Hermit wrote:Their drowning magic
WHAT drowning magic? The part where they drown people, and then do fucking CPR and mouth-to-mouth to bring them back (which sometimes doesn't work)? I seriously have no idea what you're talking about. The only Ironborn I've seen do anything remotely magical is Euron with that crazy fucking dragonhorn.
Hermit wrote:Same for Melisandre. Also, what about fire god zombies, and undead? Pretty certain Melisandre is one. And what for 'sacrifice the baby and your womb/win 3 dragons' Dorthraki-ish blood magic?
No rules for any of that shit. MTP time, or make something up.
Schwartzkopf wrote:Here is my question: what is the basic ACTION the game is designed to model? Like, what do a group (party) of SIFRP characters do? I'd assume it's not baseline D&D dungeon delving and "Adventuring", but what is it?
The base book gives you 3 general concepts for a campaign:
1.) Noble House game...all the PCs are members/scions/servants of a particular royal house. The game is based around you trying to achieve personal goals and advancement of your house's wealth/status/power. Adventures might include negotiating marriages or alliances with other houses, fighting (either with intrigues or actual armies) with other houses, defending your lands from raiders, development of your holdings, trying to win the favor of kings, holding or participating in tourneys, whatever.
2.) Game of Thrones game...all the PCs are the heads of (or at least heirs to, or powerful members of) different noble houses, and they all scheme against or plot with each other. This is meant to be more intrigue-heavy, and the goal is to acquire personal and/or house power, perhaps even reaching the level of royal coup.
3.) Wandering Heroes game...you play a band of hedge knights, outlaws, or whatever. This is probably closest to an actual "D&D" style game, and most of the action is intended to be personal and combat-oriented, probably. Goals can range from simple survival to advancement of personal wealth, glory, and influence...you'll probably spend most of your time killing people. Fighting in petty wars, robbing caravans (or defending them), battling the ironborn, competing in tourneys and melees, whatever.
There are also niche campaigns you could try, like a Night's Watch campaign or a Dothraki campaign, but I think they'd be tougher to run.
TheFlatline wrote:One big problem is that even mid level characters get to the point where they succeed at just about anything other than opposed tests against comparable characters.
It's like they couldn't decide if they wanted the game to be high or low powered, or if the power levels drifted up during development.
This depends on a.) how fast you give XP and b.) whether you use by-the-book advancement rules. Also, I suppose, on your intended campaign style.
As I already mentioned, using the default advancement rules makes it ludicrously easy to build a very powerful character, who will seldom fail at things they focus on. Scaling advancement or other incentives to diversify your stats will help keep you from getting too powerful too fast.
Alternately (or in addition), you could just have little to no stat advancement, which would totally prevent that problem...story advancement is the main goal anyway (it's not a level-based system).
Finally...it may not be a problem if your PCs auto-succeed at static or basic tests. That just means your guy is awesome at something...if your PC invests points to make an awesome horseman, he probably doesn't expect to fall off your horse very often. If you invest points to be a great swordsman, you probably should chop wildlings into coleslaw without much trouble. You can always put appropriate opposition or difficult circumstances against them.
Frank wrote:So anyway, how does this game system work? I don't know anything about it.
It's actually a pretty simple dice pool system (using d6s). Your stats are rated by how many dice you have, and you can have specialties for each stat that give you bonus dice...bonus dice are rolled, but you only keep dice up to your stat, and you cannot have more bonus dice than stat dice.
Example: You might have Fighting 3, which means you roll 3 dice and total them. If you have +2B in the specialty "spears", when you fight with a spear you'll roll 5 dice, and keep the best 3. Once you have +3B in spears, you cannot gain any more bonus dice until you improve your base Fighting.
There's a table in the back that gives you probabilities for succeeding at various difficulties, depending on your stat rank. It doesn't account for specialties, though.
2 is average in a stat, and where everybody defaults to. 1 is crappy (kid, feeb, etc), 3 is above average, 4 is good, 5 is excellent, 6 is awesome. 7 and higher are pretty much inhuman.
If you want to keep the game on par with Martin's books, I suggest making it expensive to buy scores above 4, and put a hard cap on stats at around 6.
There are something like 15-18 abilities, but you don't need to have them all...anything you don't buy up (or down) is just assumed to be 2. There are usually 2-4 specialties per ability (some have 5 or 6).
Everything uses this base mechanic, either against static target numbers or an opponent's roll. Sometimes you use what they call a "passive roll", which is 4 x your stat, +1 per bonus die.
Every 5 points you roll over your target number is a degree of success; so matching/beating is a 1 degree success, making it by 5 is a 2 degree, by 10 is 3 degree, and 15 is 4 degree (the max).
fbmf wrote:I'm stunned that they didn't hop on the d20 band wagon back when it was (perceived to be)the band wagon to jump on.
Actually, somebody else did print a Game of Thrones d20 book (by Guardians of Order / Sword & Sorcery)...I have that one too. It's...not great. I don't recommend it.