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Shadows of Brimstone: City of the Ancients» Forums » Variants

Subject: Starting at level 5 rss

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Andrea Florio
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Let's say you have a posse of level 5 characters and a new player wants to join in and you want to give him the option to start at level 5.

I was thinking of those rules to simulate a level 5 character:


Starts with 1500 dollars
+
Draws 12 Gear Cards, keeps 6
+
Draws 6 Mine Artifact Cards, keeps 3
+
Draws 5 Otherworld Artifact Cards (Randomize from where), keep 2
+
12 Dark Stones

Sells all the Gear/Artifacts that doesn't want and add to the 1500 starting dollars.

Can sell Darkstone using any city option (Frontier Outpost, Gambling Hall etc.)

Can buy any city item/blessing/title

Optionally, can start with:

2 Mutations
1 Injury
1 Madness

Roll to remove/heal them for free one time, with a free re-roll each time (simulating the hero using a grit at the moment of the surgery).

You can attempt more times by paying the normal Doctor/Church fees should you fail.
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R.P. Kraul
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I'm interested in this as well, not only for the reason you state but also for play testing new monsters.
 
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Njorl
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Too easy and not thematic enough for me.

Add these
2 Mutations
1 Injury
1 Madness

You then have one roll per injury/mutation/madness to see if they are healed.
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Rob Wrigley
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It depends on the player. If they know the game, you can try that. If not, you would be better off just letting them choose a character, and then pick the gear out yourself.
 
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Gavin Downing
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I might change the Gear and Artifact cards slightly, so you draw more cards than you are going to keep, and pick a selection from it. For example:

Draw 12, pick 6 Gear cards.

Draw 6, pick 3 Mine Artifact cards.

Draw 5, pick 2 Otherworld Artifact cards.
 
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Andrea Florio
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@Njorl
I like it, it makes sense, I would add it as an optional "rule" to keep it simple for other players

2 Mutations
1 Injury
1 Madness

Roll to remove/heal them for free one time, with a free re-roll each (simulating the hero using a grit at the moment of the surgery).

You can attempt more time by paying the normal Doctor/Church fees should you fail.



@Gavin
I like your suggestions as well. I will implement it as you said, but raise the starting dollars to 1500$.
 
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David Griffin
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njep wrote:
Too easy and not thematic enough for me.

Add these
2 Mutations
1 Injury
1 Madness

You then have one roll per injury/mutation/madness to see if they are healed.


This seems too much. My characters are close to this and they have no mutations, injuries, or madness. I think maybe I've had 2 mutations healed for the entire party. Maybe you're more aggressive and play harder monsters but why start out a new player with rolling on a table that could make his character unplayable. Kind of reminds me of how you could die in Traveller's character generation.
 
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Rob Wrigley
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This thread is making me wonder who this theoretical person is who says, "Hey guys, can I join? But first, can I play a 30-45 minuet meta game making decisions about which I have little-to-no information?"
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Njorl
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carbon_dragon wrote:
njep wrote:
Too easy and not thematic enough for me.

Add these
2 Mutations
1 Injury
1 Madness

You then have one roll per injury/mutation/madness to see if they are healed.


This seems too much. My characters are close to this and they have no mutations, injuries, or madness. I think maybe I've had 2 mutations healed for the entire party. Maybe you're more aggressive and play harder monsters but why start out a new player with rolling on a table that could make his character unplayable. Kind of reminds me of how you could die in Traveller's character generation.


I definitely have an aggressive play style. In the case of the Rancher and Marshal, you may actually want those mutations. Also for all of them you roll to see if they have been surgically removed or fixed. So I think on average you would only have 2 of them (Can't recall the doc's rolls for surgery). Also for a 5th level posse it's pretty easy to fix them. There are also players here that embrace their mutations, I think Adria is one of those Mutey lovers.
 
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David Griffin
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robwrigley wrote:
This thread is making me wonder who this theoretical person is who says, "Hey guys, can I join? But first, can I play a 30-45 minuet meta game invvinge making decisions about whuch I have little to no information?"


Im guessing it would take less time than that, and this kind of thing happens a lot in role-playing games.
 
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Eric Harman
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I actually have a pretty elegant solution for this in my home games (I think).
We share experience. And if anyone is behind on levels, they get bonus experience whenever they get experience. 10℅ per level difference. So a lvl 1 would get +40℅ experience in a game with level 5s. They'll catch up.
 
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Rob Wrigley
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Cooperton wrote:
I actually have a pretty elegant solution for this in my home games (I think).
We share experience. And if anyone is behind on levels, they get bonus experience whenever they get experience. 10℅ per level difference. So a lvl 1 would get +40℅ experience in a game with level 5s. They'll catch up.


Well, at least that gives them time to learn there character. Certainly better then throwing a bunch of abilities and gear at them and saying 'figure this sh*t out'.
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Andrea Florio
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Unless the new player is already experienced?

Or a solo player wants to add a new char to his posse?

I see your point, I wouldn't give a level 5 character to a player new to the game.
 
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Craig Groff-Folsom
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This thread made me revisit an idea I had previously about "simulated" missions. My calculations are presented here.
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Eric Harman
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robwrigley wrote:
Cooperton wrote:
I actually have a pretty elegant solution for this in my home games (I think).
We share experience. And if anyone is behind on levels, they get bonus experience whenever they get experience. 10℅ per level difference. So a lvl 1 would get +40℅ experience in a game with level 5s. They'll catch up.


Well, at least that gives them time to learn there character. Certainly better then throwing a bunch of abilities and gear at them and saying 'figure this sh*t out'.

Come to think of it, there's no reason you couldn't apply this math even if you don't share experience. It would just slow down the progression of the lowbie.
 
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Brian Jurney
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Is a new character joining in at level 1 joining a level 5+ posse at a disadvantage? I am curious to know as we may have someone join in our posse at some point.
 
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Adam Harrison
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jurney85 wrote:
Is a new character joining in at level 1 joining a level 5+ posse at a disadvantage? I am curious to know as we may have someone join in our posse at some point.


Their survivability is in question as a brand new character going up against brutal enemies
 
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Njorl
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bjorn2bwild wrote:
jurney85 wrote:
Is a new character joining in at level 1 joining a level 5+ posse at a disadvantage? I am curious to know as we may have someone join in our posse at some point.


Their survivability is in question as a brand new character going up against brutal enemies


Unless the party has 3 Marshals in it who can step in the way of every hit.
 
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Eric Harman
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Yeah, they're gonna have a tough time. And probably be ko'd a lot.
Additionally, they'd have difficulty getting kills as the higher level posse members will be cleaning house.

But id hope the rest of the players would take steps to help out the lowbie.
 
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