[Review] Honor + Intrigue

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deaddmwalking
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[Review] Honor + Intrigue

Post by deaddmwalking »

So I went to DriveThruRPG and spent $42.87 on Honor + Intrigue. I was thinking of buying the bundle ($44) but some of the reviews said that a number of titles included in the bundle had been updated outside of the bundle. In fact, several books in the bundle were compiled into a single book (Intriguing Options 1, 2, 3, & 4). Turns out it also incorporates 'The Duelist's Guide', which I picked up separately for $8, so if this sounds interesting to you you can have everything I have for $30.98 before tax instead of $38.97.

So we'll be taking a look at:

Honor + Intrigue ($15)
Tome of Intriguing Options ($16)
The Duelist's Guide ($8, possibly duplicated in the above publication)
A bunch of freebies including:
Honor + Intrigue Adventure Sheets
Honor + Intrigue Form Fillable Character Sheets
Honor + Intrigue Form Fillable Character Sheets 2
Honor + Intrigue NPC & Monster Sheets
Honor + Intrigue Ship Manifests
Blasters + Intrigue Adventure Sheets
Blasters + Intrigue Form Fillable Character Sheets
Blasters + Intrigue NPC & Monster Sheets
Blasters + Intrigue Ship Manifests
Rescue from the Void



Image What do they say about themselves?
Honor + Intrigue is a new, standalone game from Basic Action Games. Inspired as much by Hollywood as by history, Honor + Intrigue pays homage to the swashbucklers of the silver screen as well as great works such as those of Dumas and Sabatini. Game Masters should feel free to use history as a source of inspiration, not a restriction. True to its inspiration, Honor + Intrigue plays fast and cinematic, leaving the focus on drama and action unfolding.
What are other people saying about it?
The Good: The Rules are simple and very "rules lite". Roll a 9+ on 2d6 for pretty much everything. There are no "skills" so you are freed up to try whatever you can imagine as opposed to what's on your character sheet.

The Amazing: There is some "crunch" to the rules, but in all the right places- particularly sword combat. This system's combat maneuvers make duels feel intense and dramatic. It's not just I swing/roll for damage, you swing/roll for damage, rinse / repeat-- the combatants have tactical maneuvering choices and the tide of the battle can swing as one dueler gains advantage over another through superior swordplay and footwork. It is Epic!

Have you ever met someone for the first time, but you feel like you've known them your whole life -- and you become instant best friends? I had that same feeling when I stumbled upon Honor + Intrigue. It's my new favorite RPG.

If you love swashbuckling action, treacherous political intrigue and eldritch horror, you should check out Honor + Intrigue. You won't be disappointed.
They have 10 reviews on DriveThru RPG (9 5-star, 1 4-Star). From the reviews it appears the game is derived from Barbarians of Lemuria, but adds meat to the combat section. Mooks are called Pawns and it's possible to take out groups with a single attack by describing how you might do it and pulling off a stunt (as opposed to 7th Sea where a single hit kills a mook and each raise [5 points over the TN] lets you kill another).

The element that I'm most interested in learning more about is Advantage - a combat process that doesn't involve dealing damage but if you win enough your opponent is helpless as you hold your sword to their throat.
Where I find things get interesting is the Advantage system where you can win a battle without either side ever drawing blood. The moments where the good guy manages to keep the enemy pushed back and back until they're on their butt with a sword at their throat? You can recreate that easily here and can give plenty of GM narrative opportunities and give players plenty of space to role play.
Also, using Advantage is a fun way to replicate combat where neither side hits the other, but one yields ground until they're at their opponent's mercy. Think of Dread Pirate Roberts against Inigo Montoya: nobody is actually hurt during the whole fight, but the victor is clear.
A rule-lite system can be a good system - the question really is does it resolve actions in a satisfying way? Satisfying to me primarily means genre-appropriate - if fearsome sea-snakes are driven off by a single blow from a belaying pin from a green sailor on their first voyage, I'll probably object. But if a well-seasoned pirate captain launched burning coals at the creature's eyes, I'd probably be okay with it.

As we go, feel free to ask questions or let me know if there's anything that you think warrants a deeper explanation.

And we're off!
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deaddmwalking
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

The Credits page list Chris Rutkowsky as the author and includes a dedication to his parents for introducing him to swashbuckling movies. In addition to thanking the actors you might think of from the golden age of the silver screen, he also thanks Basil Rathbone who played the villain. The rules are described as an adaptation of Barbarians of Lemuria by Simon Washbourne (Beyond Belief Games) and includes some text from his book (at least, it says it does in the credits).

There are 13 play testers listed and only two of them share a last name - none with the author. A few of the play testers also have an editing credit and there are more editors than play testers.

I'm looking at a PDF from DriveThruRPG but the format seems professional and appropriate for the product (circa 2004). In this version the Table of Contents is clickable to take you immediately to a section (dangerous when moving between windows, but helpful when you're looking things up in play). The book is organized into 5 numbered sections with the Table of Contents and Introduction before the numbered sections.

The Numbered Sections and starting pages are -
I Heroes (10)
II Swashbuckling (57)
III Adventure (117)
IV Gazetteer of the 17th Century World (133)
V Mysteries, Horrors, and Wonders (176)

Following the numbered sections there is a Quick Reference Sheet (216). After that there are a number of character sheets in the document that don't appear on the Table of Contents - then an Index, then Weapon Tables - there's a lot of stuff squeezed in the back sort of thrown together semi-randomly, but more stuff is usually good.

Honor + Intrigue is apparently announced 'Honor AND Intrigue' which wasn't at all clear to me so I'm glad they said that. I'd been pronouncing 'Euler's Number' as 'Eweler' instead of 'Oiler' (oy-lr) for a long time and 'cicada' as 'si-ka-da' instead of 'suh-KAY-duh', so it's nice when someone takes the time to proactively let you know when you're only going to see this in print.

The game makes it clear that it owes at least as much to Hollywood as history, which is good. I was severely disappointed that Aces & Eights went fully bullet-physics-simulationist and left genre-emulation completely by the wayside. Extra points for arguing for female Musketeers and putting fun over historical realism.
Yes, you can swing from a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn.
This sounds promising. I have certainly had players who struggled to understand the action economy in D&D - looking to directly engage with 10 or more enemies all at once before any of them could respond. Usually it was a young player new to the game - but if this game can deliver that in a way that is fair to all the players at the table, well, I'll be impressed!

There's a sidebar that explains some of the differences between this game and Barbarians of Lemuria - primarily that it renames the stats and reallocates how some of them are used, as well as introducing additional maneuvers and the 'Advantage' mechanic that I'm looking forward to. Prior to the Heroes chapter the last thing we get is a list of key terms - most of these important game concepts that will be explained in more detail later.

I was surprised to see d10 on the list of terms, since the game only uses a d6 (or a d2/d3, derived from using a d6). There is an alternate version where 2d10 is used instead of 2d6, but that's optional. That might be an option that I'd prefer to the d6s.

Image I'll take a look at Heroes tomorrow!
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Re: [Review] Honor + Intrigue

Post by pragma »

Hooray! Saving me the trouble of reading this on my own. I have some opinions about the career system (informed by a similar system in Shadow of the Weird Wizard) when you get to it.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

The Hero Chapter begins with explaining the core mechanic 2d6 + Attribute + Skill + Modifiers against DC 9. Box cars is an auto success (1/36) and Snake Eyes are an auto-fail. The game has different terminology, so for the sake of discussion to come I'll try to use their language consistently.


Image

Instead of Attribute, basic abilities are called Qualities. There are four: Might, Daring, Savvy, and Flair. Quality is added to the 2d6 roll above where I reference Attribute.

When Fighting, you add a Combat Ability (rather than a Skill). If you're not fighting, you use a Career (if applicable) to your roll. Some of the reviews I read indicate that convincing your GM that your career applies is a major part of the game. They haven't given us examples of modifiers. Rolls are not intended for every action - only in dramatically appropriate situations. This is supposed to be covered more in the next chapter.

Qualities range from -1 to 3; you have 4 points to spend. Thus you could have a character with 2/2/0/0 or 1/1/1/1 or 3/2/0/-1. While it appears you're not prohibited outright from having 2 scores of 3, you are restricted to only one score of -1, so with 4 points to spend and a maximum of one extra point by taking a negative, having more than a single 3 is functionally impossible.

With 2d6, 7 is the most common result. You'll get a 7+ 58% of the time. You'll get a 6+ 72% of the time, and an 8+ only 41% of the time. With a target of 9, before considering other bonuses to your die, the difference between a 1 and a 2 is definitely noticeable. If you take a -1, you'll be failing 84% of the time without a relevant Combat Ability/Career. There are 'boons' that provide a +1 to a Quality, but we haven't learned about those yet.

It's probably important to note that Combat Abilities and Careers are also rated from 1-3 (I think, there's definitely some ambiguity I hope to have cleared up) so it doesn't all hinge on Quality.

Eventually I'll have enough information to compare the relative importance of attributes, but for now let's just lay them out:

Might is used for feats of strength and resisting poison. It's also added to damage rolls and a portion is applied to unarmed weapon and thrown damage. Might MIGHT be used for climbing, swimming, or leaping, but Daring might be used instead (no surprise that Daring is converted from Agility). Explicitly, if you can convince your GM that a Career applies during an attack roll, you get your Rank in that skill as a bonus to damage. Explicitly.
For example: Diego Montaña has Duelist 3, and is fighting a duel along a rocky cliff side. Diego’s player says he wishes to use his knowledge of dueling to exploit a weakness in the style of his opponent to get a bonus to damage. The GM agrees to this, and Diego says “So I see you are using Bonnetti’s defense against me because of the rocky terrain! But your opponent has studied his Agrippa!” at which point he makes his attack roll followed by a
+3 Career bonus to damage.


A character has 10 'Life Blood' plus their Might. A Pole Arm does 1d6+2 damage. As a result, bonus damage from a high Might score is more significant than it might be in 7th Sea where 'real damage' only exists after failing a resist check.

Daring is used for most combat rolls that deal damage. It's also used for acrobatic stunts and when climbing, swimming or leaping (unless Might is used).

Savvy

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Savvy is used for knowledge and awareness. It applies to Initiative and ranged attacks. It's used to remember or perceive; for taking careful and precise actions; to be stealthy or pick a lock; when making a ranged attack; and when parrying. Some pieces that were Agility in Barbarians of Lemuria (hereafter BoL) were moved here, presumably to make the attributes more balanced (some reviews specifically mentioned that 2+ Agility was really required for all characters in BoL.

Flair



Image

is used when asking for favors; to trick or taunt; to be seductive; flashy combat tricks (like carving your initials in someone's jacket) or to do something with STYLE. You also get it as a bonus to Fortune (an in-game currency that represents luck).

Like Qualities, Combat Abilities are divided into four categories, and you have four points to distribute. You're limited to a maximum of 3 in any category, and may select one for a -1. The four Combat Abilities are

Brawl Unarmed combat and improvised weapons. Normal attacks are used with Daring, but you use Might for grappling and Flair for fighting dirty.
Melee hand-held weapons. Normal attacks are used with Daring, while special maneuvers may specify a different Quality. Melee can also be used to parry attacks.
Ranged applies to pistols, muskets, as well as other ranged or thrown weapons with Savvy.
Defense is used for dodging and side-stepping, but it doesn't say what it's used in conjunction with.

Careers also get a score from 0-3, but this time you can't take a -1. You get to pick 4 careers, and assign the 4 points as you deem appropriate.
Example of Character Creation: ....
His Careers are Noble 1, Duelist 0, Scholar 1, Poet (Artist) 2.
Having 0 ranks in a Career means that you don't get a bonus when making a roll. That said, having the Career at all gives you general knowledge of things related to the career like people who hold high positions, where to find a guild, and how to find employment. So, potentially having 0 ranks in a Career is worthwhile when you don't have to roll, and could potentially ALLOW you to roll when you otherwise not be permitted to do so. An example from the book says 'If you wish to attempt something that you don't have a proper Career for, either the GM will tell you tat it is impossible for you to succeed (such as trying to perform surgery with no medical knowledge), or give you a Penalty Die*. In any case, the careers don't define what skills they grant access to, so if players can explain the relevance when attempting an action, and if they have a positive rank, they can potentially gain the bonus.

Penalty Dice were defined in the Important Terms - it's like Disadvantage in d20 but with d6s; you roll 3d6 and take the lowest 2. A Bonus Die can have you roll 3d6 and take the highest 2.

There's a gap before sample Careers are provided, so we'll take a look at Characteristics. In this case, it's not yet another name for attributes, but it means common traits that all characters have.

Lifeblood is? are? like hit points. You have 10 + Might, and if you fall to 0 or below, you begin dying (losing 1 each round) until reaching -5 and dying, provided nothing intervenes.

I'll tell you, that seems a bit...harsh...on an initial pass. I know there are things (like armor) that reduce damage, and I'm pretty sure that you can negate hits with parries, but off-hand I think I like 7th Sea's mechanic a fair bit better.

Fortune Points are a meta-currency to represent Luck. You start with 3 + Flair at the start of a session and get more for doing cool things, or when bad things happen to you.

You can spend Fortune to improve your rolls: for a Bonus Die (before rolling, maximum 1), a +1 (after rolling, no limit - and if you raise your roll to a 12 it counts as a Mighty Success [more on that later]), Improve your Position by one increment during a Chase Scene (we'll also learn what that is later).

You can spend Fortune to avoid bad things: Automatic success to notice something or avoid being seen; to increase a passive defense by 1 per Fortune Point (no limit, turning a hit into a miss), to cause a ranged attack or explosion to count as a miss, land safely or avoid a fall, resist a Motivation if you want, avoid a trap, restore 1 composure without rolling, negate 1 hit point loss, reduce damage by 2 (or 4 from a pawn), or 3 to Escape Death.

Finally Fortune Points can be used to change the narrative in a few ways: activating a Boon to get assistance, create a major fact about the world, to know something useful, to retcon a recent past event (ie, fortunately I made a copy of the map before it was stolen), to have a tool available, or stumble on something important.

The narrative functions are subject to GM negotiation.

When you get a Fate Point you also get an Advancement Point (XP), and spending your Fate Point doesn't remove that advancement point. I feel like a lot of systems encourage you to hoard these as a resource because only unspent points carry over to XP. I'm sure they'll cover character advancement in more detail later. I do have some concerns about 'point whoring' - since you get Fortune Points when bad things happen to you some players can 'play their character' in a way that is detrimental to the overall success and satisfaction of the other players. It's probably something a GM can handle (setting clear expectations and not giving rewards for player stupidity), but I think it's really important for game designers consider what behaviors they're incentivizing, and if that's not what they WANT they should change it. Often how a game ought to be played in the designer's mind is in conflict with what savvy players do to maximize returns. I don't hold with blaming the players.

Composure
Characters get 3 points of composure. When stressful things happen (like someone insult them or they suffer a Close Call) they lose composure which is a cumulative -1 to all rolls (to a maximum of -3). Again that's covered much later in the book, but that likely ties into the Advantage system and is part of how you can win a fight without even making an attack roll.



Image
Drop...Your...Sword

Motivation
Players choose a motivation - when it would lead them to trouble they get a Fortune Point. If the motivation becomes activated you can spend a Fortune Point to ignore it. For example if you wanted Revenge on the Six-Fingered-Man and you saw him run past while you were involved in a time-critical mission, your motivation would compel you to give chase (and possibly reward you with a Fortune Point), but if you decide to prioritize...say...disarming the bomb, you might have to spend a Fortune Point. These are primarily intended as Role-Playing aids and to help drive the story. There's a list of suggestions for types of Motivations, but nothing approaching an explanation of how they should be woven into an adventure or campaign.

Back Story
Players are told they need to create 3 friends/contacts and 3 rival/enemies. That's stuff that SHOULD get the player more engaged with the world and give the GM material to engage the player.

Language
Your Savvy (remember, -1 to 3) determines how many language slots you get beyond the free one for growing up somewhere. Each language costs 1-3 slots depending on fluency level. On the one hand this is more realistic than D&D, but sometimes smart people learn something other than a language.

Next up - Heroic Careers, so pragma, feel free to share your thoughts.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

Heroic Careers

The next section has 26 careers, though many have multiple names. A Brute/Laborer/Ruffian, for example, is all the same thing. Each career spends half a page describing in very general terms what they do. By rule, your career can give you a one-time bonus in combat of either +3 to attack or +3 to damage if you can explain how your career is relevant. It's much easier to explain how a Laborer can use his big muscles in combat than it is for a poet, but primarily careers are related to out of combat checks.

They are not made equally. A Brute or a Farmboy might have a situation arise where they can plausibly gain a career bonus - maybe their size is intimidating or they can handle a captured horse. A Con-man, on the other hand, seems like they could plausibly use their background career any time they're talking to someone for any reason. They'd be able to justify 'reading their mark' (sense motive), sleight of hand, negotiation, deception, disguises, even how to recognize legal authorities, possibly hiding or blending in with a crowd.

Pretty much you want your career to be Batman - to be able to say that your background gives you all the skills that you could possibly need to investigate anyone and to know as much as they do about their careers so you can spot those difficult clues. But Batman isn't listed...

Scholar is a decent career choice - you can justify knowing about a wide variety of subjects, so getting the bonus to any kind of information check could be useful. A noble or diplomat or con-man could be a good career for a face justifying pretty much any interpersonal interaction.

Despite the general rule that you can only get your Career bonus once in each combat, there are exceptions for certain professions. A soldier could get their bonus on all firearms checks on land. Duelists get their bonus frequently in combat - whenever they fight one-on-one.




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You can argue with your GM whether it counts as a duel if you're fighting one person while your friend is fighting another person next to you

Highway Man is my early favorite - it specifically says that they're skilled at intimidation, charm, horsemanship, stealth, disguise, the use of pistol and sword. Once I know about healing, having a Physician might also be worthwhile - but assuming you have someone else to patch you up, you're looking for a career that gives you the broadest area of expertise, keeping in mind that you can have multiple careers and you can spread your bonus dice out. I'd probably go Duelist 2/Highway Man 2/Scholar 0/Noble 0 - I'm sure with more thought or careful reading we could cover an even broader area of the play-space, but that'd do pretty good.

Each career also includes suggested Boons and Flaws - you can take completely different boons/flaws than the suggestions, but the designers believe that they'll reinforce the flavor of your character.

Boons
These are pretty much like feats. You get one boon for free. You take take up to 2 flaws for 2 bonus boons. You can take a 3rd flaw for no benefit except maybe sticking it to those filthy 'roll-players'.

Some Boons (22) can only be taken at character creation. Those include 4 boons that each give a +1 to one of your Qualities (Might, Daring, Savvy, Flair), and they raise your maximum that you can get through advancement. Those Talents are pretty good and I'd be very tempted to take those exclusively.

Some of the other beginning talents give you a 'Bonus Die' (that's Advantage, roll 3 keep the highest 2), and even if they're broadly applicable (like any time being beautiful might help). Your average with Best is a 9, compared to an 8 with 2d6+1, but I'm of the opinion that a +1 that applies in EVERY situation is still better than the equivalent of a +2 that applies in anything less than every situation.

A couple of the 'starting only' boons seem like real trap options. You can get DR 1 that doesn't stack with armor; I just can't see that being more valuable than a bonus to your Quality.

A larger number of Boons can be taken after character creation through advancement. Some are really fun, like Master of Disguise. You can spend a Fortune Point to appear in a scene you otherwise weren't in - you were there the whole time, incognito. These boons also include special equipment (like a ship) or a Dueling Style. Buying Boons later costs 10 Advancement Points (AP). Raising a Quality from a 2 to a 3 costs 25 AP.

The game would probably be better if you choose Boons that reflect your character's starting interests, like a Dueling Style, but, buying Quality Boosts at character creation pays a pretty big dividend and you can't go back and change it later.

Flaws
When a flaw is invoked in the game, you get a Fortune Point (and thus an Advancement Point). Choosing a flaw that gets activated a lot (meaning it is making it harder for you to succeed) is good in the long-run, if you make it that far. Some flaws (like Missing Limb) are permanent. Others can be bought off later. They're all worth the same extra boon, so I prefer the non-permanent ones, though some of the permanent ones aren't really that bad. 'Feels the Heat' gives you a penalty die when you're in a hot, desert environment, but how often will that come up, really? And if it does, you'll get a lot of AP so it's not terrible.

Non-Permanent Flaws include things like 'Can't Lie' and 'Double Life' (important for our Batman inspired Noble/Highwayman). Most flaws give a penalty die (equivalent to Disadvantage) on checks in certain situations. For example, Taciturn gives you a penalty die in social situations, and a Vice gives you a penalty die if you've been more than 24 hours without it.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

Equipment

There are no costs listed for equipment. Actually tracking money is discouraged. Usually to get the use of something you make a career check (assuming it's related). For quick start play you choose one item from each of your careers plus a bonus item. You can get other things later during play, or spend a Fortune Point to have it at hand 'unexpectedly'.

The back of the book has a weapons table and hand-held weapons tend to do 1d3-1d6 damage, with heavier (two-handed weapons) up to 1d6+2. You add Might to your damage roll. Pistols and such deal 1d6+1 (plus 1d6 if you fire against an adjacent creature) and muskets deal 2d6. There's some misfire chance, and every firearm has a reload speed (a number of minor actions required).

Many weapons have a situational bonus, like +1 Parry or +1 Moulinet. That's a new word for me even though I did fencing in college so we'll learn what that means when we get to combat. But that's it for Section 1. Next up: Swashbuckling!
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Re: [Review] Honor + Intrigue

Post by pragma »

deaddmwalking wrote:
Wed Jan 08, 2025 5:24 pm
Next up - Heroic Careers, so pragma, feel free to share your thoughts.
Will do! And you've actually set me up expertly with the following quote:
deaddmwalking wrote:
Wed Jan 08, 2025 5:24 pm
They are not made equally. ... Pretty much you want your career to be Batman - to be able to say that your background gives you all the skills that you could possibly need to investigate anyone and to know as much as they do about their careers so you can spot those difficult clues. But Batman isn't listed...
This argument comes up a lot on the den as a way to optimize or cheat of game systems that allow the player flexibility in defining how widely a skill/power/whatever applies. Who wouldn't want their best numbers to be the ones they use all the time? Until recently, I largely agreed with this opinion.

However, I've been test driving Shadow of the Weird Wizard as I hunt for a D&D 5e replacement that isn't boring, and it forced me to reckon with a career system. SOTWW uses an even looser career system than this, where your career gives you a bit of starting equipment and, if it applies and the GM remembers, occasionally provides a boon on rolls. There aren't even numerical bonuses: you have the career or you don't. SOTWW also relies on a four stat system, so there are only really four checks you can call for (STR, DEX, INT and WIL or something, modified by boons and banes determined by the GM.)

I thought this would totally wash out differences between characters, but I was pleasantly surprised by the result. When I prompted players to remind me how their careers applied, they became more eager participants in the narrative and described their in-game interactions in more detail. I had to be mindful to be generous with bonuses for characters with narrower careers (one person with the starting career of Baker had to do a lot of stretching), but the players really got into it.

I know this argument strays close to Oberoni, I am admitting to helping the baker play ball, but I think the system was a breath of fresh air for me to run and for the players to invest in. Careers sped up character creation and immersed the players in the game world by giving them a lever to work with and a clear roleplaying prompt. That said, only having four categories of rolls to call for made things a bit repetitive: there were a lot of INT rolls while players tried to solve the mystery, then a lot of STR rolls in the fight.

You can see the levers and roleplaying prompts in your example -- highwayman 2 / duelist 2 / noble 0 / scholar 0 -- which I think expresses a story (a formally educated noble fallen on hard times and turning to crime) more gracefully than a longer skill list with a mess of intimidation, stealth, horse riding, knowledge and other such skills. If I were driving this character, I'd be hoping to get snubbed in noble circles then get one over by stealing the silver on the way out, and I could parlay my careers into invites to parties with noble, followed by petty theft with highwayman. This list also helps me as a GM because I find the shorter lists of careers closer to my in-game practice for moving the spotlight around to different players -- I tend to remember 1-2 good mechanical things about each character and 1-2 bad ones, then set out opportunities to ping each of those.
deaddmwalking wrote:
Wed Jan 08, 2025 5:24 pm
Those include 4 boons that each give a +1 to one of your Qualities (Might, Daring, Savvy, Flair), and they raise your maximum that you can get through advancement. Those Talents are pretty good and I'd be very tempted to take those exclusively.

Some of the other beginning talents give you a 'Bonus Die' (that's Advantage, roll 3 keep the highest 2), and even if they're broadly applicable (like any time being beautiful might help). Your average with Best is a 9, compared to an 8 with 2d6+1, but I'm of the opinion that a +1 that applies in EVERY situation is still better than the equivalent of a +2 that applies in anything less than every situation.
On the other hand, I think a lot of players will have more fun with a character that is beautiful than one that rolls slightly better. I have seen my players biting on conditional bonuses and penalties even though they're non-optimal.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

pragma wrote:
Thu Jan 09, 2025 8:31 am
I know this argument strays close to Oberoni, I am admitting to helping the baker play ball, but I think the system was a breath of fresh air for me to run and for the players to invest in. Careers sped up character creation and immersed the players in the game world by giving them a lever to work with and a clear roleplaying prompt. That said, only having four categories of rolls to call for made things a bit repetitive: there were a lot of INT rolls while players tried to solve the mystery, then a lot of STR rolls in the fight.

You can see the levers and roleplaying prompts in your example -- highwayman 2 / duelist 2 / noble 0 / scholar 0 -- which I think expresses a story (a formally educated noble fallen on hard times and turning to crime) more gracefully than a longer skill list with a mess of intimidation, stealth, horse riding, knowledge and other such skills. If I were driving this character, I'd be hoping to get snubbed in noble circles then get one over by stealing the silver on the way out, and I could parlay my careers into invites to parties with noble, followed by petty theft with highwayman. This list also helps me as a GM because I find the shorter lists of careers closer to my in-game practice for moving the spotlight around to different players -- I tend to remember 1-2 good mechanical things about each character and 1-2 bad ones, then set out opportunities to ping each of those.
I actually think the 'grab one piece of starting equipment from each career' is a really good way to get people up and running quickly, and I agree that having a broad group of possible skills that rely on player engagement can be good things. I don't think it strays to Oberoni - but it does mean that you have to rely on GM compassion to a degree - they have to agree that your skill is relevant. And the baker example perfectly shows that - it doesn't have to be a problem, but you're definitely making your life easier as a player if you have a career that is broadly applicable to a large number of situations. And careers as character history do work really well - I had the same story in mind when I suggested them. The act of suggesting them turns them into a story.

Captain Blood is used as an example in the book - in the movie he was a surgeon before he was forced to be a slave then took to piracy. Even 'major changes' can give you story hooks.
pragma wrote:
Thu Jan 09, 2025 8:31 am
deaddmwalking wrote:
Wed Jan 08, 2025 5:24 pm
Those include 4 boons that each give a +1 to one of your Qualities (Might, Daring, Savvy, Flair), and they raise your maximum that you can get through advancement. Those Talents are pretty good and I'd be very tempted to take those exclusively.

Some of the other beginning talents give you a 'Bonus Die' (that's Advantage, roll 3 keep the highest 2), and even if they're broadly applicable (like any time being beautiful might help). Your average with Best is a 9, compared to an 8 with 2d6+1, but I'm of the opinion that a +1 that applies in EVERY situation is still better than the equivalent of a +2 that applies in anything less than every situation.
On the other hand, I think a lot of players will have more fun with a character that is beautiful than one that rolls slightly better. I have seen my players biting on conditional bonuses and penalties even though they're non-optimal.
That's true, but I still think it's hard not to take exclusively 'starting character only' boons versus boons that you can pick up later through play. Beautiful is one of the better ones, I think. Jack of All Trades is another starting character only and it gives you an extra career and an extra point to spend in careers. Buying a new career you don't have is 10 AP, and raising it from rank 0 to rank 1 is 5 AP so you could consider that a 15pt Boon. Raising an Attribute from a 1 to a 2 is a 20pt boon. And I don't know what value you would put on being able to have a 6 when everyone else is limited to a 5, but it's pretty significant.

Honestly, I don't think +1 Attribute should be a boon, or if it is it shouldn't be limited to character creation. Something like 'Beautiful' is more interesting - but there's mechanical incentives to choose the less interesting option, and that's bad.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

Correction/Clarification: I now believe that the general rule that you can get a career bonus only once per fight applies to all characters at all times, and that a duelist cannot get the duelist bonus on all actions during a duel. The wording was ambiguous and it seemed the specific rule (duelist) was overriding the general rule (only once per combat).

Section II is titled Swashbuckling, but it's the chapter that covers detailed rules and has the subtitle 'Playing the Game'.



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Hopefully while looking fabulous




There's a lot here, and I think it's hard to break up... I'll try to explain it the best I can as we go, but feel free to ask questions.

The core mechanic is rolling 2d6 and adding a Quality and another value (Career or Combat Option) against a TN of 9. Except the TN isn't really always 9. Sometimes you get another bonus or another penalty to your roll that represents additional difficulty. This ranges from a -1 to a +6 (so a TN of 8-15). Except to preserve the 'always 9 is a success' they apply it to your die roll.

Instead of: 2d6 + Q + B = 9 + Difficulty Modifier they do it as 2d6 + Q + B - DM = 9. That means you're both adding and subtracting to your role. Personally, I don't like having to do both addition and subtraction on the same side of the equation.

In any case, if you're permitted to roll, a natural 12 is always a success. If after all modifiers that Natural 12 is higher than 9, it counts as a Mighty Success If you have a +5 to the roll and a -6 to the roll, your net result after rolling 12 would be 11. Since that's an automatic success and still counts as a success, it's a Mighty Success. If your bonus was +1, your result would have been 13-6=7 - still a success, but not a Mighty Success.

Similarly, if you roll a 2 (snake eyes) you fail, even if your bonuses would push you over 9. If your bonuses DON'T push you over nine, it counts as a critical fail (referred to as a Calamitous Failure). Remember Fortune Points can add to a roll to make it count as a Natural 12.

Mighty Successes
Like 7th Sea, Honor + Intrigue has three classes of opponents, Pawns, Retainers, and Villains. Like 7th Sea, the lowest level of opposition can be killed by a single hit (you don't track damage). In 7th Sea each 'raise' you had over your Defense allowed you to dispatch another mook. In Honor + Intrigue if you roll a Mighty Success, you dispatch a number of mooks equal to your damage + 1.

Outside of a Mighty Success, it's also possible to kill more than one Pawn in a turn, using a mechanic similar to Cleave. If you drop one, make another attack against one in reach at -1; if you drop that one, make another attack at -2 and so on until you either miss or there are no more Pawns in reach. Alternatively, you can use a 'full action' to 'stunt' to eliminate a group of pawns at once.




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I couldn't find a picture of anyone dropping a chandelier on the guards



If you get a Mighty Success when you're not fighting a pawn you deal maximum weapon damage plus an additional 1d6. If you're doing something that doesn't cause damage, there are a list of alternative appropriate effects that can be applied as well. All of them boil down to the thing you did worked better than normal, and many provide you a bonus to advantage (more on that below).

Calamitous Failure
Usually this results in what the player trying to do happening to them instead (ie, if they were disarming someone, they are instead disarmed). GMs are encouraged to reward players with a Fortune Point for allowing a Calamitous Failure to occur, but players can pay a Fortune Point if they want to change the Natural 2 to a Natural 3, obviating the Calamity.

The book spends a fair bit explaining about how to create opposition (Pawns, Retainers, and Villains) but most of the important information is handled in the combat section, followed by various rewards and advancing characters.

Combat Rules



Image Characters have the use of 4 types of actions: Major, Minor, Reaction, Stunt. On their turn they can take a Major + Minor OR a Stunt. To me that feels sort of like Standard/Move/Full. Reactions require an unspent Minor action to use (outside of your turn). You can split both major and minor actions, causing those actions to each have a -2. If you choose not to take an action, you regain 1 Advantage.

So, is the following possible?
Yes, you can swing from a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn.
It looks like I would have to split both my minor and major actions. Swinging from the tapestry would be a minor action (with a roll at -2), followed by crashing through the window. Lunging at your enemy would be a major action taken at -2, so I can save an action for my parry. Alternatively, the GM might rule that crashing through the window is part of the swinging on the tapestry action, so I could either split my minor or major to ensure I have a reaction remaining for the parry. Some abilities give you a free reaction (I'm told), so in that case it might be possible to do all of that in a round.

Weapon attacks are Daring+Melee, unarmed attacks are Daring+Brawling, and Ranged Attacks are Savvy+Ranged. There are some disadvantages to brawling against people with weapons, so it's probably unwise to completely specialize in Brawling.

Advantage
So when you're 'hit' you can spend Fortune reactively to turn it into a miss. Alternatively you can use your saved reaction (if you have it) to use an active defense (an opposed roll that if you win negates the attack). You could just take the hit, or, you can yield Advantage.

You start the fight with 3 Advantage (usually). If you are reduced to 2 advantage you're considered to be retreating; 1 Advantage you're Scrambling, and 0 advantage you're defeated.

If you have more Advantage than your foe you can increase the benefit you get from spending Fortune Points on attacks against that opponent. You can also yield Advantage to get an extra major action. Mighty Successes often give you +1 Advantage. If you take no action you can also regain Advantage (not to exceed your usual maximum).

Composure
A Close Call causes you to lose Composure (you start with 3), and each time you lose Composure you take a cumulative -1 penalty to all rolls. You can also take no action to regain composure. Composure is usually lost after a Close Call.

Combat Modifiers and Terminology
There are a number of conditions that you could have, like being blind or being surprised, and the book explains how they work.

Maneuvers
After that there are 30+ Maneuvers - the meat and potatoes of the combat system. You can spend AP to 'master' a maneuver, providing an additional bonus, but anyone can attempt any maneuver if they have the required equipment or position (ie, some maneuvers are used in a grapple or with a long weapon like a spear). These include some basic actions that all characters will do frequently (like bladework, used to attack with a sword). It also includes some less common attacks like 'blade throw' or 'choke/crush'. There are enough of them, and some apply only in a particular situation that they seem hard to remember. If your weapon is in a Bind, you can attempt a 'Glide' - an attack around their blade that does half damage but frees your weapon. That's the kind of thing that new players are going to struggle to remember are an option. Other actions are resolved in different ways.

Example: I have already closed with my opponent and we're both wielding rapiers. I use the Minor Action beat - I smack their blade aside. If I'm successful, either 1) my character OR an ally gain a Bonus Die (advantage) to attacking that opponent OR 2) the opponent gets a Penalty Die (disadvantage) with their next attack.

Nothing says whether I choose which option occurs or the opponent does, but I would assume that I, as the attacker, choose.

I also learned what a Moulinet is - you swing your weapon wildly and get an attack against everyone in reach (at -1 to hit). You lose the ability to use reactions until your next turn (but if you didn't save an action, you wouldn't have a reaction, and if you were planning to do this, there's really no reason to save one).

Most actions are a combination of a Quality (Daring) plus a combat style (Melee) versus Defense. More difficult actions (like Moulinet) are Might + Melee (-1).

Example of Combat
From a young age, Esperanza wore a mysterious medallion about her neck, a memento of her father lost at sea. One night in an alley, she found herself surrounded by hired swords intent on taking it from her. Flanked by four men on each side with no escape, she drew her sword and made ready to go down fighting.

The GM calls for an initiative roll. Esperanza’s player rolls 1d6 and gets 3, adding Esperanza’s Savvy of 2, for a total of 5. The GM rolls for the leader and gets 6, including a poor Savvy (-1) it looks like a tie. The GM declares that Ruffian, Thief, or some similar career would be good for this sort of street fight, and whoever has the most ranks in those will win the tie. Since Esperanza has Thief 1 and her attacker has Ruffian 1, the tie must be broken by the high roll of a d6, which Esperanza loses. The remainder of the hired swords are Veteran (Competence 2) pawns, and will act on phase 2.

The leader of the gang launched forward with his sword in a Lunge, intent on finishing her quickly. He is a Retainer, so it is the only action he’ll take this round. The GM rolls 9, and adds his Melee (1) and Daring (2), for a total of 12. Her Defense of 1 will lower that to an 11; not enough to avoid the attack. She would Yield Advantage, but the GM says that in this scenario, she is boxed in inside an alley, so there is no where to yield to. She decides to Parry, and Riposte if successful. Because she has mastered the Parry Reaction, she gets 1 free Parry per round, and does not need to sacrifice a later action to do so. She also decides she cannot afford to fail and spends a Fortune Point for a Bonus Die. She rolls 2, 3, and 5 and keeps a result of 8. She adds Savvy (2) and Melee (2) and a +1 bonus for her rapier, getting a 13. With a clang and a spark, the clumsy lunge is batted aside. Esperanza then takes this opportunity to Riposte, expending her Minor Action to do so. A 9 on 2d6 adding Savvy (2) and Melee (2) gives Esperanza a 13 attack roll. The swordsman’s Defense (1) is insufficient to protect him. He does have the Parry action mastered, and attempts to use his free Parry against her Riposte, but he rolls a 4 and his Savvy (0) and Melee (1) and +1 for rapier, are not enough to block it. With only 1 Advantage, Yielding would mean automatic defeat, so this retainer has no choice but to take the damage. She rolls 1d6 and gets 4 (with a Might of 0, there is nothing to add). The GM deducts 4 Lifeblood from the swordsman, who now has 4 Lifeblood left.

Now her turn, Esperanza still has her Major Action left. She decides on a straight Bladework attack on the leader. She rolls 2d6 and gets 6, adds Daring (1) and Melee (2), for a total of
9. Factoring in the swordsman’s Defense (1) that would be a near-miss. However, because she knows she’s a better swordsman (she has 3 Advantage to his 1) Esperanza decides to “Press the Advantage” and spends a Fortune Point to add +2 to her roll, making it a hit. This time, her damage roll is 1d6+1 (Bladework is another specialty of hers) with a total of 5 Lifeblood. The GM declares that the swordsman is run through and collapses onto the paving stones in a heap.

She is then attacked by two groups of pawns, one from each side. The first group consists of four pawns attacking together. Because there are three extra attackers, the attack roll gets a +3 bonus to hit. The GM rolls 2d6 and gets 8, +3 (gang-up), +1 (Melee), +1 (Daring) is 13. Esperanza’s Defense of 1 will not save her here, nor does she have any remaining actions to Parry. She has no choice but to take damage. The GM rolls 3, and adds +3 because she was hit by all four of her attackers, losing 6 Lifeblood. The second group of pawns attacks with an additional +2 (there are two extras, a total of three of them). The dice roll is only 3, and their +2 (gang-up), and +1 Melee, +1 Daring is not enough. Esperanza still has hope left it seems.

Realizing that she may be overwhelmed, Esperanza decides to take drastic action to take out her attackers, and declares her action this round will be a Stunt (see page 89) to take out all 7 remaining attackers. These pawns are Competency 2. Since she is attacking seven of them (3 more than the “standard” number of 4 pawns per Stunt) that gives her a difficulty of -5 to her roll (2 for Competency, +1 per target beyond 4). Esperanza’s player declares that she notices a block and tackle that was used to lift something in the alley is hanging above their heads, and describes the stunt she envisions, where Esperanza leaps past this rope as she cuts it loose, raining a net full of crates onto her enemies. The GM decides she can use her Savvy (2) and Melee (2) for this Stunt. After rolling a 9, her result is 8 after modifiers. She decides to spend a Fortune Point to bump this up to a 9, making it a success. Esperanza walks out of the alley with a few cuts (she regains 3 of the 6 lost Lifeblood), but leaves her would-be brigands with much more serious problems.
Dueling Styles are a boon you can take. When you do you get a bonus for fighting in the proper way. For example, in the Spanish Style you fight with a rapier and a hand behind your back, and while doing so you can spend a Fortune Point for +2 defense (instead of the normal +1). Each Dueling style has a list of maneuvers (like those above). If you master each maneuver (5 AP each) you get a special benefit. If you master every maneuver in the Spanish style you may spend a Fortune Point to make a free parry, even if you have no actions.

At this point, it's not clear to me how someone could be defeated without swords having even been drawn, but next up is Social Combat and Repartee, so perhaps that's where we'll find that.


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This looks like losing composure (-3 to checks), but not yielding advantage (automatic defeat)
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

Social Combat

Well, it turns out that losing all composure means losing a Social Combat (just like losing all Advantage means losing a duel). Social combats are of fixed duration - usually 5 rounds - and you can attack/defend/recover. Attacking potentially reduces your opponents composure (it's a roll resisted by a passive defense on one of their Qualities); Defending makes their attack an opposed roll (instead of a roll against your passive defense), and taking no action allows you to recover Composure.

After losing a social encounter, you might challenge someone to a duel. In that case a new scene begins and everyone is restored to full composure. The loser starts at one less advantage.

Repartee or Social Combat in Physical Combat
By using a major action (or using one half of a split major action) you can use Repartee in combat. Reducing an opponent to 0 composure does not defeat them and the penalties are not applied to everything; instead they're very specific.

You can use Taunt to reduce your opponent's defense by 1 for every lost composure. You can use Trick to give someone a penalty die on their next roll. Intimidate causes them to lose 1 composure, but the penalty doesn't apply to attempts to leave the scene.

I find that confusing - you start with 3 composure. If 4 people Taunt you successfully, do you take 4 composure damage (and a -4 to Defense)? Or can you only take a -3 (the amount of composure you originally started with)? If you can only take composure damage equal to the amount you have, what if you have 2 Taunt and 2 Intimidate damage?

There's a pretty extensive example of Social combat (similar to the quote from the last post about actual combat), but it doesn't really address any of those questions.

Enemies and Allies
Following Social Combat the differences between Pawns, Retainers, and Villains is explained more fully. Retainers and Villains are like PCs, but retainers have fewer points. Pawns are very simple and typically come in groups of 4; they can vary from a common mob (competence 0) to elite guards (competence 4). The competence determines the difficulty in removing them via Stunt and how quickly they act in combat. There's also a very simple table for examples of how to build creatures (but there are example creatures in the back of the book - a very limited bestiary).

Hazards



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This has rules for darkness, falling, fire, drowning, disease, hunger, thirst, exhaustion, intoxication, and traps. Each get a paragraph (or less). Most work out to needing to make checks of increasing frequency to avoid a negative condition.

Chase Scenes
These are abstract rules to represent any chase, whether on foot, by horse, or at sea. A chase uses range increments for weapons: Point Blank, Close, Medium, Long, Distant, Extreme - and what that represents depends on the type of chase. Each round participants roll initiative; the winner determines an action that each side must take to continue the chase. The winner of the opposed roll improves their standing by one step.

For example, if a chase started at 'close range', and the pursuer won the first challenge, they would close to 'point blank'. Each time they close to 'point blank' they may attempt an action to end the chase; if they succeed the chase ends; if they fail it continues.

Next up is Ships and Sailing, and we'll see whether and how it handles a rowboat chasing a sailing vessel through waters with treacherous hidden reefs - there are 11 pages of rules and it doesn't look like there's anything about running aground or handling wind speed or direction.

Incidentally, an article (in French, but Google Translate works) about the last great Caribbean pirate showed up in my news feed yesterday. He captained the Sans-Pitié (Without Pity) which I think is an awesome name for a pirate ship.



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The Flag of the Sans-Pitié




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Re: [Review] Honor + Intrigue

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I would rather be dead than play this RPG.
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Re: [Review] Honor + Intrigue

Post by deaddmwalking »

Ships and the Sea

The last several pages of this section have examples of various ships you might find (all of them with pictures). Here's an example:

Corvette
A Corvette is a light ship built for war.
Size 2, Sails 1, Guns 3,
Crew 1, Hull 0; 30 Timber
Ship Boons: Extra
Gunports, Fast to About
Ship Flaws: Small
Hold, Bad Food

Before we can learn what that means we get a vocab lesson (smaller than 7th Sea) and a list of important positions on the ship.

The Ship's Size (in our example 2) determines how much it can carry. We can carry (10 x Size = 20) 20 tons of...stuff...divided between cargo, supplies, and guns. Guns use up Guns x Size (3 x 2 = 6) leaving us 14 tons available for other...stuff. To sail for a month we need the ship's size in tons of supplies. Let's say we want to be able to sail for 4 months; we'll need (4 x 2 = 8) 8 tons of supplies. Our Corvette only has room for 6 tons of cargo (maybe plunder). We can overload our ship to a maximum of 12 x Size = 24 tons; but if we go over 20 tons we get a -1 to sails.

There are hazards - determined randomly - once per month at sea or session. On an 8+ (2d6), bad things happen. Hitting reefs or shoals deals 3d6 Timber Damage.

Ship Qualities
Ships can have Qualities ranked up to 5 (just like people). Sails represent speed and maneuverability. Size is applied as a penalty to Sails checks. The Guns value is added to volley attacks. Crew doesn't represent size but does represent quality - it is added to boarding actions. Hull gives increased Timber (hit points).

While Ships have Qualities (like PCs) they do not have Combat Abilities or Careers. Instead people on the ship can provide a bonus (ie, the master gunner can add his Sailor Career ranks to a Guns' Roll. Ships do not get free boons, but can take up to three. For each boon it must also take a flaw.

Both Oars and Shallow Draft are boons a ship might have. A ship with a Shallow Draft (and a light load) gets a bonus to avoid dangers in the shallows during a chase. It sounds like we're not too far from being able to race a canoe full of cannibals against a sailing ship - the winner of initiative would create a challenge (one that they're likely to be good at and their opponent would not), though it would still be fairly abstract.

Ship Combat
Rounds last longer (minutes) so ship combats take as many rounds to resolve as regular combat, but they represent a much longer time 'in game'. Each ship has a single action (no major/minor).

Maneuvering is an opposed check: Sails - Size + Helmsman's Career vs Sails - Size of the opposing ship. Wind can be favorable (+1) or unfavorable (-1 to -6). If you win, you move 100 Yards closer.

Volley resolved in a similar way - make a check: Guns + Gunner's Career - Range Penalties =/- relative size penalty vs TN 9. If your ship is 2+ sizes larger, you do 3d6 timber damage; if you are the same or +/- 1 size you deal 2d6; if you are 2+ sizes smaller you deal 1d6 Timber damage. This also reduces the crew complement (1/2% per Timber Point lost).

Boarding can be handled by a check, or the GM can switch to a Combat Encounter. If handled via Boarding, the First Mate rolls a Crew + Career vs. the Enemy Captain's Career. Success gets them on the ship and reduces the opposing crew.

Repel Boarders handled similarly, but success kills members of the boarding party and repels them from the ship.

Ramming Both ships take Timber Damage.

If your ship loses half it's Timber, it is low in the water (-1 to Sails); if it loses all it's Timber, it sinks dramatically (but allowing enough time for heroes to avoid drowning).

As you lose crew, your ship becomes less effective (taking Penalties, Penalty Dice, and doing half damage).

I don't think they qualify as comprehensive, but it probably does enough to let the players fire a few volleys as they close and play a boarding action.
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Re: [Review] Honor + Intrigue

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Mass Combat

Armies have ratings relative to each other in four categories, Training, Size, Battlefield, and Supplies. Each category provides a bonus to the better side from +0 (no difference) to +4 (Overwhelming Superiority). A much larger army (+2) against an Enemy with excellent position (-2) would be at +0 (effectively equal). Both sides also add their Commander's Soldier Career rank as a bonus (thus the enemy is actually a penalty, which is why I don't like putting those both on the same side of the equation, but I've already said that).

The PCs roll and subtract 7; this is how many Victory points they earn for a Battle Round. I rolled a 12, and the sides are equal, so we won 5 Victory Points in the first round of the battle. I rolled a 5 for the second round, so we earned -2 Victory Points (putting us at 3). Continue until the PCs either reach 10 VP (victory) or -10 VP (defeat).



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If I rolled a 7, does anyone die?



PCs can take Heroic Actions with the battle as a backdrop to earn extra VP. This is basically an objective and is run like a normal adventure. Various objectives have suggested VP values, like capturing a enemy VIP being worth +2-+3 VP.

There's nothing about loss of life on one side or the other, or maimed and wounded. While it's outside of this period by a bit, The Diary of a Napoleonic Foot Soldier is worth a read - since the GM is going to have to narratively describe what happens without any instructions from the book, you'll have to make sure you have SOME background to lean on.

Alternate Rules

This review is already an under-the-hood look at the rules, so this is a meta-under-the-hood look.



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Which is a metaphor, so actually looking under the hood is less than helpful


There are 8 optional rules. The fonts used make headings and sub-headings hard to distinguish but they deal with: Character Creation, Dice Variants, Fixed Damage, Wealth, Conversions to BoL. The Character Creation variant is to build PCs using the same rules as advancing characters, meaning that they have more choices to make and therefore must spend longer to ultimately end up with basically the same thing that you get using the regular rules.

One optional rule is to vary the TN. Instead of everything being TN 9 and adding your bonus and subtracting a value from the enemy, you can make the TN 10 or 15 instead of applying a -1 or -6 to the die roll. But if that represents the penalty because something is difficult (or the winds are very heavy) you may still be applying a penalty to your check from the enemy's attributes or skill. I'm for adding everything that makes things difficult to the TN (I keep saying that!) - I know that doing addition and subtraction at the same time hangs some people up.

2d10 Option
The designers recognize that 2d6 has a very narrow probability profile, and it doesn't take much of a bonus to push yourself off the RNG. If you have a 3 in Quality and a 3 in a Combat Attribute, you're at +6. Some of your companions might be at +0. Without a penalty you'd be at 93% success rate; your companion would be at 27%. To challenge you if they applied a -4 (your opponent has a very good defense) you'd still succeed 58% of the time and your companion would never exceed except that a double-6 is an auto-success (3%). To expand the RNG use 2d10 and the base target becomes 12. Bonuses work exactly the same, but a 2-3 is a Automatic Failure and a 19-20 would be an Automatic Success.

If I were to run Honor + Intrigue, I would almost certainly use this option.

D6-D6
I'll admit that I don't see any advantages to this proposed system. With this one die generates a positive number (1-6) and the other a negative number (-1 to -6) and they're added together. While Snake Eyes and Box Cars are a net of 0, they still trigger their normal effect (Auto Failure/Auto Success). TNs are now equal to 2.

Fixed Damage
Under the normal rules, a weapon (say a 2-handed axe or a halberd) does 1d6+2 base damage if you hit. You also add your Might. Thus, you might do 1d6+4. The enemy might have armor that reduces this by 1d3 (Light). Thus, you might do ~5 damage with a successful hit (barring the opponent yielding advantage or parrying). In some ways a high damage roll implies a very good hit, and a low damage roll implies a poor hit. Rolling damage we could do as much as 9 or as little as 2. This variant suggests flat damage based on your weapon, with additional damage based primarily on your attack roll; if you needed a 9 to hit and you got a 10, that's a +1 to damage. Our halberd (1d6+2) does 5 damage, plus might (2), plus 1 for every point we exceed the target number. If I rolled a 11 after all modifiers, that would be an additional +2 damage for a total of 7.

The authors posit that the fixed damage is significantly higher than random damage. They suggest keeping black powder weapons variable.

Tracking Wealth
The default option is to use Career Checks to obtain 'big things' as needed, and to assume PCs have money for daily living. The source material is full of characters that have money come and go often on the roll of a pair of dice, and the Musketeers (in the book) had to obtain funds from their lover(s) a time or two. One alternative to the career checks is an option to count coins as they come in and go out. Another is to use a Wealth Level, and that replaces the Career + Quality check in the default option. Wealth Level is determined by careers (and some boons). Acquiring an item means making a check with your Wealth Level as your bonus and the item's rarity as a penalty. If you're Rich (7) and purchase a Rare Item (6) you'll make the check at +1 against TN 9. Success reduces your wealth level. Following this purchase, the character would be Comfortable (6).

When awarded treasure, it has a Wealth Value. There's some awkward math where every 2 shares reduces the value by 1. So a Level 10 treasure split 2 ways is a Level 9 treasure to everyone it is awarded; while a Level 10 treasure split 10 ways results in everyone getting a Level 5 treasure (10 shares / two = 5; 10-5=5). If the amount of wealth you receive is less than your wealth, it makes no difference. If it is equal to your existing wealth, your wealth increases by +1. If it is higher, it becomes your new Wealth value.

This definitely implies that if you're wealthy, you should always forgo your share of the treasure. If two people among our 10 were already wealthy and they let 8 people share it, it would be a Level 6 treasure (8 / 2 = 4; 10 - 4 = 6).

Converting To/From BoL
Rename attributes; understand that a bunch of things that currently use Savvy in Honor + Intrigue use Agility in BoL. Tests of Bravery (currently using Daring which becomes Agility) would need to be done using Mind (Savvy).

Next up - Section III Adventure. We're currently on page 118 of 230 (PDF) - the next section is 15 pages. Still to go is the Gazetteer (~40 pages), optional magic (~25 pages) and reference pages (~15 pages).
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Re: [Review] Honor + Intrigue

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Section III: Adventure



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What I was expecting




In all seriousness, this section has a lot of GM world creation information and several suggestions for sources to become familiar with the genre. Major questions like whether it's focused on Pirates in the Caribbean, or Musketeers in 17th-century France and whether the supernatural is real or not are important questions and it's definitely worth thinking about.

The advice on building an interesting campaign is good, and there are handy tools like a quick NPC generator (6 rolls). It also introduces the Adventure Sheet (shown below and included in the appendix).


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GMs can track adventures other ways, but the 3-Act Story is a classic for a reason.

The chapter concludes with 21 'archetypes'. Some of the characters appear to be built as starting characters, but others appear to be advanced to some degree (ie, having more points in Qualities than a starting character). There's nothing to indicate how many points each character has or other information about 'what makes a good challenge', which feels like a pretty significant omission.

Our descriptions of combat up to this point tended to focus on a single character, potentially fighting one character plus several pawns, but nothing about how to make the action INTERESTING for a group. Some of the movies they list as references do involve some situations where one group fights another group (like The Three Musketeers, any version). If a single Gentleman Highwayman produces his pistol and demands, 'Your money or your life?', is he being completely foolish?

This is a pretty big deal, and it's something that a GM can figure out over time. I did find some online forums where Basic Action Games provided a suggestion.
Basic Action Games wrote: One group of 4 pawns/1 Retainer per PC + 1 Villain /2 Retainers is pretty typical for me, but I generally run these things on the fly rather than pre-plan them.

So a group of 3 players: 8 Pawns + 2 Retainers or 4 Pawns, 1 Retainer, 1 Villain both work out fine.
---------------

The challenge here is what to do with 1 PC? 1 group of 4 Pawns is not enough challenge. How about the following options for a single PC:

1 Villain OR
2 Retainers OR
4 Pawns & 1 Retainer OR
8 Pawns (two groups of 4)

I'm not sure I follow the math on the 3 players. Pawns come in groups of 4, so that represents 2 Pawn groups, and it looks like a Villain is roughly equivalent to a Retainer + Pawn Group. Anyways, it's not here. Even if it was, there's nothing here that explains why and whether a Highwayman should have Pawns accompanying him or not. Not that it has to be exclusively a combat encounter! But there isn't really anything here about how to make something that appears to be a combat confrontation and turn it into witty repartee.


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Not a challenge for anyone, apparently, but 3 pawns is worth a Bishop



Next up Section IV: Gazetteer of the 17th Century World
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Re: [Review] Honor + Intrigue

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Section IV: The World

The book provides a map of Europe and it appears to be very close to what a real map of Europe looks like in 1699, but it could be earlier. Here's a real map for discussion.


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You'll notice that Germany and Italy haven't unified, and a lot of countries that we think of as Central Europe (like Slovakia and Hungary) are part of the Ottoman Empire, as is Greece. Pretty clear that there's a lot happening and a bunch of countries that we take for granted just don't exist.

There are 5 time periods that get a one-paragraph description ranging from the Late 16th to Early 18th Century (the 17th century gets an early-, mid-, and late- and advice about not being beholden to historical events OR historical attitudes. There's also a paragraph about other times - from Robin Hood (~1200) to Zorro (~1815?)

Following that is Wikipedia style articles for the major countries in Europe. You know how in The Hitchhiker's Guide to the Galaxy the Earth's entry was edited down to mostly harmless? There's a lot that had to be cut. The Dutch Republic gets a couple of sentences about going from domination by the Hapsburgs to a golden age with religious tolerance and world-spanning trade.



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There are no suggestions for Swashbuckling sources by country, but here's one from me for Naval Battles featuring the Netherlands - currently available for free on Roku under the title: Admiral



There are also suggestions for using fictional countries (like Florin in The Princess Bride or alternate worlds (like Théah I suppose, but they don't name-check that one). It also has some suggestions for the far future, Buck Rogers style.

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Or maybe John Carter of Mars style

The gazetteer continues with lands outside of Europe, information about crime and punishment, prejudice, dueling and military orders, all of which makes interesting reading. There is minor game-rule information included, like Grenadiers (which have to have a Ruffian or Farmboy career can spend 1 Fortune to avoid a grenade misfire, and may recover Composure even after it has been reduced to 0) and are available using the Elite Order boon.

We continue with powerful groups like the pirate brotherhood 'Bretheren of the Coast' and the Knights of Malta. Explaining how they fit into the world also suggests how to use them in PC adventures (either as organizations the PCs join or oppose). This is followed by Secret Societies and I think they do a better job than 7th Sea of making them compelling.
7th Sea - Invisible College
Calling themselves "the Invisible College," these hidden scholars doe their best to continue experiments while dodging the discerning Inquisition. However, without church funding or resources, their experiments cannot go far.
Honor + Intrigue - Black Watch
In the aftermath of the war, the places hardest hist are still beset by chaos where absentee landlords leave the people with no justice save one.... The Black Watch. A vigilante society, the Black Watch does not bring Law and Oder, but attempts to bring justice to a land in ruins. War criminals who walk the land are brought before the Midnight Court of the Black Watch to answer for their sins...

This is followed by more NPCs - maybe more obviously intended as opposition. It has Pawns including the Cardinal's Guard and an Angry Mob. This is followed by Retainers. I don't know that it saves space but when an attribute is 0 it's omitted. I'm not a fan of the format but it probably doesn't matter too much. That's followed by a Bestiary with normal animals like Crocodiles and Sharks.

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Hopefully in Blasters + Intrigue we can do this, because it doesn't work with black powder


Next up - Section V: Mysteries, Horrors, and Wonders
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Re: [Review] Honor + Intrigue

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V: Mysteries, Horrors and Wonders


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Some campaigns may include elements that appear to be historically inaccurate



This chapter begins with an alternate history that explains the existence of magic - one that doesn't disrupt existing history but supposes that some legends are real. Dark Ones (from beyond the stars) practice dark sorcery and they have the names of what we now think of as demons and evil gods. Hermetic Arts (white magic) also exist, but many people can't tell the difference so good witches are likely to be burned at the stake, and the people doing so wouldn't even realize that they're helping evil magic advance.



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You could plausibly squeeze a movie and several multiple-season spin-offs from that


The alternate history is followed by suggestions for what types of things Careers help with as it relates to Sorcery (bad mojo) and Heremetic Arts (good mojo). Good Mojo includes Potions that do things like give a bonus to a Quality for one scene, or put someone to sleep, and Creations that are like D&D alchemical items (flash powder, tinder twigs). Talismans can do the same things that potions or creations do, but there's no 'rational' explanation for how they work - like a medallion that protects against fire. Finally you can use Divination for Soothsaying, omens and fortune telling. Like other actions in the game, to use these abilities requires a check (2d6 + Quality + Career) and many have time and money costs as well. There's a list of suggested effects, like a Magic Circle Against Undead; vampires and zombies must make a Daring roll modified by the character's rank in Magician Career.

Following white magic we have a brief section on inventions, like airships.



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I like Dwarves, but I don't like Dwarves in airships, but don't let my preference stop you

Sorcerery is a bit different and more direct, and isn't meant for PCs at all. You get Arcane Power equal to 10 + ranks in the Sorcerer Career. Spells cost Arcane Power of 5 x magnitude (1-3) with cantrips costing 1 or 2. Cantrips are easy (+1 to your die roll) while 3rd level magnitude spells are demanding (-6 to your check). There are different recovery schedules depending on what you spent your Arcane Power on - with Cantrips coming back 2x per day, 1st level coming back 1x per day, 2nd and 3rd coming back per month, but 1 Arcane Power is permanently lost each time a 3rd level magnitude spell is cast.

Each spell has requirements - they reduce the cost of the spell by one Arcane Power for each you have to a minimum depending on the magnitude.

Sample 1st Magnitude spells include summoning a Beast or creating an ordinary item that is needed, or the Evil Eye (target gets a penalty die until the curse ends, with no information on what ends it or when).

There are only four 2nd Magnitude Spells: Awake the Dead, Beguile, Summon Mighty Beast, and Dread Ship. Beguile is like control monster. Once again it doesn't say how often you roll to resist. There are only two spells of the 3rd Magnitude: Death Plague and Natural Disaster.


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If the Lisbon Earthquake was due to a Sorcerer, what was he after?


The spells are followed by magical societies and another bestiary of more obviously magical creatures including demons and giant normal animals.


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Ray Harryhausen was the guy for stop-motion animation including Clash of the Titans - you should check his movies out


And that's the end of the real book. Following that we have Quick Reference Guides for the names of Careers, Boons, Flaws, Combat Maneuvers, Minor Actions, and Reactions. Then there are the various sheets you can print - Adventure Log, Ship's Log, Retainers/Pawns sheet, NPC Sheet, PC Character Sheets, a page that lists the Major/Minor/Reactions with what they actually do, the Index, Weapon and Armor Tables, and adds for the other products.

I have some other products to look at, and I have some thoughts about the game in general to get to, but this is a really good place to open it up to more in depth questions if anyone has them, or let me know if they'd rather hear about the Tome of Intriguing Options or a different title from the first post first. I'll probably look at the other books before I put my final thoughts together.
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Re: [Review] Honor + Intrigue

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So I watched the 1993 Disney Three Musketeers last night. It's been a while since I've read the novel but fair to say there are a lot of changes to the source material. The thing is, even if you have players that are interested in swashbuckling, they're more likely to have seen a general release movie from Disney than just about any other source. Incidentally, that's part of the reason that representation matters - people really are more likely to be able to imagine themselves in a world that they've seen on screen - even more if they see people that look like them inhabiting that world.

In any case, while watching the movie I was asking myself whether (and how) Honor + Intrigue would handle each scene. There are a lot of things that the rules can recreate pretty well. For example the first scene is D'Artagnan dueling Gerard who believes his sister's honor has been besmirched. The duel ends with the Gerard defeated, but no blood drawn; you can almost see the stages of En Garde, Retreating, Scrambling, and Defeated. This was immediately followed by a Chase Scene where Gerard's four brothers come charging up on horseback. There are a series of 'obstacles' and each side must overcome them. In the film, each obstacle takes out one of the pursuers (rather than letting D'Artagnan outpace them) and it generally seems like the person being chased gets to pick the obstacles and/or make them more difficult for the pursuers, but largely the chase scene(s) can be recreated using these rules fairly faithfully. I still have concerns and I'll be talking about them, but perhaps they'll be addressed with the Tome of Intriguing Options.

The Tome of Intriguing Options

The first (main book) was 230 PDF pages including Cover, etc. This book is longer at 261. One of those pages is a list of Kickstarter Backers. The first page is split between Acknowledgements and Contents, so the book doesn't waste a lot of space. The content pages are laid out professionally and seem like a good amount of text per page where it's not overly dense like a textbook, or too sparse. This is essentially a compendium of several books combined together. The major sections of this book are:

Rules + Story (Random Generators, New Rule Options)
Duelist's Guide (New Maneuvers and More Dueling Styles)
Blasters + Intrigue (Swashbuckling in Space)
Nonhuman Characters (Fantasy Races like Elves, Centaurs etc and stranger things like aliens and robots)
Spells + Spellcasters (A new Career [Spellcaster] and 100+ Spells perhaps more like what you'd see in D&D)

This means I could have saved $8 by not purchasing Duelist's Guide individually and it also means that DriveThruRPG really should update the bundle. We'll be looking at each sub-book in order, but for most sections it'll be a cursory look. Just as I didn't exhaustively list every Maneuver from the original book my focus is going to be on what's different or really changes the game as I've explained it so far. But that does mean we'll probably cover Rules + Story in significantly more detail than the later books.

The book starts with two pages of weapons that were introduced in modules including Katana's and light pistols and a light musket (carbine). The weapon descriptions here are like what you'd see in the 3.5 Players handbook, but it does include damage and special rules in the description. They're summarized again on a table at the end of the book (along with tables for modern and future weapons taken from the other books).

There's a Plot Generator (roll a d10) and each plot has random elements that are rolled on a sub-plot. For example (PERSON) is planning a heist or sting to steal or recover (MAGUFFIN). Our randomly generated plot is: Scavenger Hunt! A scholar of member of the clergy needs PCs to acquire several items for a craft or a play, opera or concert. Other random categories besides Person, Event, Maguffin include Crime, Duel, Location, Antagonist, Motivation and Twists.

I'm all for giving GMs a starting point, and there's all kinds of reasons you can't just pull the plot from four different versions of The Three Musketeers.

We next get Random Overland Travel Encounters. Our Encounter is: Wildcard - Patch of Herbs Worth 2 Craft Points worth of materials for alchemy.



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Surely some players think this is a worthy encounter


The first table has a list of 10 sub-tables; it could have been just organized as d100. At first I thought you just roll on each sub-table, which actually works out kinda well. If we did that we'd have met a Gentleman Highway man who was wanted for crimes in a major hailstorm while a horse and rider charged toward a cliff, and clergy would have blessed us. Figuring how those disparate elements fit together could work, too.

Barroom Brawls and Nonlethal Damage
In a normal fight, when you would get hit, you can yield advantage (and later recover advantage) so one side 'winning' can be time consuming. If the GM declares Standing Room Only, no one can yield advantage. If you get hit, you take damage. But this damage recovers more quickly than normal Lifeblood, and losing all of it just makes you unconscious.


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Standing Room Only


The base game includes a Random Character Generator, and this offers a new version that's intended to be better. The original version had us roll 2d3-3 for each Quality, Combat Ability, and Career followed by a random career generator (6x6 grid). The new roll has us roll 4d4 for Qualities and 4d4 for Combat Abilities, each number rolled is a +1 to that category. Careers are still a 6x6 grid and roll 4d4 and assign 1s to the first career, 2s to the second, etc.

New Random NPC:
Might 1, Daring 1, Savvy 0, Flair 2;
Brawl 0, Melee 1, Ranged 2, Defense 1.
Careers: Alchemist 0/Highway Man 1/Charlatan 1/Farmboy 2

Old Random NPC:
Might -1, Daring 1, Savvy 0, Flair 1;
Brawl 0, Melee 0, Ranged 1, Defense 2.
Careers: Spy 1/Brute 0/Duelist 0/Farmboy 3

The new method helps ensure that characters actually have positive values where they should, so I'll certify that the new method qualifies as 'improved'.

Fixed Damage Option
In the original Optional Rule for fixed damage, weapons started with average damage and it went up from there. This rule aims to create the variability that exists when a weapon rolls badly for the base damage. Under this rule if you hit exactly or by 1, each d6 is treated as having rolled a 1; if you hit by 2-4 you take average damage (3 on a d6), and if you hit by 5+ you get max damage. This also means that a Dodge action (+2 Defense for all melee attacks for the round) can reduce damage further. This rule eliminates the extra +1 damage for every point above the target's defense you roll. There's a level of complexity over the original suggestion but it does keep maximum damage in line with random damage, so I'll certify this replacement optional method as 'improved'.

Gambits
A stunt under the base rules is a full action (Major + Minor) and is used to defeat groups of pawns. A Gambit is a little like a minor stunt. It's something you do, and if you succeed, you get a bonus on an action following and it can be used against anyone (pawns, retainers, or villains). There's a list of benefits you might get as well as a list of potential risks in case you fail.

This is a good thing.
Yes, you can swing from a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn.
The main question in my mind is why would I do those things? Obviously swinging on a chandelier or a tapestry or stabbing a dagger into a sail and falling safely to the deck below are genre appropriate activities that players should do. The problem is that walking down the stairs and cautiously approaching your enemy before thrusting is also an option - not as interesting, but likely more effective. If the tapestry rips from the wall dumping you on the ground, or someone cuts the rope holding the chandelier while you're on it your action is ruined. And if you succeed? You're just doing an attack that you could have done anyway.

This is something that should have been included in the initial book, and basically players should be looking for chances to use gambits all of the time. As presented, the consequences of failure MAY outweigh the benefits of success. For example, if you can get a Bonus Die for success, but you take a Penalty Die if your gambit fails there's a question of whether the benefit or penalty is more likely and whether you need the benefit or not. That offloads a lot to the GM and there's loads of ways to go wrong, but this addresses was I feel was my biggest concern with the options presented in the base game.

Boss Monsters
Monsters, even big monsters, can be little more than bags of hit points. These are a list of optional benefits you can give a monster to make them more interesting in combat. It feels a little 5th edition inspired to me, but there was little in the way of rules for creating monsters, so a few new toggles to adjust monsters are welcome, even if, once again, there's nothing about how much challenge PCs should be expected to be able to handle or how these new abilities.

One of the examples is a Vampire Lord; at night he may take 2 turns per round and has extra Fortune to spend; he has 1d6 Protection against any attacks that aren't from a Blessed weapon and weapon damage rolls are at Disadvantage in his castle. A Stake through the heart gives him a Penalty Die (Disadvantage) on all rolls. He can shapeshift into Giant animal forms instead of regular ones.

Transforming doesn't appear to be defined, I assume it's character replacement with an entirely separate hit point total because nothing says. The Bestiary doesn't have a giant wolf or any form of bat. Wolf exists, and there's some guidelines for what values a creature should have based on size. If a normal Wolf is Medium, is a Giant Wolf Large (the size of a gorilla) or Very Large (the size of a Horse)? Each size increase is effectively +1 base damage, but nothing is mentioned about Qualities (except damage and attack are based on size rather than Qualities). Basically, if the PCs aren't fighting a character (Villain, Retainer or Pawn), the rules are almost, but not quite, non-existent.

Players Roll
To make life easier for the GM, this is an optional rule that takes advantage of symmetry. Instead of the GM rolling to attack, the player rolls a defense based on the attacking score. Ie, if the attacker has a +4 to attack (say +2 Daring and +2 Melee), the player needs to make a Defense roll with a -4 for the enemy's skill. I still don't like adding your bonus and then subtracting the enemy's relevant ability - I'd rather say 'make a defense roll TN 13' and keep the subtraction out of it as I've said and probably will say even if I try to keep that bottled up.

Unusual Weapons
There are no weapon proficiencies in the base game. For weird weapons, it suggests treating them like Maneuvers - you can spend 5 AP to master the weapon - and if you do not you can't use it as effectively. The assumption is that weird is culturally determined - an Amazon tribe wouldn't have to spend AP to master blow darts or bolas, but a PC might.

Mass Combat, Revisited
The base game had armies rolling against each other, and suggested that players could take Heroic Actions that modify the larger action. This rule suggests that Players make a Quality + Defense roll and depending on the level of success they deal with a certain number of enemies; with the goal to take out a predetermined number (like 50, or 10 per PC).

Timers
Indicating that an event will occur in a certain number of rounds and counting down toward it is suggested as a way to ratchet up tension.

Montages
This is like skill challenges. Roll two different skills to represent how well you do. You can also do a group test. Success is normally a 9, so you take the number of people and that becomes the number required for success. If 3 people participate the TN would be 27. In this case, someone failing to get a 9 would still contribute toward success. Simply roll all the checks, sum them together, and if the AVERAGE result is more than 9 (ie, A + B + C > or equal to 27) the check is a success. There's some fudging in that if a task is really hard for one person (like lifting a portcullis is -6), but easier for three people, that penalty is reduced - possibly to -4.

An Extended Task Roll works similarly - if something would normally take 5 checks to overcome the TN is 45; the character makes 5 checks but 'failures' still count toward eventual success. If you rolled a 6 and a 12, you'll have 18, which is effectively the same as rolling 9 + 9 = you're on track.

Alternate Chase Rules
These rules are credited to Mark Sullivan and John Bell and are intended to make Chase Scenes faster to resolve while still providing opportunities for stunts. Under the original rules, each side rolls initiative, and the winning side establishes a challenge; winner advances one category toward the success state. If each side were to take turns winning, the chase could continue indefinitely, never really changing.

Under the alternate rule, each side loses Composure (which cannot be regained during the scene) until one or the other is defeated. This makes Chases work a little like Social combat. During the chase each participant makes a check (Quality + Career, determined by the GM). The Quarry's roll essentially sets the TN. Any pursuer that fails the check (their roll is lower than the Quarry's) is subject to being 'shaken'. If the Pursuer's win the roll by a small margin, they can make a ranged attack; if they win by a large margin they can make a melee or ranged attack (their choice). In addition to damage, anyone hit loses composure.

As written, there's something very confusing to me. The Difficult of the Shake Check is based off of the roll closest to the Quarry's roll. Ie, if the Quarry rolled a (10) and had two Pursuers who rolled a (8, 6), the 'nearest' failed by 2, so the Shake check they roll has a Penalty of -2 (effectively a TN 11). If the Quarry rolled a 10 and the two pursuers rolled (8, 12), the 'nearest' won. The one who failed still has to make a check, but is that at +0, +2 (effectively a TN 7)? The example does not provide a case where the Pursuers were both above and below the Quarry.

In any case, these Chase Rules appear a little more dynamic with characters getting close and falling behind in a relative sense round by round, but someone that was 'behind' last round could be 'in melee range' - the tracking of range and building a lead is reduced. I'll say it looks more interactive and interesting than the original rule, but I think it needs some tweaking. Especially in a case where there's 2+ Quarries, there needs to be some option for 1 to hide (dropping out of the chase while their companion leads the Pursuers away). Somewhere there are blog posts that might help me here, but I didn't find the ones that are clearly the inspiration quickly through Google.

At this point we're about half-way through Rules + Story and 10% of the way through the book. More to come....
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Re: [Review] Honor + Intrigue

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The Tome of Intriguing Options - Rules + Story (continued)

Run For Your Lives
This is like a chase, but you (and your party) are escaping calamity, like a castle collapsing. Escape is based on making 3 successful tests in a row. Might Success counts as two successes, and Players can donate a success to each other. Each failure should have a consequence (like damage, loss of composure) and there's some suggestions for making it easier.

The odds of getting a particular value 3x in a row is that probability raised to that power. Ie, the odds of getting a 7+ (which you would need if you have a net +2) is ~58%. Your odds of a 7+ are about 58%, so the odds of 3 in a row is 0.58 x 0.58 x 0.58 or about 20%.



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Adjusting the Difficulty: If you want to make the escape less daunting, you can change the requirement to 2 successful tests to escape in a row, or make the successes not need to be in a row.
This just strikes me as one of those times where the GM has been 'winging it' and trying to formalize their system ends up being harsher than they intended. That's what happens when nobody takes a careful look at probabilities. This would be a case where 'working together' would make a lot of sense. If I have a 13 (pass by 4) and my friend has a 5 (fail by 4) instead of giving my success, giving my 'surplus' would fit the theme of 'helping each other' and actually credibly make the 3-in-a-row feasible.

Getting Split Up
This is presented as an optional rule, but it basically boils down to 'if people are separated when an encounter begins they can't help each other'. I suppose the 'make a test and people who fail got lost' but it sorta comes out to 'if the GM wants the party to split up, here's how to make the PCs regret it'.

Encumbrance Rules
Sometimes players don't get genre conventions. Punitive rules to help ensure that they do are one way to handle things. There are a few options, but a couple are 'extra items cost composure' and another is 'determine how many items a character can carry and don't let them go over.

Horror
In addition to carrying too much stuff costing composure, a scary environment could also cost composure.


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Guess who failed their Daring Check


The headings haven't been in initiative order, and it sort of feels like we're at the 'throwing everything at the wall and seeing what sticks phase'. I don't know what the writing process was and if there was a promised page count or the Kickstarter unlocked a 'bonus' that Chris Rutkowsky felt compelled to complete. Moving on.

Initiative Options
Under the normal rules, every character rolls 1d6+Savvy. Technically characters could have as high as an 11 (or 12 with the Beginning Boon of Savant), but the GM counts down from 10. Since such an unusually high savvy is unusual (welcome to tautology club) you mostly have 4 PCs and the GM with the same initiative. The original rule has the GM decide which career(s) are applicable to the situation, and whoever has the most ranks wins the tie. If neither has a relevant career, or they remain tied, they then roll off until someone wins. WHEW! Pretty clear that can potentially take a significant amount of table time just to determine order in the next round (and that's from someone who has everyone roll initiative every round already).

One option is to have all the PCs make a check (Savvy + Career) against a TN determined by the Enemy (I mean, technically the TN is 9, but you may have a penalty to your roll) but Beasts use Daring because they're not smart but tigers are still fast, and Daring would be overused. Sorry, anyways, if you beat the TN you go before the bad guys; if you don't beat the TN you go after the bad guys. If this is supposed to be simpler, the fact that there's two additional pages of explanation including how to track initiative on laminated pages probably means it's not.

So that's not the only Initiative Option. After pass/fail there's dramatic steps. Instead of taking your whole turn on a particular initiative count there are phases (sort of like Magic: the Gathering) but each player goes in each phase, instead of having their own turn. So one phase is 'pure movement' and a later stage is 'attacks'. Coming around and around to people depending on whether they still had actions left doesn't seem to offer much benefit.

Language Barriers
One thing I like about Honor + Intrigue relative to Swashbuckling Adventures is that the suggested default world (basically the real one) is more interesting than the streamlined and stereotyped version that takes a few European countries and a couple of non-European ones and runs with it. Of course, in the real world there are 24 official languages currently spoken in Europe, and there were certainly regional dialects that were later standardized - I know for instance that 'French' wasn't the language of most French people until after universal schooling. But if you want a system for determining whether people who don't speak your language can understand your message, they offer rules for that.

Me, I go with the classic:



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Lucky/Unlucky Breaks
You know how every roll is 2d6? Cool things already happen on a pair of 1s or a pair of 6s, so why not add something cool every time you roll doubles? Since a pair of 1s is bad, so is a 3 and 5, and since 6 is good, so is a 2 or 4. There's a couple of suggestions of what good and bad luck looks like, but it feels like they're not even trying anymore.

I need a break, so I'm taking a break. 8 more 'optional rules' to go and we'll finish Rules + Story.
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Re: [Review] Honor + Intrigue

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While it's outside of the period, the book has referenced Errol Flynn's Robin Hood as a classic example of swashbuckling adventure.



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You can watch the first couple of minutes of the scene above here but to watch the rest it appears you have to have a subscription to MAX. It's worth watching the full scene if you can find it. But if not, here's a snippet from Roger Ebert's Review.
Watch his swagger as he enters John’s banquet hall and throws a deer down before the prince, full knowing that the punishment for poaching a deer is death. Surrounded by his enemies, he fearlessly accuses John of treason against his brother Richard the Lionhearted, and then fights his way out of the castle again. Another actor might have wanted to project a sense of uncertainty, or resolve, or danger; Flynn shows us a Robin Hood so supremely alive that the whole adventure is a lark. Yes, his eyes shift to note that the exit is being barred and guards are readying their swords, but he observes not in fear but in anticipation.
Scenes like this inform our expectation of what the Swashbuckling Genre should be. While we recognize that characters in movies have 'plot armor', and that Robin Hood's daring escape was a foregone conclusion, the quality of the acting makes us believe that this was a daring escape that was barely successful. It's a wonderful plot point - an outlaw and fugitive directly confronts his enemy and essentially issues a declaration of war. This is no mere bandit practicing skullduggery in a back alley - this is a declaration that Robin Hood is a hero in the traditional sense, loyal to his true king, and fighting a just action.

Mechanically, nothing we've seen supports that type of foolhardy initiative. The book has advised that the PCs shouldn't be entirely afraid of set backs - if Robin Hood had been 'defeated' he would have been held captive and taken to be executed in full view of the population, giving his companions a chance to free him, allowing the story to continue. And the setback would have at least earned him a Fate Point (allowing him to advance his character to a small degree).

I think ATTEMPTING those kinds of daring actions should earn advancement points, win or lose. That would make sure the PCs have a reason to do things that are genre appropriate rather than strictly acting in a utilitarian fashion to achieve their goals with minimal risk - essentially to play as terrorists.



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But if it's any consolation, they may create a holiday celebrating your execution


The next alternate rule doesn't address what I'm looking for, but it may interact tangentially. The next alternate rule is a Reputation System. This is a system where every group of NPCs (a literally potentially infinite list) has a sense of how your group aligns with them. This is a numerical summary of how your PC is perceived ranging from -7 to +11; -7 is hated enemy/kill on sight, 0 is cautious/unknown, 11 is unofficial membership. The GM comes up with lists of things that the NPC group wants, and the PCs accomplishing them give them reputation; if they cross the group (say by killing a member) they lose reputation. Using Reputation as a reward is fine; this system for tracking it is cumbersome to the point of being useless.

Polyhedral Damage
Instead of 1d3+1, you could use 1d3+1. :) But 1d6+2 equates to 1d10 and 1d6+3 equates to 1d12. That increases variability with some weapons and lets people use neglected dice. Personal preference, I would have liked to see Polyhedral damage as a base rule with higher amounts of LifeBlood. If you make damage bigger, but you also make hit points bigger, you can still make everything take just as long, but it feels perhaps more significant. Doing 3 damage in Honor + Intrigue may be better than doing 30 damage with a fireball in Dungeons and Dragons, but it doesn't feel impressive or heroic.

Troupe Play
For large groups (or even normal sized groups) you may want to play when a character is missing. This suggests having every player have at least 2 characters. One group is 'active' and the other is 'inactive' on a given session. If a player is missing their character can join the 'rearguard' and focus on healing or downtime activities. To encourage rotating your character(s), players advance while in the rearguard.

Group Advancement
Instead of individual advancement by Fortune Points, you can give everyone the same amount of 'XP' after each session. In that case, Fortune Points don't award XP, and the GM gives out more at the end of a session to keep players advancing. Generally, I'm in favor of rules that keep the PCs on the same playing field and reduce perceived favoritism.

Improvised Combat
This is is essentially a tool for letting a player that doesn't understand their options take actions. They describe what they want to do and the GM assigns actions and rolls to it. I do think the initially presented options can be overwhelming - I think I new player is going to have trouble understanding whether they should use Beat or Bind, so encouraging GMs to help players understand the rules makes sense, but I'm not sure if it qualifies as an optional rule in my mind.

Slower Healing
Under the default system, as long as you are not at 0 or negative Lifeblood, you regain half of your lost Lifeblood after a fight. Ie, if you lost 5 lifeblood, you get 2 (or 3, I don't know which way they round) immediately after the fight with a breather (ie, 10-15 minutes of people not trying to kill you). The rest recovers at 1/2 the loss per day. So if I get 2 back (now at 7, down 3), I'll get 1 (or 2) the next day, and 1 the day after that. Healers can improve the rate. Normally a few days of rest is all you should need to be at full.

Instead of that remaining damage healing at 1/2 per day, it could just heal at 1 per day.

Lasting Injuries
When you have to take damage but you would like to reduce it, you can take a Lasting Injury instead. That reduces the immediate damage and gives you a permanent Flaw.

And that's the first tome done; next up is the Duelist's Guide.
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Re: [Review] Honor + Intrigue

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Duelist's Guide

Without preamble, the next section starts immediately with additional game material. Jut like a 3.x book is filled with new Feats and such, this one has new Boons/Flaws and Maneuvers.

In the normal rules both an attack, like stabbing someone with your sword (Bladework; Daring + Melee vs Defense) and hurting someone with your sword (Repartee) requires a major action. The original book offered Taunt (Flair + Career vs Flair + Career) causing the loss of one composure but it only gives a penalty to defense; Trick (Flair + Career vs. Savvy vs. Career) causing a Penalty Die to their next action; and Intimidate (Flair + Career vs. Daring + Career) causing the loss of one composure (-1 to all rolls, except for attempts to escape the scene). If you fail, nothing happens.

This book offers a new one. You can now Goad your enemy (Daring + Career vs Daring + Career), and there is an effect on both a success and a failure. If you succeed your enemy takes a penalty die when attacking anyone other than you; if you fail they get a bonus die when attacking you. Either way, they have an incentive to attack you instead of someone else.



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Revealing that I am the one that killed your father could be a Taunt, a Goad, or an Intimidate, I suppose




An Aside on Maneuvers
For most major actions you're adding two numbers to your 2d6 roll; for example when you attack you roll Daring + Melee. Most major actions are opposed by one attribute (Defense in a melee attack). So if you have Daring 2, Melee 2, you're rolling 2d6+4; if your opponent has Defense 2, you take a minus 2 so you're at a Net 2d6+2. That's the value that's 'likely success' - 58% since you need to roll a 7 to achieve a 9 with your +2. When an action is opposed by TWO values, that makes success significantly less likely. In a mirror match where you're making a Goad attack at +4, the opponent applies a -4, so you're at a net +0. Your expected odds of success basically drop in half; instead of 58% (7+) you succeed 28% of the time (9+).

The Maneuvers originally presented always only used a single opposing value, some with a penalty. Moulinet - a maneuver that allows you to attack everyone near you is Might + Melee -1 vs Defense. Some actions aren't opposed - Quick Drawing a sword is Flair + Melee -2 in part because there is no value from the opponent that opposes this. In that sense, Goad is a major change in how maneuvers are presented. I wouldn't expect Players to have a solid sense of the odds of success; especially when they don't know what values their opponent has.

In my mind, the underlying logic is that you're expected to have a Net +2 under 'normal circumstances'. That means you're generally more often to succeed than fail. In D&D mirror matches are balanced at 55% hit rate, so the 58% hit rate here is in line with that. That said, I would argue that this is too low. Things happening is more interesting than things not happening, so aiming for 75% success rate in a mirror match is the sweet spot in my mind. This is definitely subject to personal preference but is one of those underlying assumptions that really should be examined. Setting the base success TN at 8 (instead of 9) with that assumption you have a net +2 puts success at 72%, or putting it at TN 7 puts it at 83%. Changes with those value will have major effects on the game. My personal preference is a game where 'PCs usually succeed' rather than where 'PCs succeed about half the time'. It's okay - the enemies are succeeding more often, too.

Following Goad, there are four other Maneuvers; all minor actions. Horsemanship (used to guide a horse around obstacles), Forefend Maneuver (your opponent has a penalty using the maneuver you anticipate they'll use), Quick Mount/Dismount (success means it didn't cost you a minor action at all), and Study Opponent (recognize opponent's Quality and relevant ranks).

Dueling Styles
The original book had 9 Dueling Styles. Each Dueling Style has several maneuvers, and if you master each maneuver (5 AP each) you get a bonus for having mastered the style. While each style has a unique mix of maneuvers, they also overlap significantly. This book has 46 styles, but that includes the 9 original reprinted and reformatted for clarity. Styles are organized by weapon.

As an example of the differences, there was one 'Greatsword' style in the original book - The Highland Style. This one presents the Zweihander Style. It has exactly the same maneuvers as the Old Style, but that is used with a Broadsword. Taking such similar styles does mean buying the style (10 AP), but if you have both, you can master both simultaneously.

In addition to various sword styles, it also includes styles for archery, pistols and muskets.

There are also styles for advanced weaponry. Since it's directly relevant to Westerns, here's an example of a modern weapon style.

Gunslinger. Maneuvers: Quick Draw, Quick Load, Aim Shot, Hilt Punch, Disarm. Benefit: you can use Quick Disarm using Savvy + Ranged (normally it is Might + Melee). Ignore the -2 penalty for hip-firing a weapon and the damage penalty for split actions. Final Secret: When spending a Fortune Point to avoid a ranged attack you do not get a 'Close Call' (-1 Composure). You may spend a Fortune Point to negate a Jam.

The section wraps with suggestions for creating new dueling styles and locating teachers.

Next book is Blasters + Intrigue.
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Re: [Review] Honor + Intrigue

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Blasters + Intrigue

This section opens with a description of reskinning - changing descriptive elements but not changing the underlying rules. Thus a fighting style for muskets could apply to pulse rifles, and a polar bear can be an alien reptile. Presumably because there's a lot of that to come. In the standard game, Careers provide a significant bonus. Some existing careers can work in a Sci-Fi setting with a name change. An Alchemist could be a Chemist or Scientist. This offers 9 re-named careers as well as 9 new ones. Like the original career descriptions it offers some explanation of what they do and the types of non-combat skills you would likely benefit from the career using.

This is followed by 8 new Sci-Fi boons like 'Born in the Cockpit' and 2 flaws.


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This is followed by descriptions of sci-fi weapons, and a sidebar for making them 'modern' weapons. Perhaps most significantly, characters can Yield Advantage to blasters (this was prohibited for black powder weapons). Instead of misfiring, they overheat and not using them for a short period of time returns them to functionality.

A new rule for Firing Patterns is introduced. These are potentially relevant for a Western RPG, so taking a look in detail. It appears that any character can attempt any firing pattern; they have both advantages and disadvantages.

Hip Firing increases range penalties and adds an additional -2 to hit, but you get a +2 on initiative. Concentrated Fire lets you roll 3 dice. The highest two count for your attack, but the lowest two count for determining if you have a misfire (overheat) result. For fully automatic weapons you can use sweeping fire - this attacks everyone in an arc (no skipping allies) and lets you make 3 or 4 attacks (with a -3 or -4). Each attack is rolled separately, so each has a misfire chance. For the purposes of rolling a misfire each d6 is treated like you rolled one lower (ie, 2, 2 is treated as 1, 1). Suppressing Fire is used to pin enemies. You declare an area and anyone entering it makes a Defense + Daring - if they fail they either take a hit or must remain pinned. Each round the shooter gets a cumulative penalty die to determine if it overheats. Suppressing fire is automatically ended if the character taking the action takes damage, yields advantage, or spends a Fortune point to avoid taking damage.

Minor Complaint
Rolls are described as Quality + Weapon Skill and might appear as Savvy + Range. The name of the game is Honor + Intrigue (which looks a little like the roll convention). When they introduce a new wrinkle on the game like Computers + Hacking it looks like that's a roll, and I'm left wondering where they reskinned qualities and careers, but that's just a heading and hacking is just Savvy + Career (maybe as an extended task).

In any case, following the sci-fi ranged weapons they have sci-fi melee weapons.



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Chain Swords make an appearance, dealing an extra +1d3 damage over their 17th century counterparts



That's followed by high tech explosives and high-tech armor. There are some special weapon and armor qualities that could potentially be used in any game - like a perfectly balanced weapon gaining a bonus die to Parry. I like special equipment qualities. That's followed by miscellaneous gear and cybernetics. This is the type of equipment that you've seen in Shadowrun with some things that are higher tech that you might have seen in Dune or maybe The Rocketeer. Most items have a one paragraph description that includes their in-game effect. Infrared Goggles, for instance, give you a Bonus Die to notice people or objects that are warmer than the ambient temperature. Props for having the Predator's Cloaking device. Most of them require taking a boon that gives you the item. Since items have different values, each time you take the Boon you get a budget to buy items, so you can get 1-4 depending on whether you want something pretty cool or a bunch of minor items. A list of items appears in the appendix, which would actually be helpful to have reprinted in the section itself - it feels like this takes up a lot of space and could probably be presented in another format that takes up significantly less space.

Starships + Space Travel
This section gives options for how to handle space travel and how to reskin ships.

A Corvette from the 17th century:
deaddmwalking wrote:
Thu Jan 09, 2025 7:54 pm
Corvette
A Corvette is a light ship built for war.
Size 2, Sails 1, Guns 3, Crew 1, Hull 0; 30 Timber
Ship Boons: Extra Gunports, Fast to About
Ship Flaws: Small Hold, Bad Food
A Corvette from the 25th century (or whatever):
Size 3, Engines 1, Guns 3, Crew 1, Hull 0;
40 Integrity; Ship Bons: Fast to About, Ship Flaws: Small Hold

The more things change, the more they stay the same! The Sample Ships don't include how many points they used. The Sample Ships from the original game said they used 5 points usually (except for the largest ships). Here it doesn't look like an Escape Pod uses as many points as a StarFighter (light or heavy).



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I think this qualifies as a Heavy Starfighter, taking Extra Guns instead of Narrow Profile



A fighter-on-fighter fight (dogfighting) is run as a duel where you attempt things using Quality + Career (Pilot). There aren't any predetermined moves, and ships can Yield Advantage (important for a small starship to survive a broadside(?) from an Imperial Star Destroyer.

There are also side bars for adapting these rules to Retro Future Space Pulp, Sword & Planet, and Steampunk aesthetics scattered throughout the chapter.

There are a variety of Environmental Hazards that might come up in a space game like fighting in zero-G.




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The Klingons had a Penalty Die on Initiative, Reduced Movement, and a Penalty Die or Increased Difficulty for actions requiring quick movements (like drawing and firing a blaster). Mag-Boots do exist and probably eliminate the penalties.



Following that we have 4 pages of sample characters for a variety of Space games and 7 pages of Aliens and sci-fi monsters. You'll recognize your favorites - the Alien Predator Beast is the monster from Alien, and there's a Great Dune Worm, and that's Honor & Intrigue in SPAAAACE.

Next up is Nonhuman characters.
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Re: [Review] Honor + Intrigue

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Nonhuman Characters

Most of this section is half-page descriptions of 52 fantasy/sci-fi races. Since all races have the same Qualities, the things that make each race distinct are Boons and Flaws appropriate to the species. There are 10 pages of material. There's also some suggestions for adapting dueling styles to favor a race and the admonition that things are more interesting if races are not 'universally evil'.

Let's look at the Cathulian - there version of a not-Mind Flayer. The get the following boons (many of which are new):

1) Amphibious (No penalty underwater, can breathe and have a swim speed)
2) Darkvision (See in darkness 30')
3) Eldritch Magic Resistance (If you're targeted by magic, roll a d6. On a 5-6 it fails. If you spend a Fortune Point, it fails).
4) Gifted: Spellcaster (Wizard or Psionicist) - +1 Career and maximum rank of 6.
5) Natural Telepath (Can use Lesser Telepathy Spell for free without any checks. This spell is detailed in the next book section).

You also get the following Flaws:

1) Atypical Body (Can't wear headgear for other species)
2) Arrogant (Penalty Die when dealing with provincials or foreigners)
3) Delicate (Your maximum Lifeblood is 2 less - only defined on the Lasting Injury Table)
4) Inhuman Voice (Cannot speak verbally with other species)
5) Poor Vision (Penalty Die when Observing Something, or firing Ranged Weapons)
6) Unsettling (Penalty Die in Social Situations)
7) Vulnerable to Dryness (Soak for 1 hour per day or lose 1 Composure for each day since soaking)

I'm sure writing all the Boons and Flaws was some work, as was fitting them to each 'People'.

If anyone wants to know about a certain race, or what races are included, I'll provide further details, but I think that shows the how and you can extrapolate from there pretty easily.

We'll do Spells + Spellcasters next.
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Re: [Review] Honor + Intrigue

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Spells + Spellcasters
The original book had some suggestions for incorporating magic into the world. It had a Magician Career, and each rank provided you a craft point (refreshed between adventures). Thus, if you have 3 ranks in the Magician Career, you could potentially prepare one common alchemical item (1 craft point) and 1 uncommon preparation (2 craft points). If you had 4 you could spend them all to make a single rare preparation. One Rare potion is Heroism (+1 to all Qualities for one scene) or a Universal Antidote (cure any poison, reversing the effects). Regardless of how long an adventure is, that's nothing like a D&D style wizard throwing fireballs.

The Sorcerer instead gets Arcane Power points (10+Sorcerer Career Rank). It says that unleashing lightning bolts is a Spell of the First Magnitude, so it costs 2-5 AP (2 if you have at least 3 tools in order), and the damage is 1d6 Lifeblood, if the spell even goes off, which requires a Savvy + Sorcerer Career Check with a penalty equal to the target's Defense. That's pretty weak. A Crossbow does 1d6+1 and doesn't cause you 1d3 lifeblood damage for using it.

The new rules have a Spellcaster Boon - it gives you access to the Spellcaster Career. You also choose a related Career and they have to advanced essentially in tandem. Ie, to be a Spell Caster 3 you have to have at least 2 ranks in Magician (Wizard) or Woodsman (Druid) or Clergy (Cleric). You'll have to advance that related career to 3 before you can advance to Spellcaster 4. Like a Sorcerer you get Arcane Points equal to 10 + Career Rank. Spells known are like Maneuvers - you must acquire them using Advancement Points (except for 3 you get for taking the boon.

Normally spells cost Arcane Power. Alternatively, failed spells could cost composure and when you lose composure you can't cast spells any more. You get all your expended Arcane Power back after resting 8 hours.

Following the basic explanation is archetypes that represent D&D style characters. Cleric/Paladin, Druid/Shaman, Wizard/Mage, and Telepath/Psionicist.

Here are the suggested spells for a Wizard Mage from the 1st Circle:
1st Circle: Augment Senses, Beast Speech, Charm, Channel Power, Concealing Shadows, Control Fire, Damage Bolt, Fleet of Foot, Gentle Fall, Grow/Shrink Object, Heat Object, Light Bearer, Lock/Unlock, Mark/Retrieve Object, Minor Glamour, Obscuring Veil, Push/Pull, Repair, Scale Sheer Surface, Sense Magic, Sentry, Slumber Trance, Stagger, Telepathy (Lesser), Terrain Hazard (Minor), Towing Dish, Translate Language, Unbreathing, Weapon of Energy
Damage Bolt has a range of 50'. Casting the spell gives you a number of bolts equal to your Career, and you throw 1 per round (or 2 if you split your action) dealing 1d damage. You gain a Bonus Die to attack rolls (Savvy + Ranged) but only with the first attack made in a round. That costs 3 arcane power, so you can conceivably do it 3-4x per day.

There are also Magical Specialties that list relevant spells. If you want to make a Fire/Heat specialist, rather than look through every spell you can just start with the specialist list.
Fire/Heat: 1st: Control Fire, Heat Object, Energy Resistance (fire), Minor Terrain Hazard (painful, hot), Weapon of Energy; 2nd: Cloak of Injury (fire); 3rd: Energy Blast (fireball)
The spells are described over the next 36 pages followed by 12 pages of magical items. This is very similar to the Wondrous Item section of the DMG and I take it as a primer on how to incorporate items that you might want rather than an exhaustive list of every magical item that could exist.

Following that we have a couple pages of sample magical-centric characters like a Pyromancer.
Pyromancer
Motivation: Revenge; M0 D1 S3 F0; Br0 Me2 Ra1 De1;
Scholar 0 Magician 2 Mage 2 Duelist 0;
Boons & Flaws: Spellcaster (Mage, Fire Magic Specialty), Dueling Style (Lash of Flame), Obsession (Books, Spell Book, Wand, Rapier, Pistol) Spells: Control Fire, Heat Object, Energy Resistance (Fire), Weapon of Energy (Fiery Whip), Minor Terrain Hazard (painful, hot); 10 LB, 12 AP, 3 Fortune

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After this we get 3 pages of 'fantasy bestiary' with things like Imps and Animated Carriages. And that's the book!

There's the appendices and index, but that's everything.
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Re: [Review] Honor + Intrigue

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Additional Thoughts

Action Resolution in Combat and the Core Mechanic
The four qualities (Might, Daring, Savvy, and Flair) are combined with the four Combat Actions (Brawl, Melee, Ranged, Defense, meaning you have 16 combinations, but in reality not every combination is used. From a common meaning, Daring and Flair are similar enough that a distinction between them seems arbitrary, but knowing that Flair is used primarily with social skills, it's place in combat at all seems forced. Fencing is Daring + Melee, and firing a pistol is Savvy + Range, so you might think that throwing a weapon would be Daring + Range or maybe that all ranged attacks should be Savvy + Range; instead it's Flair + Melee. Since Flair is important for social aspects of the game (and with social combat and ways to attack composure it's not a dump stat) it doesn't really make sense as a combat stat, but including it potentially makes sense strictly from a balance point of view.



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Depicted: Flair + Melee. If he threw a Spear it would be Might + Ranged



Throwing a spear/axe is Might + Ranged, so the reason that throwing a blade uses Flair is that it it is considered a 'flashy or showy attack'. That doesn't imply that it's IMPRESSIVE in any kind of mechanical way - you don't get a free intimidate check or anything like that. With the Maneuvers designed around different combinations of Q + CA starting characters can't be good at everything.
The difference between a Net +2 and a Net +0 is a reduction in success from 58% to 28% (-30%). The relative unforgiving nature of the short RNG means that savvy players (if not their characters) will try to do actions that they're good at, and focus less on actions that they're not so good at.

Rolling with Advantage (bonus die) makes a significant enough difference that I feel like it should happen frequently when you don't have a lot of skills. Taking the best 2 of 3d6 results in a 9 52% of the time, so it's roughly equivalent to a net +2. But if you can apply it when you do have skills to apply, it takes your success up to 80%. Essentially, you still want to do the things you're good at, even if you have Advantage on your next task.

I've used net +2 as a gauge representing 'relatively good' - most actions allow you to add two abilities and receive a difficulty from one Quality (usually Defense), but potentially another. Thus, in a mirror match where every ability was 2, the attacker usually has a Net +2. Starting characters aren't going to have 2s across the board, but I'd expect them to try to pick up a bonus in the things they want to do. A character with 1s for the 4 Qualities and 1s for all the Combat Actions will have a +2, and some Example Retainers don't have a Defense Bonus, so this seems reasonable.

The thing is, the RNG appears very fragile against specialization. Firearm attacks are Savvy + Ranged. The Marksman Sample Character has Savvy 3/Ranged 3, so attacks at +6. You could start the game with Savvy 4 (and still have a +1 somewhere else) by taking the Savant Boon, 3 ranks in Ranged, and a Dueling Style that emphasizes ranged weapons giving you Aim Shot Mastery so you're making your attack at +7 with a Bonus Die (Advantage). You have a 20' range with Pistols (60' with Muskets) and get a +1 if they're less than half that distance (10' for pistols or 30' for Muskets). You pull out that +8 to hit, even with a Defense of 2 you're going to hit 99.54% of the time. If they have a Defense of 0, you can split your action to fire 2 pistols (+6/+6) and even if you get Advantage only on the first shot your attacks are 99.54% and 97.22% (about 97% likely to hit on both).

This character, on his own, would be vulnerable to various swordsmen, but he's not going to be on his own. Another character that specializes in melee combat could put up similar bonuses, or even aim for a more balanced character, physically interposing himself and allowing the Shootist to do his work.



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If my career is Olympic Marksman, I can get a Career Bonus 1x per combat


It's not just Ranged Attacks that are subject to this type of specialization. The Melee Combat Action is used for Bladework, Blade Throw, Disarm, Glide, Hilt Punch, Lunge, Moulinet, Quick Cut, and Tag actions. That's 9 out of the 15 Maneuvers that use Q + CA. While they use a variety of Qualities, putting 3 ranks into Melee and a +1 in every attribute you should have a +4 and while most of these are opposed by Defense some aren't - once you know what you'll have at least a Net +2. That's not a bad thing - the game is centered around having a net +2 to have a 'reasonable chance of success', but it doesn't take much to push it one way or the other.

This is a potential issue with any system where you accrue bonuses, but a larger RNG (like d20) can accept more bonuses before you're in guarantee success/failure territory. Honor + Intrigue could largely address this with Combat Action providing bonus dice and Quality providing a numerical bonus. Our example Marksman would have a +4 to hit (Savvy) and potentially 5 bonus dice if all the ranks, the boon, and the short range all rolled into it. Against an opponent with a Defense of +2 our highly specialized character needs a 7 or better which they're 99.06% likely to get with 7k2. A Boon that provides a +1 to Quality is boring, and shouldn't be available. That'd drop us to +3 against TN 11, so we'd have a 97.23% chance of hitting. I know it doesn't seem like a lot of change, but it definitely keeps people on the RNG longer. If you have a +2 versus an opponent with a +4 (meaning you need an 11+) you'd have a 61.85% chance to hit, whereas if we played it as written with a Savvy of 2 instead of 4 you're at +6 to hit with a bonus die (net +2 against defense 4) you'd have an 80.56% chance to hit. 4k2 compared to 3k2 doubles your chance of a Mighty Result (from 7.41% to 13.19% and gives you +10% chance of hitting a 7+ (90.97% compared to 80.56%).

Having two ways to advance (numerical bonuses and extra dice) rather than adding them both together into a combined numerical bonus helps maintain characters on the RNG while still letting them feel like they're more powerful (because they are).

7th Sea doesn't have any fixed bonuses; just extra dice (and extra kept dice based on attribute) but imagining a situation where you always kept all the dice you rolled up to 5k5 and added a bonus equal to your attribute (up to 5) you'd hit the TN of 40 (highest expected TN) 30% of the time. Without a numerical bonus, 5k5 would hit TN 40 16.72% of the time.

Ultimately, I think to really enjoy Honor + Intrigue, some action needs to be taken to limit the accumulation of static bonuses. While it can be handled by 'gentleman's agreement', it's an issue the designer has recognized.
Q: Is Honor + Intrigue suitable for a long-term campaign? It seems more robust than you might first think due to the dueling styles, but how does this work in play? Do you have any recommendations for running a long-term game?

Yes. I'm currently running my second 2+ year long campaign with it. But I would strongly suggest using the optional rule of 2d10 resolution mechanic for a long campaign (page 114 in the rule book).

It adds to the longevity of the game as it increases the variance of the dice roll results; so having a high (or low) bonus doesn't make the results a foregone conclusion.

What I typically do is have the campaign begin using 2d6, and after they acquire some advancement points (like 20) they graduate up to 2d10 mechanic. My current campaign is a survival hex crawl where I wanted them to have a bit more danger, so I had them start off with 2d10 from the beginning there. That said, they are currently at over 110 Advancement Points, so they managed to survive the dangers!

2d6 works best for one-shots or very short campaigns as it allows the PCs to feel larger than life from the start; 2d10 brings things a bit more down to earth where there is still a risk of failure (which adds excitement to the game).
Action Economy and Swashbuckling

Part of a swashbuckling feel comes from dynamic action. When your opponent stabs at you, you want to parry the attack. Likewise, each moment you're 'on screen' you should be looking for some way to gain advantage. PCs (and villains) get minor actions, but Retainers and Pawns do not. When mastering a combat maneuver (like Parry) you get a free Reaction each round to use it. If you don't have such an ability, you need to save your Minor Action to have any reaction at all. All PCs should have a reaction every round. Maybe they can get another one (an extra parry or Riposte) for mastering the style, but everyone should get one reaction, minimum.

Repartee (Social actions in Physical Combat) currently take a Major Action. They should take a Minor Action instead. If you can't jump on the table to attack from above (and get a free kick at your opponent's head) you should say something witty. Swashbuckling adventure needs BOTH verbal and blades sparring, so players shouldn't have to choose just one.

To make Retainers and Pawns more interesting, they should get either a Major action OR a Minor + Reaction. Usually they're going to want to use their major action, but that will allow them a little more variety. Giving them a Major + Minor (with the minor being used as a Reaction if saved) would be alright, too. Their abilities are low, so they shouldn't succeed often, but variety is good. As written, Pawns are virtually always going to use their 'Basic Attack' using the 'Gang up Feature'. They should be able to say 'In the name of the Cardinal, surrender or die!' at least some of the time.

Outside of a stunt (a full action requiring your Major + Minor action) you can kill Pawns by making a normal attack (Daring + Melee) and if you hit and deal any damage (armor could reduce damage to 0), you're permitted to make another attack at +1 TN, and so on until they're all dead. If you needed a 9 to hit, and you get an 11, you should just hit 3. That's a lot less dice rolling and a lot more heroic action. Or if that feels too easy, make it 1 extra hit for every +2 (ie, if you need a 9 to hit and get an 11, that could be 2 instead of 3). The focus should be on the action, so rolling well and knowing you dispatch 3 foes lets you focus on describing the action, rather than DETERMING what the result was so you can move on from there.

Damage
A lot of weapons do 1d3 damage, or even 1d2. You could basically double the LifePool of all characters, and double base weapon damage and I promise you that hitting someone will feel more exciting and interesting. Doubling everything actually has the effect of making everything slightly less deadly because you often add Might to damage and I'm not suggesting doubling that. There are cases where you add half Might to damage (like throwing a weapon). Taking half Might (especially on odd numbers) feels weird, and if you doubled weapon damage and made thrown weapons add Might (like melee attacks) you'd still be at slightly less damage. Might is added to LifeBlood; I'd probably leave that 1x as well.

Under normal rules a character with a Rapier does 1d6+Might. Their opponent has 10+Might Lifeblood. Thus a character with Might 2 would be doing 1d6+2 to an opponent with 12 Lifeblood. On average, 3 successful hits will drop his opponent. With my suggested change the character would d 2d6+2 to an opponent with 22 life blood. On average, 3 successful hits will drop his opponent. A weapon that does 1d6+2 now does 3d6. Personally I like Polygon damage, so I'd probably go 2d8 for a weapon that does 1d6+1.

Careers
I really like this for determining what skills a character ought to be good at, especially as the world approaches something more modern. It's hard to argue that Mathematics is as important a skill as Horse Riding in a Western, but it definitely makes sense that someone who went to University should have some basic understanding of Math or Accounting, as well as some Greek and Latin. Exhaustively detailing what a character MIGHT have learned, and then providing them no bonus at all on anything outside of that can feel very limiting. I might be inclined to do the bonus a little differently (especially since I'm unlikely to use 2d6 as my RNG).


Magic in the World
Compared to 7th Sea, the game as presented is more flexible. I'm not a fan of Magic in Théah (really, I'm not a fan of the default fictional world at all) and while the basic rules for Hermetic Arts and Sorcery are pretty lacking, the expanded rules in the Tome of Intriguing Options appears to work well enough to evoke the feel of more of a fantasy world. Likewise, including non-human characters (through Boons and Flaws) offers some ways to make the game feel fresh and new instead of always playing an Alexandre Dumas novel straight.

Other Thoughts
Outside of 'genre conventions', there aren't a ton of incentives to actually do swashbuckling. Changes I suggested above that give people more actions can be combined with the Gambit rules - but swinging on a chandelier must give you some type of advantage (like giving you Flair as a bonus to your next attack, or letting you make a Stunt a minor action (instead of a full action). If you swing into a group of pawns, scattering them and still get to swipe at their leader that's cool. If you fail and you end up surrounded by the pawns and strike them down with your sword that's still cool. And if you fail and fall down prone in front of them, ceding one point of advantage, that's at least interesting. Figuring out exactly how to make all this work is more than I'm willing to tackle at the moment, but I really feel strongly that more incentives should be built in and communicated.

I do like the idea of Advantage, and staying in the fight by accepting a disadvantage. Advantage and Composure seem to be very similar, and tying them together feels like a worthwhile thing. You have 3 advantage to start with, and each time you cede advantage (to prevent a hit) you lose one advantage; if you are at 0 advantage you are defeated. Losing Composure as you cede advantage seems like a way to make retreating a little more painful. They have the terms En Garde, Retreating, Scrambling, and Defeated to reflect loss of advantage; I might go with 'Off Balance' instead of Retreating, which seems more appropriate if it's a verbal jab rather than a sword-thrust that scores a hit. I'm not sure that I like either as a fixed value; it seems like more experienced characters should gain more composure (or that it should be harder to lose).

I really like the way hit points are lost in 7th Sea (that is, you track cumulative damage and must make a resist check equal to the damage to take a 'real wound). That seems like 'action hero physics' to me - yes, John McClane has been shot in the arm, but until he takes damage again that's less of a problem than his bloody feet. I wouldn't mind seeing (or using) something like that in place of LifeBlood; if there was a system like that number of 'real hits' would need to be evaluated differently, and a method of 'resisting' damage that gives results I like would be necessary. I have some ideas for what that could look like but it would definitely need some math-hammering.

And I think that's all that comes to mind. Happy to answer more detailed questions and/or discuss the finer points of the game.
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