WHAT WILL ADJUNCTS BE IN CKG???????????!!!!!!!!!!!!
WHAT WILL ADJUNCTS BE IN CKG???????????!!!!!!!!!!!!
Anyone provide me with some insight what these will be about?
cheers
cheers
The answer I have seen is that they are comparable to feats.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- DangerDwarf
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Basically, at certain levels, a character can select (or earn) an ability not normally possessed, such as a +1 damage against goblins. Some have prerequisites, such as needing to be a dwarf with a certain BtH bonus. So, essentially, they are very much like feats from d20. I am not sure if there are "adjunct trees" but some can be obtained more than once for cumulative effect. Anyway, the goal is to allow a bit more flexibility in a familiar way (to those coming from d20, anyway.)
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Lord Dynel
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In short, they're ways to customize you character as never before !
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I was waiting for that and, DD, you didn't disappoint.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Hmmm...
I hope they are not feat-like in the sense of "You can do ____", thereby implying that you can't do something without the adjunct. That was one of the things about d20 i couldn't stand.
One of the strengths of the Siege engine is that you can attempt almost anything. So i really hope adjuncts don't start taking that away.
Giving bonuses though... that'd be ok.
-Fizz
I hope they are not feat-like in the sense of "You can do ____", thereby implying that you can't do something without the adjunct. That was one of the things about d20 i couldn't stand.
One of the strengths of the Siege engine is that you can attempt almost anything. So i really hope adjuncts don't start taking that away.
Giving bonuses though... that'd be ok.
-Fizz
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Crusader 14 presents a good idea of what Adjuncts really are. You can call them feat-like, but they don't exactly seem limiting. Though, truth be told, the article in Crusader 14 doesn;t really go too indepth with examples of adjuncts.
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Fizz wrote:
Hmmm...
I hope they are not feat-like in the sense of "You can do ____", thereby implying that you can't do something without the adjunct. That was one of the things about d20 i couldn't stand.
One of the strengths of the Siege engine is that you can attempt almost anything. So i really hope adjuncts don't start taking that away.
Giving bonuses though... that'd be ok.
-Fizz
NAw, its a purely optional thing one can include if one wants too.
Its like, say, someone did a lot of hard bargaining in an adventure and, instead of xp, you award the character with a +1 in charisma check in situations involving haggling.
Doesn't mean other characters can't haggle, it means your dude is slightly better.
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Fizz wrote:
Hmmm...
I hope they are not feat-like in the sense of "You can do ____", thereby implying that you can't do something without the adjunct. That was one of the things about d20 i couldn't stand.
One of the strengths of the Siege engine is that you can attempt almost anything. So i really hope adjuncts don't start taking that away.
Giving bonuses though... that'd be ok.
-Fizz
From what I saw in Crusader 14, they aren't like that. I've never been a fan of Feats but I like these. These seem to flesh out the character a bit more. Some people are bound to compare them to Feats but if they insist, they are really Feat-Light. Here's on example:
Goblin Slayer ... variable bonus damage against goblinoids. This is for dwarves only and also conveys and additional reaction penalty.
It think it just adds a layer to the character. Picture roleplaying a dwarf than had an even more of a hatred of goblins than your average dwarf. All the one presented are minor enough to give extra dimension to the character without overpower a thing. None of these end up being a 'you can't do this because it's not on your character sheet nonsense either'.
The one additional thing that I was thinking of doing with adjuncts was enable a player to choose a skill as outlined in the Zagyg Skill Options from Yggsburgh I.
The only thing I don't want to see is an endless array of this in other products outside the CKG. The CKG is fine... and the Adventurer's Backpack if ever done would be fine. The last thing I'd want to see is TLG going the way of the splatbook.
M
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moriarty777 wrote:
The only thing I don't want to see is an endless array of this in other products outside the CKG. The CKG is fine... and the Adventurer's Backpack if ever done would be fine. The last thing I'd want to see is TLG going the way of the splatbook.
M
I think its more likely that you'll see 'optional' house rules in a given setting like the A series, Inzae, or even the bits and bobs that Casey puts in HH.
That way you can use the suggested house systems to enhance the play of a given setting, or not.
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Iam_Who_Iam wrote:
I'm thinking Crusader # 14 will have to be one of the issues I order to try out the 'zine before I decide to subscribe.
If that's the case, Iam, you may as well just subscribe!
As far as the "endless array" of splats that are could be forthcoming from TLG: it may be a forgone conclusion that there may be a bit of splats coming from the Trolls. I would assume they sell better than adventure modules with being not only appealing to both sides of the screen but being of higher value as well.
Honestly, I hope they strike a nice flow of books, but I think we will see more splats in the future. It will be up to the individual to determine if they are too many or not. I think once a month is too many in my book, but I don't think the Trolls will ever get to that point (no offense, Trolls...take that as a complement). I hope they come out at a frequency that makes them a decent coin and yet not too rapid so I can affored them!
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
From what I saw, Adjuncts will serve two purposes admirably:
With GM consent, allow a compromise for players who want/need another level of customization (without the baggage of Prestige Classes)
Allow math-deficient GMs (like me) a quick and dirty way to make Prestige Classes as they were originally intended, a class that add flavor not min/maxing to your campaign.
With GM consent, allow a compromise for players who want/need another level of customization (without the baggage of Prestige Classes)
Allow math-deficient GMs (like me) a quick and dirty way to make Prestige Classes as they were originally intended, a class that add flavor not min/maxing to your campaign.
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serleran wrote:
Oh, and the best thing about them, minus the Haunted Highlands setting, apparently -- they are optional.
They're optional in HH too. They are just there if people want to immerse themselves in a setting specific quirk.
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Tenser's Floating Disk wrote:
So, are they basically Kits rather than Feats...?
Naw, a kit implies a whole collection of abilities. These are just items that can be added individually or not.
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"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
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anonymous
gideon_thorne wrote:
Naw, a kit implies a whole collection of abilities. These are just items that can be added individually or not.
The 2nd ed. kits didn't really: there was a lot of description, but the crunch always boiled down to something like "You get an extra weapon proficiency at the cost of something else" or "You get a reaction bonus versus X but an equal penalty versus Y".
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*chuckles* The last AD&D group I spent years with used 2e and all the various class, race and kit books rather extensively. We also meshed in 1e material, basic race classes, and whatever else sounded cool at the time.
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"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
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gideon_thorne wrote:
I think its more likely that you'll see 'optional' house rules in a given setting like the A series, Inzae, or even the bits and bobs that Casey puts in HH.
That way you can use the suggested house systems to enhance the play of a given setting, or not.
Which is why I buy TLG.
I like the appearance of little 'option' rules scattered in the modules. I buy all the modules anyway but I buy them for the adventure. A little houserule option scattered throughout them is pretty much gravy for me!
M
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moriarty777 wrote:
I like the appearance of little 'option' rules scattered in the modules. I buy all the modules anyway but I buy them for the adventure. A little houserule option scattered throughout them is pretty much gravy for me!
M
Its why I loved 1E modules, to see that cool new magic item, spell, or both. In some cases new rule ideas.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Joe wrote:
I like the bit Treebore has on these sort of things. have them practice doing such things in play and if they succeed a given amount of times, then they have "earned" the special ability.
Thats why I am looking forward to these "adjuncts", because it sounds like just another way to do what I do. If I like the final version I'll likely adapt them and still require "X" number of successes before I allow it as a permanent ability of the character. Assuming that isn't one of the pre requisites to begin with.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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I'm looking forward to seeing the whole write up on Adjuncts. I sort of miss Feats in C&C (but do understand why they aren't there). From what I saw in the Crusader, the Adjuncts are Feats C&C style... which means they add flavor, not B.S.
Basically, they are an extra goodie a PC gets every few levels.
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Basically, they are an extra goodie a PC gets every few levels.
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