Author Topic: Revisiting Scaling Diomin to HARP  (Read 6938 times)

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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #20 on: April 02, 2011, 12:21:41 PM »
I found the Gadianti lifespan reference. Still, most of them don't get to experience it.

Brought one copy of the Worldbook to my apartment, ready to come up with ideas for the Arak and Gnolaum.

D&D Araki
-2 Int, +2 Con
Lowlight Vision
+1 to Reflex saves
+1 racial bonus on Listen, Search, and Spot checks
+2 racial bonus on Wilderness Lore and Animal Empathy.
+2 racial bonus on Hide and Move Silently.

D&D Gnolaum
-2 Str, +2 Cha, +2 Wis
+2 racial bonus to Swim checks
+2 racial bonus on Balance, Intuit Direction, and Profession (Sailor)

Regardless of system, Gnolaum have an average lifespan of 350 years.

Talent thoughts for both races in HARP


Arak: Instinctive Defense, Night Vision, Outdoorsman (was originally going for Enhanced Senses, but thought this made more sense)
Gnolaum: Extremely Nimble . . . that's all I can really justify based on their D&D version and my available HARP books.

As always, ideas are appreciated.



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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #21 on: April 03, 2011, 07:40:01 AM »
Checking Monsters, A Field Guide shows that my HARP Hearthom are nowhere near the total of 8-11 stat adjustment points.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #22 on: April 07, 2011, 08:58:59 AM »
Checking the way the core Races were made shows me that neither do they.

As far as weapon restrictions on Diomin: No reason to develop the rapier, so it doesn't exist. You can have a left hand dagger but it won't be called a Main Gauche because there is no race or culture that represents France.

High Quality weapons will mostly be restricted to Gnolaum, especially those of clearly Asian origin, and they don't generally sell them outside their race. Gifting on the other hand . . .

Likewise, Plate Armor resembling full plate will also be the province of the Gnolaum. Tirasim Humans use Lorica Segmenta, which I am not sure if counts as Plate or Plate & Chain. My guess is the latter.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #23 on: April 08, 2011, 10:53:50 AM »
Admitting defeat with the Gnolaum. I just made them elves with a few changes.

That said, here's the next revision.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #24 on: April 12, 2011, 08:44:07 AM »
This current revision requires you to have the Diomin World Book, but it should be enough to give you the feel and get you started. I still want to tweak Hearthom ability adjustments, but I'm not sure what to change.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #25 on: April 12, 2011, 07:02:24 PM »
Thinking I overpowered the Hearthom abilities.

DR 2/-- should not translate into being harder to damage, it should translate into damage being absorbed. Perhaps, all criticals against hearthom characters are reduced by 10 points?

Likewise, +2 to attacks vs. Gadianti should at most be +10 extra damage, as HARP (given the books I have) is lacking a "hit certain people better" talent.
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Offline markc

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Re: Revisiting Scaling Diomin to HARP
« Reply #26 on: April 13, 2011, 11:41:11 AM »
How about DR2 being reduce damage by 2 but min damage of 2? That way you are not harder to hit.
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Offline Thom @ ICE

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Re: Revisiting Scaling Diomin to HARP
« Reply #27 on: April 14, 2011, 08:05:09 PM »
Likewise, +2 to attacks vs. Gadianti should at most be +10 extra damage, as HARP (given the books I have) is lacking a "hit certain people better" talent.

See page 49 in the Core book - Bane Talent.
The character may select one type of creature (or race) against which he gets a bonus of +20 when determining damage. This bonus is used only in determining damage (i.e. the critical) and does not apply to determining whether or not the character actually hits. The full bonus must always be used. This allows the attack to ignore damage caps.
Cost: 25

If this is too powerful - create a Bane (Minor) talent at Cost: 15 which gets a +10 and ignores damage caps.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #28 on: April 14, 2011, 08:39:55 PM »
If this is too powerful - create a Bane (Minor) talent at Cost: 15 which gets a +10 and ignores damage caps.

This is what I did, except I didn't put the price in on the current revision. Also I see the familiar dance with "hitting" vs. "hurting". It's cool, I understood the intention.

Also, Hearthom now ignore 10 points of the critical roll. Unless you're using something made to harm stone. Hmm . . . Acid, certain magic weapons . . .
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Offline Thom @ ICE

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Re: Revisiting Scaling Diomin to HARP
« Reply #29 on: April 14, 2011, 08:49:14 PM »
I see lots of pains from Elemental Earth type spells....
Earthen Transformation can be quite devestating, especially if the stone is changed to earth, and then converted to soft mud....   
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #30 on: April 15, 2011, 06:31:15 AM »
Turning to their skin to mud would likely cause muscle and nerve damage.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #31 on: April 15, 2011, 11:38:11 AM »
Here we go, Hearthom revised. Along with a better understanding of quality bonuses vs. increment bonuses.

Why is the tihss fumble range so large? Because you're attacking with your tail.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #32 on: April 18, 2011, 09:02:53 AM »
Other than finalizing Hearthom attribute adjustments, I need to find a source with a Profession that makes a good stand in for the Diomin Shaman.

On Diomin, Shamans are not spellcasters though they can use spell affecting feats on their powers. They speak with, control, bind and release spirits. They borrow powers from spirits (talents, skills) for a short time. Most of all they can imbue items with spiritual significance for themselves, another individual, or best of all a whole group of people.

Individual spiritual significance makes it so the power only works for that character. Spiritual significant items can also be enchanted in other ways.

Thanks for any advice.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #33 on: May 19, 2011, 08:42:18 AM »
Well, it's been a while. Given that Hearthom are Diomin's "dwarves", I'm going to look at the Dwarven stat adjustments to see where I should fill Hearthom stat adjustments out.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #34 on: June 05, 2011, 10:21:53 AM »
I'm almost done with the amount of scaling to start of using HARP for Diomin. Hearthom have had their stat adjustments raised, and gained a bonus to SD. All I need now is advice on the stat adjustments for Greater Blood Talents when the player selects "the character's X blood has a strong influence on his/her bearing, build, and lifespan" option. So, except for that, here's the "finished" starter.
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Offline markc

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Re: Revisiting Scaling Diomin to HARP
« Reply #35 on: June 05, 2011, 11:28:39 AM »
No file link.
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Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #36 on: June 05, 2011, 11:42:08 AM »
No file link.
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Probably not approved just yet. If did make a mistake in the upload, I'll put it up next post.
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Offline markc

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Re: Revisiting Scaling Diomin to HARP
« Reply #37 on: June 05, 2011, 11:47:01 AM »
No problem I thought it was a link to another site.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #38 on: June 11, 2011, 05:26:14 PM »
What are the HARP equivalents of alchemist's fire, tindersticks, and thunderstones? Thank you.
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Offline Zhaleskra

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Re: Revisiting Scaling Diomin to HARP
« Reply #39 on: June 14, 2011, 08:32:07 AM »
*sigh* Every time I think I'm done with this basic conversion, I find a better idea or something I missed.

In this case, I need to change "no weapons with racial descriptors" to include "except HARP elven weapons that have a direct Japanese equivalent".

Also changed the Gnolaum special rule from Bonus I to Superior Steel.
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