Day 9
System: Ambition & Avarice (I apparently downloaded a playtest copy of the rules at some point and promptly forgot about it. Came across it again a couple days ago, and it looks pretty interesting, so let's make a character!)
Ability scores rolled (3d6 in order): 10, 8, 15, 10, 11, 13
Starting silver (5d6 x100): 1,000 sp
A&A separates race and class in different ways from other fantasy RPGs. Hit Dice are tied to the character's race rather than class. It also offers a wider variety of standard character races and classes than many similar games. With that in mind, I'm looking at doing something unusual: a lizardfolk shaman. Lizardfolk get a d8 hit die, and the rules specify maximum hp at 1st level, so 8, with a bonus of +2 for high Constitution. Armor Class is ascending, from a base of 10.
Slizzarth Stone-tooth, 1st level lizardfolk shaman
Strength 10
Dexterity 8 (-1 to hit and damage with projectile weapons, -1 to AC)
Constitution 15 (+2 hp per die, rest die 1d10)
Intelligence 10
Wisdom 11
Charisma 13 (+1 to reactions)
AC 10 Hit points: 10
Special abilities: Hold breath up to 15 minutes, -3 bonus to climb and sneak rolls, sense depth below surface of water, Identify Disease, Remedy
Spells known: detect magic, dragon's breath, shadow walk
Leather armor, spear, backpack, grappling hook, holy symbol, rations (10 days,) 2 water skins, large sack, shovel, 469 sp left.
Height: 6'1" Weight: 175 lbs. Age: ???
Raised from a hatchling to fill the role of tribal shaman, and sent out in the world to gain experience and new perspectives. Gets along remarkably well with the non-scaly folk.
This is a system I'd definitely like to play at some point. The classes are more specific in terms of social roles and such than I'd like, but that's something that can be worked around. I don't see why someone with the skill set of a knave should necessarily be in the service of nobility, or the ranger need to be employed by local authorities as essentially a forest lawman.
My experience from running the game is that the mechanic where you have underlings should be not used or much dense by houseruling. It makes the game more of a slog when the martial characters have many more turns in directing their mooks, and downtime is more complicated with the less martial characters directing theirs.
ReplyDeleteOn the other hand, the monster creation rules are pretty rad and the game is otherwise pretty fun.