Hey KAW, thanks for the feedback! The Freebooter was a deliberate attempt to create a very particular style of character - a hard-hitting but fragile striker. There are already a lot of classes built with HD 1, Fighter 2, Thief 1 -- it's practically the "default" adventuring class for ACKS -- so I wanted to try something different.
[quote="KAW"]
Will the Minimum Hit Points for Unadventurous XP Accumulation and civilized decadence rules be added to the next draft?
[/quote]
If so, I really hope they'll be presented as optional. If experience from domain management makes for permanently weaker characters, there's no easy way to train up your PC's heir to a reasonable level so that you can use them as a replacement character when your PC dies or retires permanently.
Plus those rules go against the political-power-equals-personal-power thing in a weird half-hearted way... If you want unadventurous characters to be weak, why not just remove XP from unadventurous sources from the game?
frankly i see the HFH in it's entirety as optional, almost like Unearthed Arcana. It's a collection of rules that allows you to turn dials in a direction of creating a game that I don't think is 100% compatible with all of the original conceits of ACKs.
Berserker: HD 2 and Fight 2 yields a 2,000 XP cost with fighter attack and saving throws. Armor selection is reduced to “narrow” for two (2) class powers (+300 XP). Damage bonus is reduced to one type for one class power (+150 XP). Fighting styles reduced to two types for one class power (+150 XP). Weapon selection reduced to “broad” for one class power (+150 XP). This yields six class powers.
2 + 1 + 1 + 1 == 5, and I think that's the right count based on PC. Six class powers at 150XP a pop is also gonna be 2,900XP rather than 2,750 XP.
If you drop to Narrow weapons (for 6 individual weapon choices) that's 2 powers granted; for a total of 2+1+1+2, or six.
Edit: outmathed myself, also, we're halfway to the best part of Clue: The Movie
I kinda like the Narrow weapon selection from a stance of "keep it simple, stupid", as in keeping your weapon selection to something you know instinctively because half the time you're on the autokill setting.
Berserker: HD 2 and Fight 2 yields a 2,000 XP cost with fighter attack and saving throws. Armor selection is reduced to “narrow” for two (2) class powers (+300 XP). Damage bonus is reduced to one type for one class power (+150 XP). Fighting styles reduced to two types for one class power (+150 XP). Weapon selection reduced to “broad” for one class power (+150 XP). This yields six class powers.
2 + 1 + 1 + 1 == 5, and I think that's the right count based on PC. Six class powers at 150XP a pop is also gonna be 2,900XP rather than 2,750 XP.
If you drop to Narrow weapons (for 6 individual weapon choices) that's 2 powers granted; for a total of 2+1+1+2, or six.
Edit: outmathed myself, also, we're halfway to the best part of Clue: The Movie
I kinda like the Narrow weapon selection from a stance of "keep it simple, stupid", as in keeping your weapon selection to something you know instinctively because half the time you're on the autokill setting.
[/quote]
Actually I believe the error is that I decided Greater Berserkergang costs just one class power. Its effect is +2 damage and -1 damage per die, which should be worth 2-3 powers, but it can only be used once per day, it takes a round of prep to use, it risks friendly hits, and it exhausts you after usage.
Given some of the other conversations about special components, etc; would it be too much for things like Vermin Slaying, or other sorts of * Slaying profs, to grant the ability to draw components from vermin or whatever?
"Only good goblin is a dead goblin. And their livers make good Slipperiness potions."
(L0 henchmen leveled as a side effect of crit'ing a giant black widow and living to tell about it, thought I'd reward the effort.)
No, I didn't put any cursed items in. I concluded that cursed items aren't really treasure and as such shouldn't be in treasure hoards. Instead they are Specials or Traps and should be placed accordingly.
On the HFH coin special treasures, you'd outlayed various equal-value coin piles (1,000 gp or 200pp) as seperate rollable items - you did the same in Regalia & Jewelry, splitting the "or 1d8 trinkets" into it's own line, rather than ACKS Core of "jewelry or trinkets" on a single line.
In the ornamentals/gems/etc sections, you'd kept original ACKS of "1 gem or 2d6 ornamentals".
Any possibility we could replicate that change in the HFH tables for Gems, and Brilliants?
Overall Page Footers: it appears that the footers should match the chapter subsections (e.g., as p.10, “How to Use This Book”, p.12 “A Note for Judges”), but that is not always the case. The errors below don’t even have the correct chapters cited.
p.117-120: “Heroic Fate”, but is in “Ceremonial Magic” chapter.
p.158-174: “Eldritch Spell Lists”, but is in “Heroic Monsters” chapter.
p.176-198: “Treasure Type” (correct chapter, but not referenced by subsection)