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Topic: I'm new and baffled!
Started by: Tywin Lannister
Started on: 3/18/2003
Board: The Riddle of Steel


On 3/18/2003 at 6:27pm, Tywin Lannister wrote:
I'm new and baffled!

Hi everyone, I'm new to the boards - and the game, which I bought last week.
I have been reading through the book, and found it all a bit..baffling.
The main problem is the overview; I was flipping and searching for a long time to
create a character, but once I got the grasp I *think* I did it right.

What I'm not so sure about is:
Spiritual Attributes: How do you start out with them?
Equipment: How do you choose it?

Does a character without any skills in missile weapons have a missile weapon pool?

Does a combat pool refill every round?

These questions probably sound silly, but I'm not a native English speaker either so it's even
more difficult to grasp these rules.

It all does look sound, though :)

I am excluding sorcery by the way.

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On 3/18/2003 at 6:42pm, Wolfen wrote:
RE: I'm new and baffled!

The organization of the book, esp. the character generation section, is the only problem I have with the game. However, it's a fairly sizeable problem for those trying to jump in on their own. So, welcome to the boards, and hopefully we can help you make TRoS an enjoyable experience.

SAs: Just choose 5 from the list, and define them as necessary. Remember that passion is the only one that may be taken twice, and both must be defined toward separate elements. Then assign your 7 points to them. It is okay, and honestly quite common for 2 or more to have 0 points assigned at character generation. This does not mean they are less important to the character. Importance does not fluctuate with the numbers, the numbers only represent how much effort has recently gone into pursuit/support of that particular SA, and how much it can give back to the character, either in terms of character growth, or as an extra boost in applicable situations.

Equipment: I believe that somewhere it's stated that each character does start out with certain basic equipment, such as clothing, a belt knife, etc. Beyond that, many different nationalities get basic equipment, sometimes dependent upon social class (such as Stahlners, who get a horse at upper freeman and above, I believe) Anything else you wish your character to have is then purchased with your starting funds. At character generation, starting funds are considered to be imperial standard weight, so use that column when purchasing gear. Afterward, any unspent funds are translated into the character's native currency.

Missile Pool: Yes, but it is entirely based on aim, without a Missile Weapon Proficiency.

A round is made up of two exchanges, so yes, CP does refresh every round. Unspent points do not roll over to the next round, however.

Having answered your questions the best I can, I'll point you toward the post entitled "New to the Forum? Read here first" Which has links to many past discussions, some of which will cover in-depth the questions you've already asked, and some you've not yet thought of. But you should still feel free to ask any questions on things you're still not clear on.

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On 3/18/2003 at 8:51pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Gidday.

Lance has already answered most of your questions, so I'll just say "what he said" and give you a welcome to the Forge. We're a pretty friendly bunch here, and you'll find questions get answered pretty quickly.

Having said that, there are some questions that have been done to death in the past, so I'll reiterate Lance's suggestion to check out the "New to the forum? Read here first" sticky at the top of the forum, it has some good links to past discussions and you should consider having a good read through them.

Also, if you're finding combat a little tricky to grasp, try downloading the TROS Windows Combat Simulator from the webpage. Running through that and referring to the book as you do so will help you get a good grasp on how things work.

Brian.

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On 3/18/2003 at 10:09pm, Sneaky Git wrote:
RE: I'm new and baffled!

Brian Leybourne wrote: Also, if you're finding combat a little tricky to grasp, try downloading the TROS Windows Combat Simulator from the webpage. Running through that and referring to the book as you do so will help you get a good grasp on how things work.

Brian.

And because Brian is just so darned modest, I'll say it.. The TROS Windows Combat Simulator is awesome. One of the quicker & easier ways to pick up the combat system. I would highly recommend it to anyone interested in a taste of combat in TROS.

Chris

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On 3/18/2003 at 11:36pm, Wolfen wrote:
RE: I'm new and baffled!

As a caveat, I will add that if you are trying to use the simulator as a way to grasp combat, it is important to make sure it is turned on in the options that all dice rolls and calculations are shown, and you scroll up and read them carefully each exchange of combat. With them turned off, combat is quite transparent, which is what I think was intended.

Also note that the simulator does not decide when combat is over, unless a killing blow is administered. You can totally debilitate your opponent, then go on to chop off all 5 of his arms, 3 of his legs, and disembowel him a few times for good measure before finishing him off with a killing blow to the heart, or a decapitation.

Not that I've ever done that. What sort of sadist do you think I am?

::grins wolfishly behind his hand::

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On 3/19/2003 at 12:33am, Valamir wrote:
RE: I'm new and baffled!

One of the best uses for it is to put your own PC in there. And then try to kill him as often and as nastily as you can. Great way to learn his weaknesses.

Also a great way to learn the little things that don't occur to you just from reading the text. Like why leaving yourself without enough dice left in the pool to pay the weapon range penalty for the second exchange is a bad idea :-)

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On 3/19/2003 at 1:16am, arxhon wrote:
RE: I'm new and baffled!

Welcome to the Riddle of Steel forum!

Brian's combat simulator beats even sliced bread, in my opinion. A great help in understanding combat.

A lot of people have mentioned the character system and how scattered it is. I have an 8 pg "character maker" that you can take a look at. Check out this thread: http://www.indie-rpgs.com/viewtopic.php?t=5552 for more info.

If you are interested, PM me. You must answer a question to prove that you own the book, or Jake will get....er, crazy. :-)

Forge Reference Links:
Topic 5552

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On 3/19/2003 at 2:06am, Brian Leybourne wrote:
RE: I'm new and baffled!

arxhon wrote: Brian's combat simulator beats even sliced bread, in my opinion. A great help in understanding combat.


It's true. I once tried to use a couple of slices of wholegrain to simulate TROS combat, and it didn't work nearly as well.

Brian.

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On 3/19/2003 at 5:32am, Noon wrote:
RE: I'm new and baffled!

It'd be sweet to have an AI opponent mode in it. Then again the first guy who dediced to code chess AI thought it'd be easy to do.

Then again, if it goe's through the tree of results about two or three steps ahead, choosing the ones that produce optimum results (based on average results), it might do an okay job. Which is what chess progs do, basically...only more steps.

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On 3/19/2003 at 4:03pm, Tywin Lannister wrote:
RE: I'm new and baffled!

Wow thanks for all the nice replies. Looks like a cozier place here than most web boards :-)

I will try to download the Combat Simulator and see if it helps me.

I was perusing the book last night and found some more questions, but I have forgotten them right now heh.

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On 3/19/2003 at 4:20pm, Tywin Lannister wrote:
RE: I'm new and baffled!

I haven't found the thread with the rules discussions though ?

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On 3/19/2003 at 5:47pm, Valamir wrote:
RE: I'm new and baffled!

4th thread from the top "Look Here First"

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On 3/19/2003 at 5:55pm, Durgil wrote:
RE: I'm new and baffled!

Click HERE

Forge Reference Links:
Topic 4881

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On 3/19/2003 at 6:35pm, Tywin Lannister wrote:
RE: I'm new and baffled!

I downloaded the Combat Simulator, and tried my hands at it. Combat looks quite exciting, almost as a game within the game.
I can imagine it would be cool to have a session or two where the PCs are gladiators, duelling other gladiators for glory and money.
Thanks for the tip (Although I knew it existed, it didn't cross my mind to download it for some reason).

As to the link (thanks), I didn't exactly find what I was looking for in that index. First, it was a bit confusing that the links had no individual titles, second, most discussions were about alterations to the game rules. I guess I have to look more.

I'm primarily interested in learning the basics of character creation, the use of equipment, basic rules (like jumping, lifting etc.) and combat; I leave out the campaign setting (I have my own which is even more down to earth), magic (for same reason) and I have no use for beasties and elves and dwarves (for same reason).

So I hope it's okay if I can post some questions in this thread, as it is already generated? (I will still look after solutions on this board, though).




Time grows short, and the piper plays his tune. We are almost there...

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On 3/19/2003 at 7:24pm, Mike Holmes wrote:
RE: I'm new and baffled!

As far as gladiators, there were several threads on the subject, and I and a couple of others worked on a supplement for that for a while (now on hiatus). Do a search in the forum for "gladiator" and you'll get all sorts of nifty stuff on that topic, FWIW.

Mike

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On 3/19/2003 at 8:32pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Of course you're more than welcome to post questions here... we don't bite, honest. Just don't ask how to make a fireball using the sorcery rules, that one has been done well past death and through a few thousand years of undeath into the bargain.

As for AI in the combat sim... yes, I did start that. So far it picks stances and whether to attack or not, and then I got to the part where I have to design an algorithm that will actually pick an intelligent attack based on what weapon it has, what weapon you have, where/what your armor is, how many CP it has, how many CP you have, whether this is exchange 1 or 2, how many CP it will need to protect itself if the attack fails and of course that depends on the expected number of CP you'll have left after you've defended in this exchange, and so on... Believe me, the guy who designed the Chess algorithm had it easy... it's pretty easy to look 3 moves ahead for every piece on the board and what all the possible counter-moves are etc, and then see which one leaves you in the best position... TROS combat, believe it or not, is a lot more complex than that.

Besides which, I've been working on the Character Generator software, which is actually finished, but I'm waiting for my testers to get back to me with any bugs, then I have to pretty it up and wrap an installer around it etc, and then I'll give it to Jake for the webpage.

Once that's actually done, and assuming I don't have any last minute OBAM changes to make after the editor has finished with it, I'll get back to the Combat Sim. If any of ya are really good at complex algorithm design...

Brian.

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On 3/19/2003 at 9:09pm, Spartan wrote:
RE: I'm new and baffled!

Tywin Lannister wrote: I downloaded the Combat Simulator, and tried my hands at it. Combat looks quite exciting, almost as a game within the game...


That I believe, was the intention behind it. Combat is very exciting... one wrong move and you could have a dead character on your hands. One could spend hours running cool little combats... in fact, I used TROS to break in a totally newbie gamer to great effect. :)

And if I had a dime for every hour I spent with that combat sim, I'd likely be retired by now. ;)

-Mark

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On 3/19/2003 at 9:29pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Spartan wrote: And if I had a dime for every hour I spent with that combat sim, I'd likely be retired by now. ;)


Hey! If anyone should be retiring on proceeds from the combat sim, it should be me :-)

Brian.

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On 3/20/2003 at 11:07am, Tywin Lannister wrote:
RE: I'm new and baffled!

I'm happy to say that yesterday evening I introduced my players (and a new one) to THE RIDDLE OF STEEL. After my gushing and looking at the rules, they got really excited about it (they know my best games are the "realistic" ones, story-wise), and we proceeded to create characters. Some of it went well, some was difficult and generated some questions:

When you choose a Proficiency (say, 'Sword and Shield'), do you automatically receive all the Offensive and Defensive Maneuverds and write them on the character sheet?
Do you have a different (melee) Combat Pool for each proficiency? (A player has Sword and Shield: 8 and Dagger: 2). Do you keep one bowl of dice for each, or do you re-calculate whenever you change weapons.

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On 3/20/2003 at 1:52pm, arxhon wrote:
RE: I'm new and baffled!

Hey, here are some answers for you Tywin.

When you choose a Proficiency...


Yes, as long as the character in question has a proficiency level high enough to use the maneuver. For example, Evasive attack requires a level 6 in Great/Longsword. If the character doesn't have a 6 to start off with, he cannot use it until he does get that level 6.

Do you have a different (melee) Combat Pool for each proficiency


Yes, since combat pools are calculated on Reflex+Proficiency level. So, using youe example, if you had a Reflex of 4, then your Sword and Shield Combat Pool would be 12, and your dagger would be 6.


However, if you look at the defaults, Dagger defaults from Sword and Shield at -2, you would have a Combat Pool of 10 in Dagger.

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On 3/20/2003 at 7:10pm, Tywin Lannister wrote:
RE: I'm new and baffled!

However, if you look at the defaults, Dagger defaults from Sword and Shield at -2, you would have a Combat Pool of 10 in Dagger


Thanks for the answers, Arxhon. But if a character has both 'Sword and Shield' and 'Dagger', does the Default -2 still count?

I am going to answer your PM now, I look forward to see what you have made of the character creation. :)

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On 3/20/2003 at 7:14pm, Alan wrote:
RE: I'm new and baffled!

Tywin Lannister wrote:
However, if you look at the defaults, Dagger defaults from Sword and Shield at -2, you would have a Combat Pool of 10 in Dagger


Thanks for the answers, Arxhon. But if a character has both 'Sword and Shield' and 'Dagger', does the Default -2 still count?


Here's how I play proficiencies: If you put 8 proficiency dice into Sword and Shield for an 8 total, you get Dagger at 6 and can spend 2 proficiency dice to bring Dagger to 8. So Sword and Shield 8 and Dagger 8 costs 10 points.

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On 3/20/2003 at 8:17pm, arxhon wrote:
RE: I'm new and baffled!

I do it the same way Alan does, and i believe Jake does it this way as well.

So for example, if i have Sword and Shield at 6, and Pole-axe at 6, i would use the Sword and Shield proficiency to get a defaulted value for Dagger, since it is the better one (-2 vs -4). I could put 1 point into Dagger for a value of 5 there. Mind you, it would be better to place that point into Sword and Shield for 7, since you still get a level 5 in dagger after defaulting (at -2) while having a better skill in Sword and Shield.

It's a little confusing initially, but you get the hang of it pretty quick. Just remember that no Proficiency may have a default value above 6 (p50, near the bottom).

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On 3/20/2003 at 8:46pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Damn, but I'm constantly impressed at how helpful folk are to new faces on this list. Well done guys (and yeah, that's how defaults work).

Yes, since combat pools are calculated on Reflex+Proficiency level. So, using youe example, if you had a Reflex of 4, then your Sword and Shield Combat Pool would be 12, and your dagger would be 6.

However, if you look at the defaults, Dagger defaults from Sword and Shield at -2, you would have a Combat Pool of 10 in Dagger.


Actually, since he had already said he spent 2 points in Dagger, his Dagger Pool is 12. Minor picky point though.

Brian.

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On 3/21/2003 at 12:00am, Wolfen wrote:
RE: I'm new and baffled!

One thing... Unless I'm mistaken, defaults are maxed at 5, aren't they?

Which means if Sword and Shield defaults to Dagger at a -2, and you have S-and-S at 8, Dagger can only be a 5. Of course, those two points can be added right on to it, and making it a 7.

I don't have the book right in front of me, and it might have changed from the pre-release to the revised edition, but I am pretty sure it's a max 5 on defaults.

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On 3/21/2003 at 1:21am, Shadeling wrote:
RE: I'm new and baffled!

Wolfen wrote: One thing... Unless I'm mistaken, defaults are maxed at 5, aren't they?

Which means if Sword and Shield defaults to Dagger at a -2, and you have S-and-S at 8, Dagger can only be a 5. Of course, those two points can be added right on to it, and making it a 7.

I don't have the book right in front of me, and it might have changed from the pre-release to the revised edition, but I am pretty sure it's a max 5 on defaults.


Max default is 6, not 5-in both copies.

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On 3/21/2003 at 3:31am, arxhon wrote:
RE: I'm new and baffled!

Yeah, it is 6. Take a look at pg 50, left hand column, near the bottom.

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On 3/21/2003 at 9:01am, Tywin Lannister wrote:
RE: I'm new and baffled!

Damn, but I'm constantly impressed at how helpful folk are to new faces on this list.


I was surprised myself to get help this fast and this detailed. Thanks!

It's a little confusing initially, but you get the hang of it pretty quick. Just remember that no Proficiency may have a default value above 6 (p50, near the bottom).


I guess I'll have to find some time this weekend and re-read the parts on Proficiencies and Combat ,because as you say, it's really confusing and to be honest I don't understand the Defaults thing or the explanations above :(
(I'm more a story kind of guy than a rules type of guy, but I really want to found my new campaign in good, solid rules).

I have prepared a "prologue" to my campaign in which one of the players is a House Knight and the other a young noble. In this way the two PCs can spend time *in* game practicing with their weapons in the courtyard of the noble PC's father, so that we may understand this game :-)

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On 3/21/2003 at 10:23am, Ashren Va'Hale wrote:
RE: I'm new and baffled!

Easiest way to learn is to play it out a few times and see what happens.
For proficiencies, think of defaults as your ability to pick up a similar weapon and apply what you know to that weapon style. I practice with long sword and I know a few polearm techniques from that training for example. Anyways, like I saidplay a few games and maybe try creating a character online here on the forge and maybe we can walk you through it?

probably by PM I suppose.....anyways, I am tired, I better quit trying to tye.

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On 3/21/2003 at 11:50am, Tywin Lannister wrote:
RE: I'm new and baffled!

maybe try creating a character online here on the forge
Thanks, but Arxhon has offered to send a write-up of character creation, and we have managed to create the two characters described above (except the details for weapons and armor, which I haven't had the time to study yet, and the before mentioned maneuvers).

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On 3/21/2003 at 9:33pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Tywin Lannister wrote: I guess I'll have to find some time this weekend and re-read the parts on Proficiencies and Combat ,because as you say, it's really confusing and to be honest I don't understand the Defaults thing or the explanations above :(


It's really not that complicated. We're probably just not explaining it well.

Lets say you buy priority B in proficiencies at character creation. This will give you 9 points to assign to proficiencies, with a maximum of 7 in any one.

So, pick one you like for your character. Maybe you decide he's a sword and shield guy. Spreading yourself across lots of proficiencies doen't work well in TROS, it's better to go heavy on one or two. So, we put 7 points in Sword and Shield.

Now, lets look at what defaults that gives us. Looking at the defaults list under Sword and Shield on page 50, we see the following:

Case of Rapiers -4
Cut & Thrust -2
Dagger -2
Doppelhander -4
Greatsword -2
Mass Weapon and shield -1
Pole Arms -4
Poleaxe -4
Pugilism/Brawling -4
Rapier -4
Wrestling -4

This tells us what modifier to apply to the 7 points to give us our default for those weapon styles. If we decide that our character is really into wielding a greatsword/longsword as well (in case he loses his shield perhaps) then he already has a score of (7-2) 5 in that. We still have 2 points out of our original 9 that we have not spent yet, so we can then assign those points to Greatsword, bringing it up from our default of 5 to a final score of 7. So, by spending all 9 points, we have Sword and Shield at 7, and Greatsword/Longsword also at 7. Not bad.

Or, you could decide that your guy always uses a shield, but likes axes and maces as well. Looking at the "Mass Weapon and Shield", we see the default is -1, so he already has a 6 in that proficiency. Adding one point (we have 2 still to spend, remember), brings that up to 7 (7 is the maximum score you can have at this point, unless you started with an A priority in proficiencies, in which case it's 8). So now we have just one point left to spend. Perhaps we want to have Dagger skill as a backup in case we lose our weapons or get into really close quarters combat. The default there is -2, making the current score 5. Adding our final point brings it up to 6. So, in the end we have spent our 9 points to get: Sword and Shield 7, Mass Weapon and Shield 7, Dagger 6. Also not bad.

Hopefully that'll clear it up for you. The only other thing to remember is that a default score can never exceed 6. So even if I have a Sword & Shield style of 10, my Mass Weapon and Shield score default would still only be 6, and then I could add points to it.

Brian.

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On 3/21/2003 at 10:05pm, arxhon wrote:
RE: I'm new and baffled!

That's a much better explanation than mine, snd is really how it should have been explained, but hey. He who gets everything right on the first try is perfect, which none of us are.

Good job! :-)

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On 3/22/2003 at 9:36am, Tywin Lannister wrote:
RE: I'm new and baffled!

That was a good explanation, thank you very much! I didn't realize that those modifiers could be "used" to buy a second proficiency cheaper.

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On 3/24/2003 at 1:09am, Noon wrote:
RE: I'm new and baffled!

Brian Leybourne wrote: Of course you're more than welcome to post questions here... we don't bite, honest. Just don't ask how to make a fireball using the sorcery rules, that one has been done well past death and through a few thousand years of undeath into the bargain.

As for AI in the combat sim... yes, I did start that. So far it picks stances and whether to attack or not, and then I got to the part where I have to design an algorithm that will actually pick an intelligent attack based on what weapon it has, what weapon you have, where/what your armor is, how many CP it has, how many CP you have, whether this is exchange 1 or 2, how many CP it will need to protect itself if the attack fails and of course that depends on the expected number of CP you'll have left after you've defended in this exchange, and so on... Believe me, the guy who designed the Chess algorithm had it easy... it's pretty easy to look 3 moves ahead for every piece on the board and what all the possible counter-moves are etc, and then see which one leaves you in the best position... TROS combat, believe it or not, is a lot more complex than that.

Besides which, I've been working on the Character Generator software, which is actually finished, but I'm waiting for my testers to get back to me with any bugs, then I have to pretty it up and wrap an installer around it etc, and then I'll give it to Jake for the webpage.

Once that's actually done, and assuming I don't have any last minute OBAM changes to make after the editor has finished with it, I'll get back to the Combat Sim. If any of ya are really good at complex algorithm design...

Brian.


You work too hard. And I'm not even joking... :)

Personally I'd skip the really intelligent move choice for now...your probably overwhelming yourself with all the options.

Just keep to the basic 'high defence to probe the enemies CP count, then dropping it down once its approximated'. So the program just uses 80% of its dice on defence or whatever, then drops that a bit by the second round when it thinks it has its enemies CP amount (Based on that CP, it then uses X amount of dice). I'd even suggest its attack location selection being random, since the old bladeslingers advice about hitting a foe in armoured spots to make him complacent is a valid one (ie, it doesn't matter if its random and hits in silly spots like the shield arm, it'll probably catch out people that way every so often!).

I'd really just concentrate on the basic poke and cut stuff, nothing more complex, as its the basics. Yep, that doesn't cover anywhere near the potential of TROS, but you can only really build one layer of the 'onion' at a time, and this is one of them. The others come latter. :)

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On 3/24/2003 at 1:41am, Sneaky Git wrote:
RE: I'm new and baffled!

Brian Leybourne wrote: Lets say you buy priority B in proficiencies at character creation. This will give you 9 points to assign to proficiencies, with a maximum of 7 in any one.
Brian.

Really? Why is 7 the maximum? I thought 8 was the max. Did I miss something...or...can you not have a proficiency within two of your total?

Chris

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On 3/24/2003 at 1:46am, Ashren Va'Hale wrote:
RE: I'm new and baffled!

8 is the max if your proficiency priority is A, 7 is the max if the priority is anything else

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On 3/24/2003 at 1:49am, Sneaky Git wrote:
RE: I'm new and baffled!

Ah. Gotcha. Thanks.

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On 3/24/2003 at 2:32am, Brian Leybourne wrote:
RE: I'm new and baffled!

Sneaky Git wrote:
Brian Leybourne wrote: Lets say you buy priority B in proficiencies at character creation. This will give you 9 points to assign to proficiencies, with a maximum of 7 in any one.
Brian.

Really? Why is 7 the maximum? I thought 8 was the max. Did I miss something...or...can you not have a proficiency within two of your total?

Chris


8 if your priority is A, but 7 otherwise. I actually said that 2 or 3 paragraphs below the above quote :-)

Brian.

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On 3/24/2003 at 12:00pm, Tywin Lannister wrote:
RE: I'm new and baffled!

We have scheduled to start the campaign next Saturday, while I am still new and baffled. I think it's more interesting to learn the game through play than through reading.
I think I have most of it covered, and I wonder how long it will take to get a good grasp of each maneuver and skills' rules.

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On 3/24/2003 at 8:30pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Tywin Lannister wrote: We have scheduled to start the campaign next Saturday, while I am still new and baffled. I think it's more interesting to learn the game through play than through reading.
I think I have most of it covered, and I wonder how long it will take to get a good grasp of each maneuver and skills' rules.


Excellent, hope you guys have a blast.

If you're open to some advice, then may I suggest that if you're still a bit unsure about the rules then your players are probably even more so. You could do a lot worse than running an initial "doesn't matter" session, where there are no long term consequences for the players, so they can find their feet.

In fact, one good way to start a campaign that several of us here have used is to hand out pre-prepared characters to the players for the first session. The situation is that they're mercenary types who have been hired to protect a caravan because it has a valuable cargo (in my case, a Dutchess, but YMMV). Let them roleplay a while, learn how the system works, and then throw the ambush. Make it really hard with more than enough oppoisition to ensure that they all die, but make sure that it takes a while for them to drop, so they have plenty of time to try out combat maneuvers, bring SA's into play (one of my players rewrote one of his SA's on the fly to Passion: Love for the Dutchess and used it to great effect). Eventually they're all dead, but they have a very solid grounding in the combat system (what orks, and especially what doesn't), the skill system and the SA system, plus (hopefully) they're really pumped.

This should take about half your first session. For the other half, make up their real characters, and tell them that they need to make sure their characters are in some way linked to the character they just played (brother, best friend, whatever). This way, all the characters have a common link right at the start, because they all had a loved one who has gone missing, and it gives you something to kick off the campaing with (i.e. the investigation).

Anyway, not to step on your toes or anything, this is just something that quite a few of us here have used and it works really well.

Have fun!

Brian.

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On 3/24/2003 at 9:00pm, Tywin Lannister wrote:
RE: I'm new and baffled!

You could do a lot worse than running an initial "doesn't matter" session, where there are no long term consequences for the players, so they can find their feet.


Yes, that is how I have planned the first session, but we have already made the "real" characters; PC 1 is a noble lord's son, living on a desolate, windswept island. The lord himself is remarried to a much younger lady, who brought her own household to the island, including PC 2, a knight (the PCs become step-cousins for natural bonding implementation TM). PC 2, the knight, will be sort of a mentor to PC 1, and together they train in the courtyard during the first sessions when I have to give out a lot of information anyway - so we learn some tricks and rules through that. ("That blow would have cut my head off", "You wouldn't even have scratched me with that attack" etc.). In this way, we can play around with the rules, and at the same time I can detail the setting which I think is really important to give the players that illusion of actually being there :)

Let them roleplay a while, learn how the system works, and then throw the ambush. Make it really hard with more than enough oppoisition to ensure that they all die, but make sure that it takes a while for them to drop, so they have plenty of time to try out combat maneuvers, bring SA's into play (one of my players rewrote one of his SA's on the fly to Passion: Love for the Dutchess and used it to great effect)


Is still love this idea though :)

Anyway, not to step on your toes or anything, this is just something that quite a few of us here have used and it works really well.


No offense taken, I find it amazing that you bothered to share this. Thanks, that's very nice of you!! :) I think I'm gonna like it here.

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On 3/24/2003 at 9:50pm, Brian Leybourne wrote:
RE: I'm new and baffled!

Tywin Lannister wrote:
Let them roleplay a while, learn how the system works, and then throw the ambush. Make it really hard with more than enough oppoisition to ensure that they all die, but make sure that it takes a while for them to drop, so they have plenty of time to try out combat maneuvers, bring SA's into play (one of my players rewrote one of his SA's on the fly to Passion: Love for the Dutchess and used it to great effect)


Is still love this idea though :)


Somewhere on the board I posted a breakdown of that first session. What was really cool was that the player who rewrote that SA actually survived the "against all odds" fight. The Duchess got stabbed, or raped or something, I don't recall exactly now, but anyway he used that as an excuse to rewrite the SA into a passion for her, and he earned it up to 5 while fighting to save her, spent some of it on the fly, earned it back up to 5, etc. Despite facing a rediculous number of foes, he actually survived, and managed to escape with her, saving her life. The other players all made up their characters at that point, and he kept his survivor, meeting up with the other characters who were in a camp known to him in a nearby wood (Robin Hood type "shades-of-grey" good guys). He kept that pre-gen character instead of making up a new one and the Duchess fell in love with him, etc. It turned out to be a damn good start to the game.

Brian.

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On 3/25/2003 at 12:38am, Wolfen wrote:
RE: I'm new and baffled!

Characters intended to die by their creators, living despite all odds due to grand applicability of their SAs seems to be a common theme around here.. I remember someone having a character kill oodles of Gols (or something) in a cramped staircase due to this, despite it being intended as a last stand.

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On 3/25/2003 at 1:02am, Valamir wrote:
RE: I'm new and baffled!

Not only did they learn the combat mechanics, and to respect the blade, but they saw first hand graphic proof of what SAs are for. Couldn't have had a better starting scenario if you'd scripted it that way, Brian.

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On 3/25/2003 at 1:09am, Ashren Va'Hale wrote:
RE: I'm new and baffled!

yeah, that gol incident was my charcter and it was the sa's but also a hefty dose of strategy- Knowing when to throw red, knowing where to make the stand, who to strike first, how to hit them where to put what quantity of dice in what type ofsplits etc. The strategy aspect of the game is astounding and thats what takes a little longer to learn. Even after a year of playing I only recently figured out the best way around certian maneuvers and when not to employ others.

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On 3/25/2003 at 2:09am, Brian Leybourne wrote:
RE: I'm new and baffled!

Valamir wrote: Not only did they learn the combat mechanics, and to respect the blade, but they saw first hand graphic proof of what SAs are for. Couldn't have had a better starting scenario if you'd scripted it that way, Brian.


Yeah mate, and the players all went away with this kind of awed "I wasted all these years playing D&D and the like?" look in their eyes afterwards.

Even more so than in many other walks of life, good first impressions are everything in RPG's. A session like this can make or break (in our group, anyway). Needles to say, it wasn't a break.

And even better, I look like a Godlike GM thanks to a cool system and some luck... :-)

Brian.

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On 3/25/2003 at 12:08pm, Tywin Lannister wrote:
RE: I'm new and baffled!

I wasted all these years playing D&D and the like


I'm so glad I had a gamemaster who made his own system, which is also very realistic and gritty.
And which I inherited. So I have actually been playing TROS-like games for years and years.
:-)

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