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Thread: Revised and updated FAGE expansion

  1. #1
    OPA Belta Doctor Atomic's Avatar
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    Jul 2016
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    Revised and updated FAGE expansion

    With the reawakening of my FAGE campaign after a six month hiatus that allowed me to play for once, I am updating all my FAGE material.

    My house rules came about after reading the rulebook and asking myself, "what about falling damage?" Streamlined rule sets are good, but this sort of thing is bound to come up and it just wastes play time and breaks the flow of the story when the GM has to figure this out on the fly. Then came climbing and jumping, more topics that will come up during play. These sort of rules really needs to be nailed down by the game developers.

    After that I looked at the magic rules and while they were serviceable, they were very thin, canonical FAGE magic is pretty bare bones. There were few non-combat spells, for one thing. I added a lot of new arcana to fill in the gaps. Also I like to have minor magicks/cantrips and rituals available (when you have been running games as long as I have, you get used to having certain things at hand).

    I made some balance tweaks to characters and adjusted creation, added more weapons and character options, some combat rules I felt the game needed, Mystic Orders/Rune Cults for characters to join, and a few other things. All in all the game remained quite streamlined even after all this.

    I am going to be releasing more material after it goes through review.

    https://drive.google.com/open?id=0B7...VVJTjMwbXNtNDg

  2. #2
    OPA Belta Kot the Protector's Avatar
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    Re: Revised and updated FAGE expansion

    This is some good work!
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  3. #3
    UN Basic Recipient
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    Re: Revised and updated FAGE expansion

    Good work. I really like the rules for fall damage, for resisting getting skirmished into traps (I do something similar, but I tended to set the TN somewhat arbitrarily), and the diminishing resistance difficulty.

    I think the rules for damage scaling make a lot of sense, but it comes down to your philosophy of character progression and how much stronger you think higher-level characters should be compared to low-level characters. Personally, I think hp reduction is a better way to solve HP bloat than increasing damage--at least for my campaign setting. I still want my players to feel threatened if they encounter a small army of minor-threat creatures when they're level 10.

  4. #4
    OPA Belta Doctor Atomic's Avatar
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    Re: Revised and updated FAGE expansion

    I just set the to hit bonus up so that the riff raff and rabble still have a modest to decent chance to hit someone in the party. Right now my level 7 party defense scores range from 13 to 17 or 18 with shield (can't recall exactly) so a low rent enemy is competitive with an attack score of 4 or 5 (ability plus attack focus) against all but the main tank, but he will be fighting the main bad guy so he already has his portion.

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