while attempting to pummel PCs with some big nasties.

Sounds fun. Is there a lot of choices to choose from?
About 6 per race. The rest are not necessarily class specific but are grouped into things like "combat advantages", "defensive core advantages", and "magical advantages". There are several pages of these.