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  • in reply to: Codex Adventum: Road to Monsterberg Beta Test #2481
    zarlor
    Participant

    Oh, don’t get me wrong, there were rough spots but I think it went well enough for the most part. Some frustrating parts for me just because I could tell when my trying to explain something would probably just make things worse. I think we might have some of that ironed out after a bit of discussion after the game and a promise to give things a look with fresh eyes, so to speak, rather than through the lens of a failed, early, “session 0”. I don’t really know why some of the guys get annoyed by the names, but admittedly they don’t really need to be called such things when an equipment listing of things like “Shoes, plan” and “Shoes, fancy” would probably be plenty good enough. Or “Platendienst” for armor rather than just “Coat of Plates”. I’ve found it hard to be able to get across what things are when even I have to try to google some of them to find out what they are and, by then, some of the guys are just annoyed that they don’t really have any clue about it themselves. So presumably there is a fine line between what gives the game flavor and when that just becomes too much and gets in the way of the gaming part.

    In any case I’d also suggest some ideas on food items for how may meals or days that thing would last for, too. It’s one thing to get some idea on the costs, but not having a solid understanding of how much a quart of pickled cucumbers really is, or at least how far it goes, left folks at a bit of a loss as well.

    Also, the more I use the character sheets the more I dislike Skill being sorted by Rank. That is helpful in a few situations but with so many skills it’s a lot more helpful when they are just in alphabetical order to quickly find what you need in a given moment. I know the descriptions are that way, but when you most need them is when you need to make that roll so quickly finding it to know your modifier is when it would be most helpful.

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2470
    zarlor
    Participant

    Seaasion 2

    At Teschen, the group checked out the market and tried to look for passage down the river to Breslau, or at least as far as any merchant sailor might take them, but for some reason (which our GM noted wasn’t available because it wasn’t listed in the module as available? Maybe a good reason for why the usual “highways” of the medieval world were shut down would be good?) We were read some of the things available at the market but the frustration with things like fancy named shoes (“kuhmaul?”, I didn’t bother pulling up a picture of them as at least one of them was already frustrated with that, and not getting to the “action”) that nobody knew what they were cropped up again. There was some question about how much of what kinds of food would last for how long on the road, so we didn’t know how much to buy to make sure we had enough food for the trip.

    Everyone also wondered why putting 3 gulden on a table would be an illegal provocation. One of the guys did find a thing that said it was Turkish thing but I missed the explanation. Still, of the listed things that were illegal that was the only one that had folks wondering why so if you happen to know it might be cool to include that tidbit in there for the players to chew on and enjoy the medieval flare of it

    In any case the Noble, Gerd, decided to risk getting a cobb horse for 2 gulden, to help pull the cart Charles said we had from last time (I forgot to mention that, folks thought the equipment looked like more than any one person could carry, even though I tried to show them it really wasn’t, so Charles decided we had a cart to carry it since they all thought it was so much) just hoping we don’t have it confiscated, but we think the lands where that was an issue is behind us. Then he bought a saddle so he could ride as well, but we couldn’t find a price for that, FWIW. One of the group got sick of dealing with money and shopping, wanting to “get to the action”.

    During all of that Jan tried to offer his services at appraising knives and swords and such and succeeded in one gentleman having already paid for a room at the inn offering it up to Jan for the evening since he had to leave that day for his appraisal assistance services, but he could offer him actual no money. However the merchant gave him 5 dinari for overlooking the flaw in that particular blade. Jan rolled poorly enough he hadn’t noticed it! Still, he sighed to himself for that mistake and took the money anyway.

    The group used the room at the inn and headed on down the road in the morning. Traveling most of the day, they saw a commotion in a field in the distance, with some festivity happening. As the group approaches they see a wedding! They are welcomed and hear about a horse racing contest and Gerd tossed in a shilling to join the race, getting a 21 on the roll against the peasant’s 19, just barely eeking out the win (the book says this should be an Animal handling check, although the player thought Ride would be appropriate for it instead, but his modifier would have been the same either way… we are not yet using skill checks with the new CM rules, so it’s a single d20 with skill modifier alone.)

    The next rider he quickly outraces.

    The 3rd rider is bucked off of his horse and badly hurt, with a drunk monk deciding to declare the poor young man not having much time left for this world and trying to drunkenly give last rights, but Gerard, the physician, stepped forward to see to the young man. The monk’s prostrations were interfering but Nils offered a bit of ale to distract and pull him away so the monk wouldn’t interfere and he happily was drawn away by the lure of more ale. Gerard diagnosed him with a broken clavicle. He tried his best to set it and thankfully had a poultice just making it with a 16 on a 15 DC check and thus resetting the break with his good ministrations. Earning the thanks of the lad’s father and an offer to him to spend the night at his home instead of having to pay for space at the hospoda.

    The 4th race race Gerd won well, too, but the next man (obviously not even from this village) was an excellent rider. Still with a natural 20 Gerd knocks out another win, but the man was obviously displeased and was seen with others he had been with obviously disgruntled..

    The 6th race sees another rider with a natural 1 falling off their horse counting as another win (at least this poor man wasn’t too hurt).

    The final opponent, another from the group of the disgruntled rider, barely wins (20 to Gerd’s 19 even with a -5 to his roll), but Gerd found a burr under his saddle most suspiciously. Gerd called out the other man as a cheat and a liar, and the stranger decided to challenge Gerd, so they moved to a field. Gerd firing a bolt from his crosbow at the man with 1MP, but the stranger was just able to deflect with his buckler. The player got very, very frustrated with not being able to load another bolt right away for some reason (and being upset that he couldn’t find “AC” on his sheet), so he spent another MP to draw his sword, at which point Kunst stepped in with a great Diplomacy roll to diffuse the situation, as the villagers were also calling for peace, wanting to celebrate the wedding rather than suffer the violence of a fight.

    I found out later the reason for the frustration had to do with a failed “session 0” he had done earlier where I really needed to brush up on Codex Martialis beforehand and our GM was definitely not too familiar with it, so our doing it wrong left a really bad taste in his mouth about the system and that was what was boiling over there. I’ve spoken to him about it and let him know we did it wrong so he’s much more amenable to trying to give it a fair shake next time, I hope. He is one of the group that much prefers narrative systems, mind you, so crunchy combat may always be a bit of an issue for him. I think we have a lot of negative predispositions to get over for some of the group in some ways, I’m sorry to say, which sometimes makes playing this a high hurdle right now. My apologies if things come off a bit negatively because of that. At least you know they won’t hold back their feelings about things they don’t like!

    Some of the group then spent the night at a local hospoda, while the physician and Gerd (as his guard) stayed at the home of the young man he had healed earlier.

    The next day they were off again until they came to a mudslide in the road. Some peasants from the wedding showed up and mentioned a trail to the north they would travel along to go around it, and we decided to join them, being concerned about trying to go through the mudslide with the horse and cart. Another hour later the weather became threatening and started raining, at which point we saw a ferry to get across river, needing to be on the other side to get to the next big town on the way (Rathbor, or something like that. Sorry if I mess up the names), so we rushed to get on it, but he could only take 2 people, or 1 horse, across at a time and at a cost of 2 denari per person, and 10 for the horse.

    It should be noted here that the physician had for money only 5 pieces of jewelry worth .1, but we didn’t know .1 of what, so we assumed it was .1 Gulden each, so he had half a Gulden/20 Kreuzer woth of Jewlery, as our assumption, if he wanted to trade it.

    Some of the guys were a bit tired and we ended up calling it there for the night, a bit earlier than usual.

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2469
    zarlor
    Participant

    I think you remembered more of it better than I did, actually. We did start out on horseback but warily dismounted as we offered up a picnic for the bandits in the original scenario but that’s not really noteworthy. We never quite got to the point where I really took advantage of Kalina’s MFs, but Charles became quickly enamored with Versetzen having seen it in action. That does seem to be a common reaction to some of these MFs, I have found, where people will often look at them at first with a reaction of “Meh” or even “I’ll never use that!” to seeing it actually in use in play and going, “Whoa, that’s awesome!” (Charles had that response to the “Feint” MF in a much earlier, and somewhat aborted. “Session Zero” a month or two ago).

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2464
    zarlor
    Participant

    We just started up Monsterburg recently so a quick intro to the group. Charles is our GM and I’ll be playing (so avoiding reading any of the above to stay away from spoilers!) but acting as a co-GM mainly in the capacity of helping out with rules look-ups and contextual/historical assistance (only because I’m more familiar with historical combat and some of the historical framework, so I don’t know what’s in the Monsterburg book). We are an older group of gamers, except for one Millennial, who almost all cut our teeth on original 1st Edition AD&D in the late ‘70s and early ‘80s essentially house-ruling the daylights out of it. We’ve all played a very wide variety of RPGs, although these days the “go-to” system tends to be Savage Worlds but we have been enjoying some things that are more narrative/lighter rules systems lately (FATE accelerated, some Powered by the Apocalypse games, Godbound, that kind of thing). 3.5e was mostly avoided by the group, though, and we did play a 4e game and universally despised it. We do have a 5e game starting up very soon and the group tends to like that system so far so we may be using it as the underlying rules system to work with Codex for most of the RPG elements. We play a wide variety of settings as well, so lots of sci-fi, superheroes (or villains!), among many others besides just fantasy.

    On to Monsterburg… Session one was a little rocky, mostly because we got started a little later than usual and Charles, in an effort to get the group moving, read the shorter intro rather than the player intro, so as we were moving along folks had lots of questions about the “tie that binds” this group of characters together and where we were going. Largely the group just made up the pretext that we were heading to Monsterburg to join a military campaign, rather than the actual pretext of getting away from the campaign we just get stuck in! We’ll fix that in the next session, though. It didn’t help that we also didn’t have our character info sheets printed out, only the character sheets, and those info sheets are pretty useful as well, so I definitely recommend folks have both ready for their players for when they pick the characters they are interested in. We did get them passed out later, after the game, though. I might also suggest putting the “Private Bio” section (or any pieces that shouldn’t necessarily be for all players to be able to know) of those at the very bottom of the info pages or at least move the Fighting Tactics section up above it since that’s useful info when picking a character. We printed out those sheets and folded them at the Private Bio section so people wouldn’t see that part when making their choices later which put things like those tactics below the fold and, thus, not available for review for them.

    The crew started out standing in line to get into Teschen with 2 guards checking in heavy arms and armor at the gate and a monk with them handling some translation and paperwork duties, but doing so very diligently and slowing things down. One of the group suggested we offer to help but I noted that we probably wouldn’t be able to do much considering other folks were having to take time to get their armor off anyway. So we decided to just patiently waited our turn. A couple of the group had the Pronouncement allowing them to get in with their arms, but one of the group playing Nils Polheim (who changed the name to Niles Freeman… the player was REALLY, and I mean REALLY, annoyed with having to deal with things like German names he felt he had no clue how to pronounce) decided he would declare that he was a “free man” and didn’t have to hand over his arms or anything, essentially saying he was following one of the folks with a pronouncement and saying “I’m with him”, which the guards weren’t buying. I made the mistake of trying to provide the historical context of saying his trying to get in like that would be akin to walking to City Hall with a holstered pistol and somehow expecting them to let you in with it, but he got upset by that enough that even after when we suggested seeing if he had any skills like forgery or bluff or something to get in he just kind of gave up on it in a huff instead. That’s not so much a module problem, though, rather a player maybe having a bad day being upset that things weren’t following his preconceived notions or just having some issues with lots of intimidating words in a foreign language on a character sheet or something. Not following standard fantasy fare, if you will (after all it was common back in the day that if a GM did something to make you give up your weapons in town it was likely because they wanted to screw your characters over by their not having weapons!), so I blame it on a player not really ready to embrace an historical setting game more than anything else, I think.

    We did have some issues dealing with not only the money (same player got ticked off by having to use a term like “Kreuzer” and not just using terms like “silver pieces” instead, go figure) but also economic stuff in general, like figuring out if one of the players with nobility wanted to get a room at an inn, instead of an hospoda, if there was enough room at a single room for the rest of the party. We just decided there was. Our GM also noticed the costs were not listed in the module, but those are listed in Codex Martialis so I just looked them up there for him. Having them handy in the module might be useful, though.

    Also without the intro the group wasn’t fully aware of what we might want to get at the market or anything like that, it was just winging it without a really good sense of direction, but largely, after all of the extra hubbub around getting in and figuring out what was what at the inn (and some of the players adding color commentary about peasants covered in muck and the like… which I completely blame Hollywood for putting that image into their heads… with all of the other distractions we had going I didn’t really bother trying to dissuade them of that notion) we’d pretty much used up our time for the night, so we largely got almost nowhere in the scenario but hopefully we’ll have less distractions and be a little better focused next game.

    in reply to: Converting Codex to 5E (and 5E into Codex) #2371
    zarlor
    Participant

    FWIW I’ve been doing a really deep dive on 5e lately and I really think it may be the way to go here. I mean OSR isn’t some kind of pre-defined rules you can plug into or anything, but 5e is. While I have many pages of notes I think most of it really boils down to minor tweaks.

    Classes in 5e do a lot of the heavy lifting for “Features” so something between Classes and Backgrounds would probably be where you would truly create a Codex Integrum “flavor”. That heavy lifting, though, may also be where you need to do a bit of tweaking for folks using the core Classes. In essence, though, I think the big thing would be to say something like “Use the Martial Pool mechanic in any situation in which you are using combat rounds”. Then modify the SRD definitions of Advantage to just be adding a Free Dice and Disadvantage as removing a die from the MP (or current MP roll? I wasn’t sure on that) unless doing so would bring the MP to 0, in which case roll 2 dice and take the lower result. Unlike the SRD you might add that you can have more than 1 case of Advantage or Disadvantage for a roll. Then for consistency sake you can replace using the phrases “add a Free Dice” or removing them with just saying you have Advantage or Disadvantage for the roll. Easy. MAYBE a review of how a 5e “Bonus Action” fits in may be helpful, but largely I think the above covers any situation where you have one that would affect the MP.

    The term BaB in CM can probably be straight up replaced with Proficiency Bonus. (Proficiency Bonus is just level-based, so every Class just gets it the same way). But 2 things are based on that, MP size and when you get Martial Feats. So is a standard MP of 2 at 1st level, 3 at 5th and 4 at 9th good enough for that? Ditto for Martial Feats? Personally I think the former might be fine (depending on if you level cap or not, although 5e is a bit different here, too, but I’ll need to do some playing to definitively say if level capping is still needed to keep some of that feel to it or not), but I think the latter may be more problematic and may need to be linked in some other way. (If you linked it to Feats, of which the SRD only has 1 anyway, you would get those first at 4th, then 8th, 12th, etc.) I kind of think that will need to be addressed. Maybe one every other level? So 1, 3, 5, etc.?

    You will need some slight revisions for any “negative hit points” statements you have, since you bottom out at 0 now (the only thing below 0 is if that last blow would be negative enough to equal your hit point total, in which case its insta-death. Otherwise you’re at 0 and either making saves to avoid death, or someone has to, well I guess we used to call it “bind your wounds”, basically.

    Criticals should probably be reviewed compared to 5e, but changing the CM version may or may not be needed. I have some notes about it, but they may be worth reviewing, is all. Same with some of the equipment lists (mainly to either get rid of some fields no longer used in 5e or to just make sure you define them in Codex if they are still needed there anyway) and maybe a little review on Mounted Combat, but overall Codex Martialis should be a relatively easy plug-in to just use the SRD for 5e and you’ll be good to go (and have a game system a WHOLE lot easier to deal with.)

    Less important, though still referenced in a few Martialis spots, would be “Skills”, in essence these are just Proficiencies in 5e and there are 3 types, Skill Proficiencies, Tool Proficiencies, and Languages. Most of them are granted by either Class or Background and having them just means you get to make the roll with your Proficiency Bonus (so just a level-based modifier, if you will). Tool Proficiencies just mean you have to have the “tool” kit for that Profciency to even be able to roll. Otherwise it’s just noteworthy that the Proficiencies are simply broader in scope now so you’re not drowned in a bazillion little “skills” to choose from. Considering that a common problem I’ve long had with skill-games like 3.5e is that historically people are a lot broader in skill than you could usually be by those rules I’d say this is another big advantage to broad proficiencies over focused skill lists.

    Integrum would need a bit more of a deeper dive to get it jibed up, but that’s mostly just because of things like Spells being case from a level slot rather than always based on the caster’s level, so even that isn’t a huge deal. In other words Magic Missile is no longer automatically adding bolts because you’re a higher level caster, instead you have to use one of your higher level spell slots to do it, an that greatly reduces the damage some of those things did, too, since it’s not about caster level anymore but about spell level instead. That and cantrips are just always available to cast as an Action. There are a lot more little things including reviewing the new spell lists (remember you only need to address what is in the SRD, though, as nothing in the PHB would be something you’d bother with).

    Still, while I have many pages of notes it took me only maybe 6 hours of solid work, if that, to essentially prove to myself that 5e is likely going to be the easiest way to go to fill in a game system for what CM doesn’t cover with really just some relatively minor tweaks to CM and, IMHO, fill in plenty enough of what OSR does anyway (besides just making sure to explicitly state that Rule #1 in CM is to “just wing it when you need it” practically covers the biggest thing OSR is supposedly trying to pull back into gaming). I’d be happy to sit down (or conference/phone call it if you’re still more COVID-averse right now, since I haven’t gotten the shot just yet) and go over these some day if you really want to see what I’ve got figured out with it.

    in reply to: Happy St. Patricks Day – today is the day #2358
    zarlor
    Participant

    Congrats on getting it finished!

    in reply to: Converting Codex to 5E (and 5E into Codex) #2265
    zarlor
    Participant

    Yes. From the book to reference the general DC comparisons:

    Typical Difficulaty Classes

    Task Difficulty | DC
    Very easy | 5
    Easy | 10
    Medium | 15
    Hard | 20
    Very hard | 25
    Nearly impossible | 30

    Probably the better (base) SRD site to reference the above would be at https://5thsrd.org/rules/abilities/ability_checks/

    • This reply was modified 3 years, 9 months ago by zarlor.
    in reply to: Converting Codex to 5E (and 5E into Codex) #2260
    zarlor
    Participant

    So, to be perfectly honest, it doesn’t seem to me that there is any real difference between a Skill Proficiency and a Tool Proficiency, they just seem to be categories of Proficiencies and Proficiencies seem to just be equivalent to 3.5e Skills. Arguably the main difference being that in order to use a Tool Proficiency you need to also have a piece of gear, the Tool, used for that proficiency, is all.

    in reply to: Converting Codex to 5E (and 5E into Codex) #2250
    zarlor
    Participant

    The Skill thing isn’t necessarily an issue. Even the SRD under https://www.5esrd.com/gamemastering/5th-edition-options/ has a section for “Variant Skill List”. Alternately you might consider just stating that the lifepath generated at a certain point gives you “skill in blah-blah, which give you Proficiency in Athletics”, or whatever is appropriate. Per standard rules if you get Proficiency (or a Tool, don’t forget you have those as well) a second time it just means you get to choose a Proficiency (or Tool, if it’s a Tool) in its place. I’ve mentioned before (I think in that thread) that my concern with lifepath generators is if they constrain a player too much then they can be problematic so having situations arise where a character might already have a Tool Proficiency of, say, Smith’s Tools because of an apprenticeship, or something, but then ended up with, I don’t know, a merchant thing that would give them the same tools for some reason, then letting them say “You know what, since I already knew smithing and had those tools, during that time I actually took the opportunity to learn some of the Masons art!” and get that as a Tool Proficiency seems just as good, IMHO.

    And definitely don’t forget that while Skill Proficiencies are broad and seemingly limited, all of those Tool Proficiencies are where a lot of the old “Skills” actually went to! So you definitely still have all of that flexibility there.

    I think the difference is you’re effectively creating a more granular version of the standard “Backgrounds” system is all, IMHO. Nothing wrong with that at all, I don’t think, especially if you use that to kind of make up for the whole BaB disconnect, if you will.

    I largely do agree that the Martial Feats need to stay, however. I’d probably suggest that, like they are for the 3.5e version, they should be an add-on to the Feats system and not integrated directly into it anyway. And that should cover it. After all the main thing to consider is always balance and as long as both the players and the NPCs they face are using the same system then you naturally have that largely built in, so I don’t think it would be a problem.

    in reply to: [Computer] Gaming Thread #2248
    zarlor
    Participant

    Yeah, that’s on my Steam Wishlist and it is out now in Early Access. While the fighting looks good it just seems like a really nice form of side-view fighter, you know like playing Street Fighter or something (although at least this seems based on real fencing technique). Still that kind of game is, for me, only interesting for maybe a very little bit then I tend to tire of it pretty quickly, so… At least something like Kingdom Come Deliverance was a full RPG and that is more my style (and I enjoyed KCD, I might add).

    • This reply was modified 3 years, 10 months ago by zarlor.
    in reply to: [Computer] Gaming Thread #2229
    zarlor
    Participant

    A bit of thread necromancy here, but I remember playing the original PoP way back when it came out and the movement and gameplay for the time was really quite phenomenal. I was blown away by it, to be honest. As for resembling a real fight, though… I don’t remember if it had parrying, but I think it might have. If it did it was really no different than what it was in Pirates, if you ever played that game. Probably less so, actually, since if I remember right in Pirates you set a high, mid or low guard and could attack to high, mid or low as well, in Pirates did have a small variety of weapons with different characteristics.

    I think in PoP there was no real control over the strikes or how you did blocking or anything, this was still the joystick days, after all, usually with just one (or MAYBE 2 buttons) and the one control stick, so options are pretty limited. Still I remember it being a pretty fun game, but the fighting in it was definitely simplistic (and who would have expected anything more back then anyway?)

    in reply to: Converting Codex to 5E (and 5E into Codex) #2228
    zarlor
    Participant

    My group should be doing a 5e game starting up somewhat soon and we’ve made characters for it, so I’ve been digging into it a bit more and hope to have a better feel for it in play in a few months. From what I have seen so far of 5e the above should work well enough for just replacing the usual actions (Action, Movement, Bonus Actions) with Martial Pool (although the base rules effectively give you a bit more flexibility up front simply because you have more available to you than a single MP die will give you at 1st level in Codex Martialis, FWIW). That being said, I’ll have to dig into it a little but but MP would need to be based on something other than Base Attack Bonus, since that doesn’t really exist in 5e.

    Most everything is rolled as a straight d20+Ability Modifier (a bonus or penalty based on the Ability in question, such as Strength or Dex). If you are also Proficient in a skill being used for the roll you also get to add your Proficiency Bonus, which starts at 2 and increases by 1 every 4 levels, no matter class or anything else (even multi-classing, which in many ways is also simpler and easier to do in 5e).

    So arguably MP could be based on Proficiency Bonus (either equal to it or more likely by subtracting 1 from up up to your MP limit of 4.) This would mean that MP is strictly a level-based mechanic and would seem to be the closest analogy to BaB in 5e, it’s just that class doesn’t affect it like it would in 3.5. That’s probably not a problem because, as we both know, people are in many way a lot more flexible and capable than previous editions of D&D tend to imply with a strict class system. This does make it a little easier to deal with leveling up a bit higher than, say, 6th level as you’ve suggested elsewhere as a method for tamping down the usual power curve (or overpower curve, as the case may be). In essence at equal MP would hit 4 at 9th level (and sticking at that ceiling at 13th level when Prof. Bonus would go to 5) or maxing at 13th (and not going higher at 17th) if making it at -1.

    I think my personal take would be to make it equal to Prof. Bonus. That is 1 more die than normally available under the 3.5 version at the lowest levels, but it help to equalize it a little to the 5e rules in that it gives you a bit more flexibility in actions anyway than earlier rules did, but it will slow down MP gain a little (especially compared to, say, a 3.5e Fighter).

    Feats are largely still there in 5e, although the “Feat” system changed a bit. There are class “Features” and you only get “Feats” (if using that “optional” system) when the class would get a Feature called “Ability Score Improvement”, which is around every 4 levels (4, 8, 12, etc.). You may choose a Feat instead of improving an Attribute by 1 point. The rest of the “Features” are otherwise kind of set in stone, although some Classes have a little flexibility with an “Archetype” you choose at 3rd level which gives you a branch of Features you’d be getting in the future. So some Features all members of a given class will get at certain levels, whereas an Archetype patch will give different Features based on the Archetype at some levels.

    My take here is really the same as the BaB note for above, since CM simply adds “Martial Feats” as an addition to the standard Feats system in 3.5 linking them to BaB, although in this case they could be linked either to Proficiency Bonus (take one Martial Feat for Prof. Bonus, for example, which starts you with 2 instead of one, or Prof. Bonus-1 starting you with just 1 and getting a new one every 4 levels) or linking to the Feats system (you may also take a Martial Feat in addition to the usual “Ability Score Improvement” or Feat). The latter method would mean you start with none (unless you added a rule to allow for 1 or 2 MFs to start with) but would also mean you get a MF 1 level sooner than the former method (at 4, 8, 12, etc. for Ability Score Improvement rather than 5, 9, 13, etc. for Prof. Bonus).

    In essence probably the biggest change here is that Class in 5e is disconnected from what had been BaB, and BaB is used as a core point of reference in CM. The biggest “Class” this effects, then, is Fighter since they would gain a BaB at every level, so they would be getting a lot more MFs (and gain MP very, very quickly) compared to what they will get using CM in 5e when linking it to Proficiency Bonus or to when you get Feats. So I think that may have to be considered for what seems to play well when using CM with 5e. (Not to mention dealing with the Class “Features” to see what is appropriate for use with CM or if any should be modified in some way). Advanced MFs would need a modified BaB requirement as well, of course.

    I will say that so far I’m liking what I see in 5e. In some ways it uses a bit of a mechanic not dissimilar to CM in the sense of loading the details onto the sheet before play so it’s just a quick check of what to add or subtract from a roll and comparing it to a target number. Any table lookups and such are done beforehand to just get that bonus to use. Situational modifiers to a die roll generally come down to a single mechanic of having “Advantage” or “Disadvantage” (and if you have both they cancel each other out so you just make a straight roll). Having either just means rolling 2d20 instead of 1d20 and taking either the higher (with Advantage) or lower (with Disadvantage) roll. In essence what you kind of do with saying you want to give yourself and advantage by rolling 2 dice from your MP for, say, attack or defense in CM, but this same mechanic could be used for situational modifiers to CM as well, such that you take an extra die when rolling with Advantage (already a CM mechanic, after all), it’s just if you want to use Disadvantage to, say, remove a die (or add a die if down to 1 and take the lower result) as a way to use the same mechanic in CM.

    Outside of that some pre-requisites may need to change just because some reference regular Feats that aren’t as freely available (or might not even exist now) as they might have in 3.5e.

    Those seem to be the main concerns of trying to use CM w/ 5e, I think, from going through things so far. Superno may need some tweaking as well, but I THINK maybe a lot of that will be less affected by 5e changes than CM itself would be.

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2199
    zarlor
    Participant

    I don’t know about Kinkos but there is a FedEx copy shop on Vets we can use. Send it to me and I’ll pay for and try to get that taken care of for him

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2186
    zarlor
    Participant

    Oh there’s room. I’ll try to avoid watching/reading too much here so as not to spoil the campaign for myself. 😉

    in reply to: Codex Adventum: Road to Monsterberg Beta Test #2172
    zarlor
    Participant

    Oh, and “Gene” Chandler just sounds so…. wrong 😀

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