DungeonDevil
Squire
Posts: 20
Favourite Gamebook Series: CYOA, EQ, LW, FF
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Post by DungeonDevil on Jul 8, 2016 8:21:36 GMT
Has anyone engineered how one might render the race of the Hobbit (Halfling, in modern parlance) in AFF2e RPG terms? The gamebooks, IIRC, don't offer much information to help, so we are left with our impressions of these fellows from JRRT's tomes.
What attribute adjustments are called for? What Special Skills and/or Talents should be selected?
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Post by champskees on Jul 9, 2016 1:49:07 GMT
Not really helpful, but in Creature of Havoc you can fight a number of Hobbits. Para 42 provides them with mediocre stats and shortswords.
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Post by philsadler on Jul 9, 2016 6:44:17 GMT
In Beyond the Pit we have Haflings on page 66-67:
Skill: 5 Stamina: 6 Attacks: 1 Weapon: sling, shirt sword, spear or dagger Armour: none or leather cuirass and small shield Damage modifier: none Habitat: hills, plains, caves, towns, dungeons Number encountered: 1-6 or 4-24 Type: humanoid Reaction: friendly-neutral Intelligence: high
You can find them in Trial of Champions.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jul 9, 2016 21:39:55 GMT
If you're going with the 8 point buy system you can simply use the new races template on page 153.
For a Halfling (Hobbit/Little People) I'd go with something like:
Skill 2 Stamina 6 Luck 8
Racial Bonus: +1 Luck
Talent: Lucky
Racial Skills: 1 point in Dodge, Sneaking, Cooking, and either Underground or Forest Lore depending on where your character is from. I'd also give 3 points in Common Speech.
Then you're free to spend your 12 skill points as you like - 2 points in any 3 skills, and 1 point in 6 others.
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Post by vastariner on Jul 20, 2016 7:31:15 GMT
There needs to be some better bonus for halflings somewhere along the line, otherwise they would be obliterated as a race/species. Maybe the skill ought to be much higher, to represent a sneaking/dodging/gymnastic ability? Or some natural propensity to magic?
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,678
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jul 20, 2016 22:05:19 GMT
There needs to be some better bonus for halflings somewhere along the line, otherwise they would be obliterated as a race/species. Maybe the skill ought to be much higher, to represent a sneaking/dodging/gymnastic ability? Or some natural propensity to magic? all i've done is make you the template for Halflings according to the builder guide on AFF page 153. (Note that the Goblin example has very similar stats.) i've also scouted through various books to find what kind of Skills they should have. the Lucky talent is what gets them out of trouble or makes them more able to perform various actions. there's NOTHING saying that the race is balanced in comparison to the 3 main ones, so what we end up with will be a more 'realistic' approach. i can think of no reason to give Halflings a much higher SKILL nor have them being natural with Magic unless it's simply something you want personally. or you could use this instead: * Leave attribute values as they are. (with 8 points to spend on bumping up the values) * LUCK +1 * Talent: Lucky - usable 3 times a day * Racial Skills: 3 points in Dodge, Sneaking, Cooking, Common Speech, and either Underground or Forest (Hills) Lore depending on where your character is from. * Spend 2 points each in 6 other Skills. this will reflect that Halflings learn fewer Skills but what they do know, they are very good at.
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