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Topic: Paladin Q's
Started by: Jeffrey Straszheim
Started on: 8/21/2002
Board: CRN Games


On 8/21/2002 at 5:00pm, Jeffrey Straszheim wrote:
Paladin Q's

I just d/l'ed and printed Paladin yesterday, and have read through it twice now, and am very excited to play (when I can talk my wife into it).

A couple of questions occur to me.

1. Is there any mechanical difference regarding what descriptions you put for your body attributres? In other words, if my active body trait is "Strong - 3", I will always roll three dice for any active action regardless of whether strength would intuitively help? If so, am I right in assuming the descriptions are there, singularly, to provide color?

2. Since a player can activate and re-activate any of her animus attributes for 1 point, why would a player ever chose to activate one of the smaller ones? For instance, if a player chooses "Luck - 4" as her active light animus attribute, and since luck could concievable help in all situations, why would she ever want to activate or re-activate one of her lower animus traits? This seems to reward pumping up one at the expense of the others.

I am guessing that these are non-problems and it is best just to let the players be creative and have fun with it, but I am curious if I'm missing something.

BTW, the default setting is awesome. This is the first time in ages I think I'll actually use a provided setting istead of my own.

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On 8/21/2002 at 5:11pm, Clinton R. Nixon wrote:
Re: Paladin Q's

stimuli wrote: 1. Is there any mechanical difference regarding what descriptions you put for your body attributres? In other words, if my active body trait is "Strong - 3", I will always roll three dice for any active action regardless of whether strength would intuitively help? If so, am I right in assuming the descriptions are there, singularly, to provide color?

2. Since a player can activate and re-activate any of her animus attributes for 1 point, why would a player ever chose to activate one of the smaller ones? For instance, if a player chooses "Luck - 4" as her active light animus attribute, and since luck could concievable help in all situations, why would she ever want to activate or re-activate one of her lower animus traits? This seems to reward pumping up one at the expense of the others.


The trick is that you'll have to describe what you're doing. If you want to say - and this is a poor example - pick a lock, and your active Flesh attribute is Strength, it's not going to work very well. It's hard to describe picking a lock with Strength. If if were Subtlety or Dexterity or Nimbleness or even Grace, it'd work, because you can describe picking a lock with those things. (That said - if your active Flesh attribute is Strength, knock down the damn door.)

The same goes with your Animus attributes - certainly, you can use any of them, but you'll have to describe using them. For example, imagine a Paladin is in a social situation and wants to activate an Animus attribute. His social one, Understanding, is pretty low. However, his active Dark Animus attribute, Fear, is pretty high. He could use his social Light Animus attribute, and describe himself empathizing, and not re-roll as many dice, or he could use his active Dark Animus attribute, and describe himself physically intimidating someone, and re-roll more dice.

Does that help?

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On 8/21/2002 at 6:19pm, Zak Arntson wrote:
RE: Paladin Q's

So does this mean for every Flesh/Active action I have to describe it with my Attribute? I haven't played yet, but won't that get tiring to work in the same Attribute for every Flesh/Active action? How did it play out in your games, Clinton?

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On 8/21/2002 at 6:48pm, Clinton R. Nixon wrote:
RE: Paladin Q's

Zak,

It worked out well. You don't necessarily have to use the exact word, but the manner of action. If your active Flesh attribute is Strength, for example again, then you smash down doors, brutally hit people, grab the sides of a cliff and hang on when you fall, launch yourself into the air, etc. If it's Grace, you pick locks with your fingernail, dance around an enemy, hitting him from all sides, grab onto a branch and swing back to the top of a cliff, and spring into the air like a bird.

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On 8/21/2002 at 7:45pm, Jeffrey Straszheim wrote:
RE: Paladin Q's

I understand it.

The Evil Game Balance Dude in me, however, remains concerned that there will be an imbalance between clever players who pick abstract things like "determination" and "luck", compared with not-so-clever ones who pick "strong" and "nice socks".

I suppose I should get out more ;)

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On 8/21/2002 at 8:37pm, Valamir wrote:
RE: Paladin Q's

Well, oneGM trick that I always use with games that allow for openly defined descriptors is overlay my own "appropriate" modifier.

In Paladin that would mean if a character had a description of Strength he wanted to use but I felt his justification was a little bit of a stretch I'd let him use it but knock him a die or two for it.

Applied to the "clever" solution of using really broad trait descriptions, that player would just be leaving me with alot more room for deciding the use is a stretch. For something like "Determination" I'd base it on just how fired up the character was.

Frex: Clawing your way through a wall of fire while mortally wounded to strike your dieing blow against your arch enemy...yes determination would certainly apply.

Haggling with a merchant over the price of a pair of soft leather boots because your "determined" to get the best value...uhh...ok -3 dice.

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On 8/21/2002 at 8:39pm, Bob McNamee wrote:
RE: Paladin Q's

In my game test, I did tell the players that under most circumstances they must use an Active Animus with an active Flesh, Social Animus with Social Flesh etc... but that they could vary this if it made sense.

Bob McNamee

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On 8/21/2002 at 9:07pm, Zak Arntson wrote:
RE: Paladin Q's

What's funny is, upon first read, I assumed that using an Attribute gave you a bonus. I carried that assumption all the way until I reread the rules today (and Stimuli's post). I'm chalking it up to it being how Chthonian works, so I was in that mindset already.

Clinton, if you do update Paladin, I'd suggest more discussion on the Attribute concept. Even if it's just more examples.

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On 8/21/2002 at 9:24pm, Clinton R. Nixon wrote:
RE: Paladin Q's

Zak,

I was already thinking along the same lines. I never was completely satisfied with that part - I got it, and my group got it, but I wasn't certain that everyone would. If I ever take Paladin to print, which could happen someday, I'll definitely update that part.

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On 8/24/2002 at 9:11pm, Bob McNamee wrote:
RE: Paladin Q's

Here's a quick Paladin question about Animus gaining.

Its a bit unclear in the rules when charcters gain Animus points.

At the time they take on adversity?
or after they finish their encounter with adversity?

In my playtest I awarded the points after the encounter, but it occurred to me that you could award the adversity points at the start, and the victory over opponent points after the battle. You could also revoke any points for Dark animus use from the total afterward. (rereading it looks like this may be what is intended).

Would this possibly leave a character in a debt situation?
Lets say you owe a couple points at the end of a scene. You have gotten 2 points for a solo defeat, but you used dark animus in part of the scene (just not defeating that opponent). The GM requires you to pay back 3 of Moderate Adversity for using Dark in the scene. You have 2.
Would that kill off all your Animus and leave you in a Light Animus debt of 1?
This would certainly motivate to take on a new adversity, but it would be more book keeping.
On the plus side it gives you a good gush of Animus when you need it most - at the start, yet still penalize Dark play- no "lets get a Light gain, use it all, then go use all my Dark in combat- I'll have zero points so no penalty" type stuff.

Bob McNamee

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On 8/25/2002 at 5:42am, Clinton R. Nixon wrote:
RE: Paladin Q's

I'll admit, I never thought of the idea of "debt" with Animus. You do gain Light Animus when first facing adversity, though, so that could definitely happen. I would adjucate it just like you wrote above.

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On 8/25/2002 at 7:54pm, Bob McNamee wrote:
RE: Paladin Q's

another way to avert the last situation of
"using all my Light points, then all Dark points...I'm at zero in both... no penalty" is to make one of your laws such that using Dark breaks a law.

Like the "never acting fueled by emotion... or some such".
That way it can still be done, but the Dark use results in law breakage, eventual Marks and all that comes with it.

Bob McNamee

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On 9/2/2002 at 8:51am, xiombarg wrote:
RE: Paladin Q's

Clinton R. Nixon wrote: I'll admit, I never thought of the idea of "debt" with Animus. You do gain Light Animus when first facing adversity, though, so that could definitely happen. I would adjucate it just like you wrote above.

Okay, so I'm not sure you answered the question: When, exactly, do you get the Animus points? At the start of a challenge and after you defeat a Dark Paladin? Because I got the impression that you always got 'em at the start, but it sounds like you meant you get 'em at the start of a challenge but after you defeat a Dark Paladin.

And does EVERYONE get 'em? That this, what happens when the whole group defeats a superior (to each PC) Dark Paladin... do they all get Light Animus equal to the foe's highest Dark Animus, or the it divided up, or what? And is facing said Dark Paladin still considered Unthinkable Adversity, or does the fact there's a group of Paladins bringing him down at once drop his level of Adversity? I know the latter is largely a GM judgement call but the issue about who gets how much when he's defeated is still relevant, IMHO.

And while I'm at it, another question: When you get a Mark, from that point onward you have to make the roll to get Dark Animus when you break the rule, not just the very next time you break the rule? Common sense implys the former but the text could be interpreted as saying the latter, that you only need to roll the very next time you break the rule, and the Dark Animus points are then free until the next Mark.

Sorry to be so anal-retentive, but even at their most Narrativist my group likes things tightly defined...

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On 9/2/2002 at 2:31pm, Clinton R. Nixon wrote:
RE: Paladin Q's

xiombarg wrote:
Clinton R. Nixon wrote: I'll admit, I never thought of the idea of "debt" with Animus. You do gain Light Animus when first facing adversity, though, so that could definitely happen. I would adjucate it just like you wrote above.

Okay, so I'm not sure you answered the question: When, exactly, do you get the Animus points? At the start of a challenge and after you defeat a Dark Paladin? Because I got the impression that you always got 'em at the start, but it sounds like you meant you get 'em at the start of a challenge but after you defeat a Dark Paladin.


I'm not sure where the confusion is. The rules explicitly say that you get Animus when you face adversity. That might not have been clear, so I reiterated - you get Animus at the beginning. The rules also state that you get Animus for defeating a foe steeped in Dark Animus. These would occur after you defeat him.

And does EVERYONE get 'em? That this, what happens when the whole group defeats a superior (to each PC) Dark Paladin... do they all get Light Animus equal to the foe's highest Dark Animus, or the it divided up, or what? And is facing said Dark Paladin still considered Unthinkable Adversity, or does the fact there's a group of Paladins bringing him down at once drop his level of Adversity? I know the latter is largely a GM judgement call but the issue about who gets how much when he's defeated is still relevant, IMHO.


Everyone gets it. The rest of your question is a GM call. If five Paladins gang up on someone stronger than them, is he still stronger?

And while I'm at it, another question: When you get a Mark, from that point onward you have to make the roll to get Dark Animus when you break the rule, not just the very next time you break the rule? Common sense implys the former but the text could be interpreted as saying the latter, that you only need to roll the very next time you break the rule, and the Dark Animus points are then free until the next Mark.


From p. 15:
"When you check off a box that has a number (called a Mark) in it, you will need to roll whenever your character breaks the same stricture again in order to receive the Dark Animus."

That is, you'll have to roll every time.

Thanks for your questions, and I apologize if I was unclear the first time. I hope you enjoy playing Paladin!

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On 9/2/2002 at 3:47pm, Michael Bowman wrote:
RE: Paladin Q's

After running my first game of Paladin yesterday, I have three questions:

1. I hit a situation where one character ran ahead of the group, got past the mooks and attacked the big bad, who's more powerful than him. That got him 7 Animus points. After a couple of exchanges other PCs joined in and helped him. At this point, the PCs now are more powerful than one big bad. I gave the newcomers only 1 Animus point, but does the first PC lose 6 points all at once?

2. You don't drop until you're at 0 in all Flesh attributes and have 0 Animus. What about PCs who have a couple of Dark Animus points? Obvioulsy they're not planning on spending their last few Animus points. Also, if someone has 0 in Attributes but still has Animus points left, and then loses a fight, what happens? Nothing, or does he lose Animus points as damage?

3. On group actions, do you create the group pool immediately after the individuals roll their dice or at the end (after each person has activated whatever Animae they are planning on activating for rerolls)?


I ran a game in the Boxer Rebellion setting. It worked well and everyone had a good time and would play it again. I may be starting up a Star Wars game this coming Saturday with a different group.

Michael

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On 9/2/2002 at 7:14pm, Clinton R. Nixon wrote:
RE: Paladin Q's

Michael Bowman wrote: After running my first game of Paladin yesterday, I have three questions:

1. I hit a situation where one character ran ahead of the group, got past the mooks and attacked the big bad, who's more powerful than him. That got him 7 Animus points. After a couple of exchanges other PCs joined in and helped him. At this point, the PCs now are more powerful than one big bad. I gave the newcomers only 1 Animus point, but does the first PC lose 6 points all at once?


I would rule that the first PC loses no Animus for this. If you're playing in a setting where teamwork is emphasized and pride is wrong, then the character wouldn't have gotten any Animus in the first place. If the above aren't that important, then the first PC should get all 7 Animus for his bravery and the other PC's only get 1 Animus when they show up.

2. You don't drop until you're at 0 in all Flesh attributes and have 0 Animus. What about PCs who have a couple of Dark Animus points? Obvioulsy they're not planning on spending their last few Animus points. Also, if someone has 0 in Attributes but still has Animus points left, and then loses a fight, what happens? Nothing, or does he lose Animus points as damage?


I'll be honest here and say that this situation didn't ever really occur to me. (It's becoming obvious that I need to make a second edition of Paladin.) That said, here's an easy way to arbitrate all this - whenever you go to 0 in all Flesh attributes and don't spend Animus, you're knocked out. Because of this, one of two things should happen: (1) players start spending Animus, or (b) cool plot twists happen when the enemies capture the player characters.

3. On group actions, do you create the group pool immediately after the individuals roll their dice or at the end (after each person has activated whatever Animae they are planning on activating for rerolls)?

I ran a game in the Boxer Rebellion setting. It worked well and everyone had a good time and would play it again. I may be starting up a Star Wars game this coming Saturday with a different group.


Create it immediately. Only one member of the group can activate Animus for rerolls when the group gets a chance to, and that activation re-rolls all the applicable dice the group has.

It's really good to hear that you're playing the game - I look forward to hearing more about it. If you have any more questions, feel free to ask.

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On 9/2/2002 at 7:54pm, xiombarg wrote:
RE: Paladin Q's

Thanks for your questions, and I apologize if I was unclear the first time. I hope you enjoy playing Paladin!

It might not be you, it might of been me, it was pretty late when I was reading it. One of the disadvantages of being an indie RPG creator is you're considered more accessible than other creators. ;-) Thanks for the quick response!

I'm really looking forward to running this. Expect an Actual Play thread soon, on the whole Star Wars tip, since one of my players is a Star Wars fanatic.

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On 9/11/2002 at 3:53pm, Michael Bowman wrote:
RE: Paladin Q's

Now that I'm back online.

Clinton R. Nixon wrote:
Michael Bowman wrote: After running my first game of Paladin yesterday, I have three questions:

2. You don't drop until you're at 0 in all Flesh attributes and have 0 Animus. What about PCs who have a couple of Dark Animus points? Obviously they're not planning on spending their last few Animus points. Also, if someone has 0 in Attributes but still has Animus points left, and then loses a fight, what happens? Nothing, or does he lose Animus points as damage?


I'll be honest here and say that this situation didn't ever really occur to me. (It's becoming obvious that I need to make a second edition of Paladin.) That said, here's an easy way to arbitrate all this - whenever you go to 0 in all Flesh attributes and don't spend Animus, you're knocked out. Because of this, one of two things should happen: (1) players start spending Animus, or (b) cool plot twists happen when the enemies capture the player characters.


But you can easily fall to 0 in Attributes and not be able to spend Animus. For example, Luke has been losing and has only 1 point left in Flesh Attributes. He rolls against Vader. Vader is winning by 2. So, Luke begins activating and re-activating Light Animus attributes. By the end of this process, Luke is still losing, still has 1 spendable Light Animus point, but has no dice low enough for him to reroll, even if he was able to spend a Dark Animus point. This happened multiple times during the session I ran. Would he fall down/get captured/etc. at that point?

Clinton R. Nixon wrote:
Michael Bowman wrote: I ran a game in the Boxer Rebellion setting. It worked well and everyone had a good time and would play it again. I may be starting up a Star Wars game this coming Saturday with a different group.


It's really good to hear that you're playing the game - I look forward to hearing more about it. If you have any more questions, feel free to ask.


Unfortunately, the Star Wars game won't be happening. Our vanished GM (we'd been playing d20 Star Wars) reappeared so we continued on with the existing d20 SW campaign.

The group I ran the Boxer Rebellion game for had a good time. We've played a few Feng Shui games in the past, so people were used to cutting loose. The main thing the players learned was to not spread their starting points out evenly among their Animus attributes. Those who did have many fewer re-activation chances.

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On 9/11/2002 at 3:57pm, Clinton R. Nixon wrote:
RE: Paladin Q's

Michael Bowman wrote:
But you can easily fall to 0 in Attributes and not be able to spend Animus. For example, Luke has been losing and has only 1 point left in Flesh Attributes. He rolls against Vader. Vader is winning by 2. So, Luke begins activating and re-activating Light Animus attributes. By the end of this process, Luke is still losing, still has 1 spendable Light Animus point, but has no dice low enough for him to reroll, even if he was able to spend a Dark Animus point. This happened multiple times during the session I ran. Would he fall down/get captured/etc. at that point?


Michael,

I see exactly what you're saying. The answer would most definitely be yes. (Of course, the character's next action could be to challenge Vader. If he was just trying to escape, he'd probably fail, with only his 1 Light Animus point. If, however, he tried to kill Vader, he'd get 7 Animus points and have a chance. Alternatively, he could break a Law and get some Dark Animus to take on Vader.)

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