!forbiddenlands
@lemm.eeI'm about to start a new campaign this week. I was curious to know your experience when it comes to trading, and earning/ spending treasure overall.
Do you tend to have PC's selling for 50% of the PHB price and buy for the full price? Is there any advice to avoid breaking the game's economy overall?
Hello folks, I must admit I’m finding lemmy a bit awkward but I really like that there is a forbidden lands thingie here. Have been running a campaign and putting something together to run on the side at gamehole con
Given my linguistics background, I always disliked the fact that beast races/ creatures are capable of full speech. This is physiologically impossible, and it's always broken immersion for me in fantasy games, where I still expect some form of verisimilitude.
However, I was delighted when I read about Orcs and their speech impediments, as well as Saurians having their own speech limitations with limited vowels and different consonants. Not to mention the "dragons can talk only in legends" bit, which I absolutely loved, given the unreliable narrator factor in Forbidden Lands.
In this vein, there's something that bothers me, which is Wolfkin as a playable kin. At some point I can read that they communicate between one another through howls and such, but there's an awkward omission on how they, as playable kin, would communicate with other kin. Not to mention that they despise other kin anyway.
So my first thought is to ban this kin from being payable at my table outright, unless all the party plays as Wolfkin.
Just wondering what is everybody's opinion on this. Full disclaimer, I am still halfway through the GM's handbook, so there may be some stuff I am missing.
Maybe you're here because you're already a fan, maybe you are doing some research wether FbL is right for you. Below are my, totally biased impressions and summary of Key features and why you should play it.
I may edit this initial post depending on the comments below in order to deliver a community-driven overview of this game.
Combat is much quicker resolved (and, as stated above, much more streamlined and fluid than pathfinder or DnD). A character has at most 6 Hitpoints (his strength), and losing those points makes him weaker (because they use strength to do melee attacks as well). At the same time, becoming "broken" takes you out of the fight and you receive a critical injury, possibly, but not necessarly, death. Call it - more dangerous, but less deadly.
What do you think? Why do you love it? What's missing in your opinion?
What modules are you all using when using FL in Foundry? Using v11, but I'm happy to hear other versions in case I'm missing something big.
Here's the place to upvote and discuss your favourite AP and find the next for your watchlist. I haven't watched all of them, so please comment & add what I left out.
i made a weather macro for foundry that takes the tables from BR & BOB, unifies them and makes weather a bit more predictable and dependent on the region & season (and how much fuss you want to have with weather in general)
https://www.mediafire.com/file/wd2r21c41qwu3iz/forbidden-lands-myweather_v0.1.zip/file
Intro:
“MyWeather” is supposed to give you a simple mechanic to generate some reasonable weather to spice up your journeys without taking up too much game time and brainpower. It works for all climate zones and seasons, from the frozen peaks of bitter reach to the scorching deserts that are not even discovered yet.
Weather is structured into temperature, clouds and wind which are all tracked individually. Clouds and Wind range from calm to storm and clear to dark clouds in 4 steps, the temperature from biting cold to scorching hot in 7 steps. You decide, based on region, season and infinite knowledge only a GM can have, what weather you expect, a “clear sky with mild breeze” for minimal negative effects on adventuring, “freezing temperatures with dark clouds and storm” during the dramatic search for the mountain pass in bitter reach, you name it. A table with inspiration will be provided. Expectations may be between two steps, during spring the expected temperature may be between cold and mild etc.
Once the expectations are set, you may roll a d6 for each weather element to see if it deviates from the expectation. Usually you roll once per day, but if you find the weather should change more or less often, feel free to adapt. We suggest you use three differently colored dice for the three elements and roll them together, white for wind, black for clouds and red for temperature. If the die shows a 6, the weather moves one step away from the expected weather, clouds and wind towards “more”, temperature towards colder. On a 1 or 2, the element moves towards the expectation or not at all, when the actual weather is already at expectation. In case the expectation is set between steps, the actual weather element will flip to the other side. In the example above, the actual temperature will alternate between mild and cold.
A table for the actual mechanical effects a weather phenomenon has is also provided. You are now all set to present your players with the added challenges your weather brings to the table
Coming up with good dark secrets is hard sometimes. If that is the case for you, the following alternative might be interesting for you:
During character creation, you will be required to select a virtue and a vice. These should be single-word attributes (refer to the examples below), followed by a brief description of how these qualities are expressed in your character. If your virtue or vice becomes relevant in a scene and leads to detrimental consequences for you or other characters involved, you will be awarded one experience point at the end of the session.
Example Virtues: Honest, Conscientious, Pure, Modest, Serene, Patient, Industrious, Benevolent, Devoted, Compassionate, Optimistic.
Example Vices: Addictive, Arrogant, Greedy, Lustful, Wrathful, Hedonistic, Lazy, Envious, Jealous.