A player character in High Fantasy can
belong to one of four main classes: Warrior, Wizard, Animal Handler,
or Alchemist. Characters of each class – other than Warrior –
have a randomly determined “Innate Ability” score that represents
the chance of success of performing class related tasks. For
instance, Wizards use Innate Ability to cast spells, Animal Handlers
use it to train animals, and Alchemists use it to analyze and
duplicate potions.
If I could go back in time and
influence development of the game, I would have liked for Warriors to
have an Innate Ability. It could be used to perform special
maneuvers or avoid the effects of critical hits or something along
those lines. Otherwise, Warriors aren't very interesting. They get
a bonus in using a certain type of weapon; every few levels, the
bonus increases and they select another weapon. At higher levels,
they can train troops and build fortifications.
If I'm going back in time anyway, I may
as well address the method of determining Innate Ability. Per the
rules, starting Innate Ability is a percentile roll +1. So a
starting Wizard could have a 2% chance of successfully casting a
spell. There ought to be three rolls for Innate Ability, with the
highest and lowest rolls being excluded.
I won't dwell on the Wizard class in
this post. Magic in High Fantasy needs more than one post.
As the reader might suspect, “Animal
Masters may train creatures...” In order for a creature to be
trained, it must first be subdued. There are three ways in which a
creature may be subdued. (1) Attack the creature until it is
stunned, then heal it. (2) Use a net. (3) “[A]sk the wizard in
the party to please cast a binding spell.” (I suppose a sleep
spell would also work.) Interestingly, all creatures in High Fantasy
can theoretically be trained. A creature's 'Difficulty Factor' is
subtracted from the Animal Master's Innate Ability to determine the
chance that the creature may be trained. Most 'real' animals (such
as lions) have a Difficulty Factor (DF) of zero, meaning no
modification to the Animal Master's roll. A Hobgoblin (DF 50) is
slightly harder to train than a Tyrannosaurus Rex (DF 40). A Balro*
(DF 120) is rather difficult to train, but nowhere near as
intransigent as a Valkyrie (DF 190).
An Alchemist “is automatically
assumed to have in his possession a small wooden case...” The case
contains a supply of chemicals with which the Alchemist can perform
his (or her) class abilities. These chemicals “are made up of
various minerals and herbs easily attainable in wooded areas.” As
indicated above, Alchemists can analyze and “duplicate” potions.
Potions, in High Fantasy, are not magical but can have effects
identical to magic. Alchemists can also formulate poisons and
antidotes. Lastly, only Alchemists can create the High Fantasy
version of gunpowder. Only Alchemists can use gunpowder weapons.
Every beginning Alchemists has an arquebus, but Alchemists can
upgrade to more advanced firearms upon reaching certain experience
levels.
* See how they left off the 'g' to keep
the lawyers at bay?
Interesting.
ReplyDeleteBalro, though, that just doesn't have the same ring to it. I would have suggested Ba'alraug or something
I agree. Interestingly, "Hobbits" are described as a playable race. Go figure.
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