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Post by The Gardener on Mar 3, 2018 2:16:22 GMT
So you have bought the MYFAROG rule book and you are now making your first ever character. There are likely to be a few things which don't make 100% sense at the beginning. That's perfectly normal and we've all been there, and probably in other games too.
List them here and we will try to help, and hopefully the replies will be useful for any other members who might be facing the same problem at the character creation stage.
I find that new players tend to struggle with working out the ME / MI OV & DV stats for each weapon they might have on them.
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Post by funnystunny on Mar 7, 2018 20:57:14 GMT
Hi there. So, i just bought the core rule book and i was attempting to create my first character to understand the process (please have i mind that this is my first time with a ttrpg ever, so i am not familiarized with this kind of games). What i still dont understand is:
- Resistane Values: how do i calculate them? In the sheet its explicited as Con + racial mod [+ size in the case of poison]. How do i know the racial mod? Ive been trying to locate it in the book but i dont find it.
- Health and stamina: how do i know how much bonus will i have per level?
- CR skills mod and Trained skills mod? How do i calculate them?
-Gear: as far as i know, each character begins with an amount of money, but i dont know if it is possible to start with more gear or not in the equipment.
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Post by Hamingja on Mar 8, 2018 7:44:27 GMT
www.youtube.com/watch?v=3cqns9skeB8 > This is the best character creation video as far as I'm aware, follow it step by step and if you still have questions after that, return and someone will help you.
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Post by funnystunny on Mar 8, 2018 12:40:40 GMT
I still don't understand the inventory system. How does he gear up in the last part of the video? Is it explained in the core rule book?
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Post by The Gardener on Mar 8, 2018 19:50:13 GMT
www.youtube.com/watch?v=3cqns9skeB8 > This is the best character creation video as far as I'm aware, follow it step by step and if you still have questions after that, return and someone will help you. Thanks for the mention. I might make another video solely for equipment purposes.
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Post by The Gardener on Mar 8, 2018 19:52:12 GMT
I still don't understand the inventory system. How does he gear up in the last part of the video? Is it explained in the core rule book? Which part exactly are you having trouble with?
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Post by The Gardener on Mar 8, 2018 20:03:50 GMT
Hi there. So, i just bought the core rule book and i was attempting to create my first character to understand the process (please have i mind that this is my first time with a ttrpg ever, so i am not familiarized with this kind of games). What i still dont understand is: - Resistane Values: how do i calculate them? In the sheet its explicited as Con + racial mod [+ size in the case of poison]. How do i know the racial mod? Ive been trying to locate it in the book but i dont find it. - Health and stamina: how do i know how much bonus will i have per level? - CR skills mod and Trained skills mod? How do i calculate them? -Gear: as far as i know, each character begins with an amount of money, but i dont know if it is possible to start with more gear or not in the equipment. - Resistance values for Native Thuleans for Heat, Cold, Electricity, Poison, Disease and Physical are 0 to begin with. Cold resistance can be modified by clothes, and all by talents which you may acquire (check the page for talents).
- Warriors & Berserks/Valkries gain +2 HP per level. Every other class gains +1 HP. Stamina depends on whether it's untrained, trained, or CR. Untrained gives you +0 per level. Trained gives you 0.25 per level. CR gives you 0.5 per level (rounded up, not down).
- That's up to the MM. Just be realistic with the gear you start with.
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Post by Hamingja on Mar 8, 2018 20:28:42 GMT
Equipment is something you can still find people having trouble with, I had problems with it at first but after going through your vid more than once and the gear section a few times it became clear.
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Post by funnystunny on Mar 8, 2018 23:00:42 GMT
Hi there. So, i just bought the core rule book and i was attempting to create my first character to understand the process (please have i mind that this is my first time with a ttrpg ever, so i am not familiarized with this kind of games). What i still dont understand is: - Resistane Values: how do i calculate them? In the sheet its explicited as Con + racial mod [+ size in the case of poison]. How do i know the racial mod? Ive been trying to locate it in the book but i dont find it. - Health and stamina: how do i know how much bonus will i have per level? - CR skills mod and Trained skills mod? How do i calculate them? -Gear: as far as i know, each character begins with an amount of money, but i dont know if it is possible to start with more gear or not in the equipment. - Resistance values for Native Thuleans for Heat, Cold, Electricity, Poison, Disease and Physical are 0 to begin with. Cold resistance can be modified by clothes, and all by talents which you may acquire (check the page for talents).
- Warriors & Berserks/Valkries gain +2 HP per level. Every other class gains +1 HP. Stamina depends on whether it's untrained, trained, or CR. Untrained gives you +0 per level. Trained gives you 0.25 per level. CR gives you 0.5 per level (rounded up, not down).
- That's up to the MM. Just be realistic with the gear you start with. Thank you so much, managed to create a couple of characters. Now i still have to understand equipment, so i'll re-watch your video a couple of times to see if i get it clear. Meanwhile i'll keep on reading the rest of the rule book. I'm looking forward to participate in a campaign.
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Post by wildhunter on Dec 10, 2018 0:24:40 GMT
So, I've just rolled-out a Sorcerer and, I was wondering if anyone knew if you can change your specialization later in the game. I would like to specialize in Fire but, I can't afford to make a Fire staff (and even with the most amount of silver possible to roll you can't apparently) in the beginning. I've worked the price out to 20g,5s,and 4c... Am I missing something here?
Also in regards to the sorcerer's staff, it would have a small amount of Aurichalcum on it so, does that mean it gets damage +1 as per the rule on pg. 49 of v. 2.7; or no since it's not technically "made" (entirely at least) of Aurichalcum?
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Post by The Gardener on Dec 10, 2018 0:38:16 GMT
So, I've just rolled-out a Sorcerer and, I was wondering if anyone knew if you can change your specialization later in the game. I would like to specialize in Fire but, I can't afford to make a Fire staff (and even with the most amount of silver possible to roll you can't apparently) in the beginning. I've worked the price out to 20g,5s,and 4c... Am I missing something here? Also in regards to the sorcerer's staff, it would have a small amount of Aurichalcum on it so, does that mean it gets damage +1 as per the rule on pg. 49 of v. 2.7; or no since it's not technically "made" (entirely at least) of Aurichalcum? That's a good question and I haven't come across a proper answer in the rule-book. I would allow someone to change their specialisation if they find a Sorcerer of the type they would like to become. Then I would have them unlearn all their spells to be able to access the new ones (though some spells can be accessed by all types of sorcerers). Regarding the damage, I would only apply it to weapons in which all of the striking part is made out Aurichalcum.
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Post by wildhunter on Dec 10, 2018 1:07:16 GMT
So, I've just rolled-out a Sorcerer and, I was wondering if anyone knew if you can change your specialization later in the game. I would like to specialize in Fire but, I can't afford to make a Fire staff (and even with the most amount of silver possible to roll you can't apparently) in the beginning. I've worked the price out to 20g,5s,and 4c... Am I missing something here? Also in regards to the sorcerer's staff, it would have a small amount of Aurichalcum on it so, does that mean it gets damage +1 as per the rule on pg. 49 of v. 2.7; or no since it's not technically "made" (entirely at least) of Aurichalcum? That's a good question and I haven't come across a proper answer in the rule-book. I would allow someone to change their specialisation if they find a Sorcerer of the type they would like to become. Then I would have them unlearn all their spells to be able to access the new ones (though some spells can be accessed by all types of sorcerers). Regarding the damage, I would only apply it to weapons in which all of the striking part is made out Aurichalcum. Yes, that's what I suspected. Earth spec. it is then. Thank you for the quick response good sir!
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Post by kosmonavt on May 26, 2019 9:33:08 GMT
Hi there. So, i just bought the core rule book and i was attempting to create my first character to understand the process (please have i mind that this is my first time with a ttrpg ever, so i am not familiarized with this kind of games). What i still dont understand is: - Resistane Values: how do i calculate them? In the sheet its explicited as Con + racial mod [+ size in the case of poison]. How do i know the racial mod? Ive been trying to locate it in the book but i dont find it. - Health and stamina: how do i know how much bonus will i have per level? - CR skills mod and Trained skills mod? How do i calculate them? -Gear: as far as i know, each character begins with an amount of money, but i dont know if it is possible to start with more gear or not in the equipment. - Resistance values for Native Thuleans for Heat, Cold, Electricity, Poison, Disease and Physical are 0 to begin with. Cold resistance can be modified by clothes, and all by talents which you may acquire (check the page for talents).
- Warriors & Berserks/Valkries gain +2 HP per level. Every other class gains +1 HP. Stamina depends on whether it's untrained, trained, or CR. Untrained gives you +0 per level. Trained gives you 0.25 per level. CR gives you 0.5 per level (rounded up, not down).
- That's up to the MM. Just be realistic with the gear you start with. * The skills are always rounded down as a Mod not Up.
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Post by Wedoreolchis on Jun 2, 2019 11:47:03 GMT
My confession is when I started playing a couple of years ago, I just substituted in some homebrew D&D related mechanics until we started applying the full set of MYFAROG mechanics and rules. Those were some trippy games, never again.
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foulquesiii1976
Free-Man
Diablo III accounts: FoulquesIII#1976, SibylleGuy#1510, Azog's Army fellowship on Elvenar
Posts: 11 Likes: 1
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Post by foulquesiii1976 on Feb 12, 2020 6:19:11 GMT
So you have bought the MYFAROG rule book and you are now making your first ever character. There are likely to be a few things which don't make 100% sense at the beginning. That's perfectly normal and we've all been there, and probably in other games too. List them here and we will try to help, and hopefully the replies will be useful for any other members who might be facing the same problem at the character creation stage. I find that new players tend to struggle with working out the ME / MI OV & DV stats for each weapon they might have on them. I plan to host a meetup group for MYFAROG.
Please give me THE MOST COMPLETE AND EXHAUSTIVE MYFAROG-related shopping list so I can buy everything I would ever need in a one time purchase.
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