Beta Game “Travel’s on the sea of Muzin”


Playtest Results: Round 1


Some of my friends and I are starting up a small temporary beta game. We'll going for messing around to test some beta subjects. They'll be the currently test beta classes and rules as well as some that we will be implementing ourselves. In this posting I will be adding information as our trials and test are gone through.


Here is the starting game documentation:

PCs
Requirements: Level one character of a beta class build. Stats will be bought with the standard 20 points. Races will include all current races. All PCs will have a minimum of one trait and one flaw (see new rules), and may add a trait and flaw up to a max of three trait/flaw combos (these traits and flaws may be original, not just current rules).

PCs will be starting the story as basic ship hands and/or inexperienced young officers. Due to the oriental style characters being mixed in the story will begin at the first port stop. Since the basic plot of the story will be exploring new places, the characters will not be rounded and will not be focused on individual plots.

NPCs

Captain Ram Lake
Human expert 4/figher 9
Boon: Counts as 3 people for the purposes of running the ship.
Description: An average height, middle aged man. He has a long beard that is fluffy and white. He wears an eye patch over his left eye. He generally wears nice noble’s clothing that hasn’t been washed in forever and is well worn out. He also loves his glorious plumed hat that he has redesigned or replaced every port.

First Mate - Ronny Whelps
Dwarf expert 4/figher 4

Navigator - Nair
Elven adept 3/oracle 3
Oracle curse: Sea legs (see new classes & features)
Oracle mystery: Waves (Water form & Water sight)

Weapon’s officer - Gnad
Half-orc warrior 3/gunslinger 2
Boon: Will repair a broken weapon once a day.

Quartermaster - Couscous
Human expert 3/alchemist 2
Boon: Will store items for characters on the ship.

Opium addict – Terry
Halfling expert 1/rouge 1

Standard ship hands x30
(See ship hand)

The Ship
Most of the campaign will take place on or near the ship, Nagmaloto. The Nagmaloto is a sailing ship of 130ft in length that is armed with four cannons (see new weapons). The ship’s purpose is to sail from the known lands to mostly uncharted and mysterious oriental islands to the east for trade.


Lastly, here is the link to my additional rules. Since they will be constantly changing based on how they test out they will be on a dynamic public google doc.

https://docs.google.com/document/d/1UNRypSlQ8H0U0YKnoz4aVSTbl_b97bDq9GNeSRD rw4E/edit?hl=en&authkey=COLK9ukJ


Whelp the first session running around as level one wasn't the best, but could be worse. Mostly players being... well themselves. The group right now is a ninja, gunslinger, and a gun mage (see new rules), which brings the issue that the group lacks the dynamic of a tank. I'm gonna add in a tank NPC next session to round the group out, plus only three players feels really small. To note I've decided just to keep things moving we will be going up 2 levels between major events, so jumping from level 1 to 3 next time.

Right now can't say too much on the gun mage. The first session didn't have the best variety on combat and the player liked to hide a lot. I'm hoping to pull the class and character out of their shells.

My samurai variant is a flop over all. I will post the full thing under the samurai sections for thought provoking, but no intention of messing with it anymore. Ijitsu however I have decided to change from a class feature to a combat maneuver. Also I have added in my much more hopeful class of the "Martial Tactician". I think I will add it to the group as an NPC, maybe to take the place of the needed tank. These changes are reflected in the rules document previously posted.

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