Skip to main content

What We Know So Far...

Over on the TA/TG thread on the Goodman Games' forum, Zdanman asked a lot of good questions and I gave a handful of nebulous answers. It's hard for me to figure out what to say and what not to say because things are still in flux. But I am releasing some information out when I can.

Here's the stuff Zdanman and I discussed last week. I'm collecting it here so that no one has to roll a Spot check.

About the Valiant...

  • The Valiant class models the typical horror protagonist
  • The Valiant doesn't have a lot of combat prowess
  • But the Valiant does have abilities that will give him or her an edge when it's really needed

About Classes in TA/TG...
  • The Classes in TA are different from the Classes in DCC
  • Classes from TA are not designed to be compatible or mixed with Classes from DCC
  • That said, there's nothing stopping a group from trying it. It's just not something I'm playtesting or putting a lot of effort towards.
  • In some cases, a skill bonus (?) for a class in TA could outclass a DCC Thief's skill bonus unless that Thief were very high level (7th+)
  • Classes are "modular". Meaning... customizable. Two Valiants at 6th level could play very differently.

About Transylvanian Adventures in general...
  • There is no magical healing
  • Outside of Transylvania, TA could be used straight for a low-magic fantasy game. Or it can be used in bits and pieces to spice up a game of DCC.
  • TA does not feature feats, powers or any of the types of trappings found in 4e or 3e
More to come soon.

Comments

Popular posts from this blog

House Rule: Solving for Hit Point Inflation

A character's Constitution score is the lowest a character's maximum hit points can be. Changes & Examples A character's Constitution modifier is no longer applied to the hit points a character gains each level. The character's Constitution score, instead, sets the minimum threshold for the character's maximum hit points. Example: A 2nd level fighter in B/X, for example, with a 15 Constitution would not have a maximum of 2d8+2 hit points but, instead, would have rolled only 2d8 for her maximum hit points. No bonuses or modifiers applied. If the rolled hit points were lower than the fighter's Constitution score, she would take the 15 Constitution as her max hit point total instead of what she rolled with her hit dice. What is this? This house rule is a lot simpler than it seems from the description above. I tried to make it easy to understand but, even reading it, it seems a lot weirder on the page than it is in practice. In pretty much all

Back on the Rack

It's been a long time. But I'm still here. Still working on stuff. Over the last few months, here's what I've been up to. I took a brief hiatus around the end of last year and the start of this year. The holidays are always busy. And work was busy as well. Work's really continued to be busy. I consider that a good thing but it does hamper my ability to devote time to writing. During this hiatus, I took the time to explore what the tabletop RPG community had been up to. I read a number of books, played in some games, ran some games, funded some Kickstarters -- all that stuff I enjoy doing when I'm not the "Transylvania Guy". This is generally a time when I collect ideas. It was helpful when I came back from hiatus to look at Transylvanian Adventures  again with fresh eyes. I've been in contact with a potential co-author for TA . He's very interested and a legit writer to boot. Because he's legit, his schedule is just as crazy as mine

Happy Halloween

Don't thank me. Thank Deadstop. Here to add some treat to your holiday are some of Dr. Frankenstein's prized creations with a few tricks up their sleeve. This is the first entry in the monsters section of The Hanging Judge's Guide to Transylvania . Enjoy. And don't forget to leave the lights on when you go to sleep. Transylvanian Adventures' Abominations