Maybe I'm just old-fashioned, but I'm not a huge fan of reformed-monster style characters. May players will certainly NOT be playing trolls!
Besides that, there's no drama in it. This character is boring- the father just let him train with his son, who, for some reason, was learning to use a sword, and said goblin, for some reason, fights better with two swords (a skill usually requiring special training so that you don't slice off your own arm). The father then just sent them away. There isn't anything special in it.
Why do they have special items? 'Cuz they went adventuring.
Why'd they go adventuring? Just because they wanted to.
Well, goblins are not exactly renowned for their fighting prowess, not for owning stuff like mithril shirts or magical blades... why is this one different? I failed to discern the reason in the text. Also, why has he come to the realization that all he's been doing in his life (and all he has known as a gobbo) is wrong?
Again, use a spelling checker, so others may read your posts easier... Go to Comment
hmm that sounds like a very nice explination that would be a very nice way fo putting it but i was trying alittle to hard to make it game capable otherwise that sounds like a very good explination Go to Comment
You can make it better with just a quick spell and grammer check.
The staff appiers a bright red in color and is about 5 and a half feet long. In the hands of a none magic caster the staff acts as a normal but nicely made staff with no auguments or enhancments, But in the hands of a fairly talented spellcaster of the arcana desent it is a very formidable weapon. When wielded by a arcane spellcaster it changes its look to look like a long red spear. The spear is about 1 foot longer then the staff and it retains all its features from before besides the sharpen of the point and the lengthen of the point. In the hands of a Fatespinner the staff gains a very dark red glow around the area where you wield it.
Spell/ Grammer corrected
The staff is five and a half feet long and is bright red in color. In the hands of a most people it is is a nicely made staff. In the hands of a fairly talented spellcaster with an arcane bloodline it is a very formidable weapon. In the hands of such a spell caster, it becomes a red spear (sharpened point and all), about one foot longer than it is a staff. When wielded by a Fatespinner, it gains a dark red glow. Go to Comment
Actually that mechanism works: you play out that minute... recording every action and die roll. (Make the player record every excruciating detail to your satisfaction... you will be suprised how infrequently they will use the ability) Then the PC can opt to rewind and choose when they want to take a different action. From that point foreward, the character can not rewind for at least a minute. Go to Comment
This seems to be of limited value and perhaps overly bound by limits of numbers, turns, etc. When I read this I thought of when I read Dune (Forget about the movie, it never touched on this) involving the main character Paul when he was percieving the flow of fate, and to some extent the navigators guild.
The first thing would be to disregard any sort of time traveling, as the above item reads more technically as. (I know it isnt, but play, rewind, play again...time travel) Fate would be more ephemeral and less precise (Unless you want it to be mechanically precise, and immutable) and more given to flows.
A simile would work best, perhaps comparing fatespinning to weaving a tapestry. The Spike of Fate is a potent tool allowing for this ability to be manifested, or enhanced. Instead of percieving a battle in a visual context of sword versus shield, and lines of troops clashing over the battlefield, the fatespinner instead sees the lines of fate, perhaps thousands of strands coming together in a giant nexus, or tangle. Add flares of color, angry tones of red, the yellow hue of fear, and the black cloud of death, with many of these lines snapping, ending.
It leaves the matter open to intreptation, and improvisation. Perhaps by being more nebulous it would be easier to manage rather than using a discouraging system of heavy paperwork and note-taking. Since it is lacking specific details, it isnt 100% accurate.
The paragraph about Magical Properties is pretty much incomprehensible, and to the extent that I can understand it, unplayable. Or rather, it is likely one of the more frustrating objects imaginable: You can see the very near future, but it's completely determined and unalterable? Why look?
As to playability: How can you let a player see one minute into the future, declare what her actions would be in that future so as not to allow any change to her actions, and then manage to continue the game so that that future actually unfolds, while still allowing *any* unscripted choices? You would more or less have to play through the future vision (minus a minute of assumed action?!?), and then what - rewind and play the intervening minute such that everything and everyone is set up correctly for what was foreseen?!? No, I don't think so.
This might be an interesting item in a book, or film variant of "Momento", but *if* I've read it roughly correctly, I don't see how it could be made to work in a game. Go to Comment
The point of roleplaying is to be superhuman.
You know why no characters are simply born on a farm and go adventuring?
1. That is BORING. Super boring. Who wants to be just normal? Nobody! We (except, apparently, for you) all want to be superheroes on some level, Waz.
2. Improbable. A character with a boring background is probably going to lack the impetus necessary to get out there on their own. If you are born in a small farming town in Texas, live there all your life, and are never significantly challenged by said existence, chances are you are going to stay in that small farming town in Texas.
Besides, this is not the place for normal NPCs. This is for interesting characters and people. We can't have a bunch of boring schmucks crowding up our character list, can we?
And last of all, this character is quite obviously not normal- he is a wizard who can change fate, and his hair is bright white. He has a veritable trove of powerful magic items. Do you walk around in speed-enhancing boots, changing fate, and have white hair at the age of 25? I didn't think so. Go to Comment
I'd have to disagree with the mage of echoness again. This has a good deal of possiblities. It is a normal person, but that is what makes it so good. Must DMs, (including myself) make NPCs that are superheros. The NPCs made are full of back stories that are a bit too much. Like a pirate that was so scared in childhood by his father killing his mother that he know has no mercy for anyone and little does he know he is turning into a demon because of the blood in his veins. Its too much! This is a fun normal character that gives me ideas. Though I may want to cut down on the goes around and helps people...echos write on that one because thats almost too much of a stereotypical of a good character. Gut Gemacht, chrono356!!! 4/5 Go to Comment
well i see the way i put it it sounds like hes trying to be the good guy. but the way i ment to put it was (hes my charecter in a dnd game i play and his alignment is chaotic good) see what i ment by help people was like if he sees somthing outright bad or really cruel he would help them like if someones getting mugged and such things that would possably kill the inoccense but thats the extent im not trying to set him up as a goody two shoes he will get down and dirty if it is called for he will kill if he needs to. Go to Comment
Medieval Britons didn't write contracts. Instead, men making agreements would clap their knives onto an altar and recite the agreement three times to seal a deal. Even after the Normans introduced written contracts, British nobles would wrap the parchment around a knife to authenticate it.