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Did an update to the Red Ash site...

General forum for what's going on, site news, rants, raves, whatever. Let everyone know a little about yourself and what you do.
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Re: Did an update to the Red Ash site...

Postby Rob Lang » Tue May 01, 2012 2:54 pm

Looking forward to the PDF.

Oh, Chris, I forgot to mention that your page loads quickly here in the UK. I had a look at the markup/javascript and it's all pretty lean.
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Re: Did an update to the Red Ash site...

Postby vulpinoid » Tue May 01, 2012 6:14 pm

+1 on Onyx's post.
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Re: Did an update to the Red Ash site...

Postby bender42 » Tue May 01, 2012 8:34 pm

Looks okay for a frame. I haven't read through it in any thorough sense, but it seems like wih some additions and deletions it could be relatively promising. My biggest specific problem with the rules as they stand is the levelling up system. Although this is one of the more unique aspects of the game, I would much rather level up after slaughtering the dragon than after beating on a punching bag.
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Re: Did an update to the Red Ash site...

Postby cjoki » Wed May 02, 2012 8:09 pm

@bender42

Gaining a level is simply a matter of gaining enough experience points through combat, questing and what else a dm/gm decides is fair. While the amount of total experience is the same for all races, classes and species. The amount collected per encounter can vary based on the difference in level between your self and the encounters level and is further modified by your species xp gain. xp gain is a bit of a governor to allow weaker species to gain levels faster than strong species. As a species is created you spend population to purchase better base ability scores and benificial traits, fire breathing or regeneration for example. While another species that you make is made to be weaker, say by buying a mild deformity, for fun lets just agree the species looks more or less like a normal human mixed with a zebra skin pattern and a paint store explosion. Taking this deformity will grow your population over the starting amount. while the first species spent population the second earned population. Once both are done you figure out the xp gain based on a base value of 100% and +1% per 50 population over 5000 or -1% per 50 population under 5000.


To keep it simple lets say the first species above ends up with an xp gain of 50% and the second is at 150%. Now 2 players make one character from each of the two species you defined and are adventuring with them. They have an successful encounter and are awarded 100xp for it. The first character has to apply his 50% xp gain limiting his earned experience to 50. The second gets the same 100, but applies his 150% xp gain and its now 150 experience. Meaning the weaker character will need to have fewer encounters before gaining enough points to earn his next level. The first more powerful character will take a lot more to earn the same total experience.

This is where character levels begin to seperate, the weaker character will end up with multiple levels over the more powerful character. As they continue to adventure together encounters will need to be balanced between to 2 character levels. This mechanic forces the higher level charcter to earn fewer experience points since they are over the level of the encounter and the more powerful, but lower level, character will begin earning more xp. Each will still apply their xp gain values, but instead of both having the same 100. The higher level may start with 30 xp awarded * 150% for 45 xp earned and the lower level may get 170 awarded * 50% or 85 earned. If you have not guessed I am pulling these numbers out of the air, but the principle is what's important here. The net result is a balance between the weaker and more powerful characters should be hit after the initial few levels. I am expecting the balance to hit before the higher level character is level 10. But once again it depends on a lot on the players and the difference in the species. If one is a dragon based can-o-whoop ass and the other a balloon man, well there will be a lot of popping goin on.


As for when you can take the level, I feel there are two main options that are presented to a dm/gm. First is the idea that your players charcters need to return to a propper school, teacher, etc. to impart that next level of skill and allows the player to spend points on their characters. The second method is more like having an epiphany which can happen at random moment (such as gaining a new level) and the character has a better understanding of a skill they use.

Both ways are fine but should have some restrictions...at least as I see it. The first method is more like getting formal training and is well suited to learning skills that are new to the character and no other source of information or guidance is available. For example, you can not master archery in the middle of the woods and having just now picked up a bow for the first time. This seams unlikely at best. On the flip side of that argument is elevating a skill that you use routinely or a skill that is natural. If you are an archer then why not allow for that stroke of insight to be used in the middle of woods or even midway through combat? Oh yeah....no one else wants to wait on that player to update their character mid-combat.

My initial thoughts on leveling a character was to do it at a place where training is available, like the first method. But as I have written here I think a hybrid method would be a better solution. At any rate when you run your campaign with your friends it truly your choice, how and when your players level, just be fair.

Red Ash is still a system that is unsettled and I suspect many adjustments will be needed as it ages. But I do not think that its a one size fits all either. So this is where house rules will come into play as the system advances and more people offer input. I will need to look at the impact of new rules and/or adjustments to existing rules. I will most like have to depend on the input and play testing of many people and finally come to a decision to rule it into the core rules or seperate it into a house rules display on the relevant main page.


hmm seems I rambled....did I answer your question bender42?
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Re: Did an update to the Red Ash site...

Postby bender42 » Wed May 02, 2012 8:38 pm

Pretty much. Rambling is okay, it is no doubt hours of work on your part. That seems to be a large amount of bookeeping, but it may have a pretty good payoff for those sick of playing the same ol' elf, human, dwarf, hafling, orc....
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Re: Did an update to the Red Ash site...

Postby cjoki » Thu May 03, 2012 10:48 am

The book keeping is not to bad, I feel. Most of it is done as a side effect of the species designed, so once you make a species the xp gain is siple to figure and is set. The players only need to know the xp gain that they must apply to all awarded experience. If you look at the listed species this value is displayed. So if someone wanted to just use these most of the math is done.

Figuring the encounters level for a group of players of different levels is just running an average and rounding off. the only other aspect is the diference in level the character is verses encounter...and I need to reread what rules apply to that...but at any rate the xp calculator was made to make it easier to find the xp total of and encounter.

One of the things I wanted to do with the system was to allow for players to enjoy a new experience in a world that may or may not feel familar, but one that is not canned and a completely level playing field. This is my main gripe with dnd 4th ed, its too balanced where there is little difference between a fighter, rogue or wizard and even when looking at the races. Beyond the cosmetic differences there little to distinguish themselves.
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Re: Did an update to the Red Ash site...

Postby cjoki » Sun May 13, 2012 11:28 am

Updated the site with some artwork, mostly public domain stuff. I hope it makes the site more enjoyable to read. :)
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Re: Did an update to the Red Ash site...

Postby Rob Lang » Wed May 23, 2012 6:10 am

Definitely. Well worth the addition, keep us posted - especially if you get that PDF version out! ;-)
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Re: Did an update to the Red Ash site...

Postby J.K.Mosher » Tue Jun 19, 2012 8:14 pm

SMEG-OFF Git for brains!
Check out Realms of Lore (RoL) at the RPGLabratory.
(Rules)
(1st Adventure)
(2nd Adventure)
(3rd Adventure)
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