WHAT WILL ADJUNCTS BE IN CKG???????????!!!!!!!!!!!!

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WHAT WILL ADJUNCTS BE IN CKG???????????!!!!!!!!!!!!

Post by Mythago »

Anyone provide me with some insight what these will be about?

cheers

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Post by Treebore »

The answer I have seen is that they are comparable to feats.
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Post by DangerDwarf »

Crusader Issue #14.

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Post by serleran »

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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Post by Lord Dynel »

In short, they're ways to customize you character as never before !
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Post by jaguar451 »

DangerDwarf wrote:
Crusader Issue #14.

I'm anxiously awaiting this issue (order fairly recently, although seem so long ago....)

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Post by DangerDwarf »

Oh, and because I just can't help myself....

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Post by Lord Dynel »

I was waiting for that and, DD, you didn't disappoint.
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Post by Fizz »

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.

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Post by Omote »

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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Post by gideon_thorne »

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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Post by Mythago »

the clue should be in the name...subordinate and supplemental aspects to a character not that I have read Cru #14 just hoping this is the way they will come out.

ps sorry abiout the CAPS LOCK FURY

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Post by moriarty777 »

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.
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Post by Lucifer_Draconus »

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.
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Post by gideon_thorne »

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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Post by Lord Dynel »

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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Post by anglefish »

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.

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Post by serleran »

Oh, and the best thing about them, minus the Haunted Highlands setting, apparently -- they are optional.
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Post by gideon_thorne »

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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Post by anonymous »

So, are they basically Kits rather than Feats...?

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Post by gideon_thorne »

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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Post by 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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Post by gideon_thorne »

*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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Post by serleran »

I think many people did that, Peter. It doesn't take a whole lot of skill to mix 1e and 2e together. Hell, we even added in RC elements, including race classes and weapon mastery. Oooo. Talent.
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Post by moriarty777 »

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!

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Post by Treebore »

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.
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Post by Joe »

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.
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Post by Treebore »

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.

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Post by serleran »

I still prefer the method I discussed like 3 years back... assigning XP values, so you, literally, have to earn them.
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Post by Frost »

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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