Showing posts with label humor. Show all posts
Showing posts with label humor. Show all posts

Sunday, April 1, 2012

The Uncommoner!

by Randy
@coffeeswiller

Here at Growing Up Gamers we oftentimes post content about the Pathfinder game, a roleplaying game we love. Today, we have a special character. He's that hireling who tags along and always has the right item for the job. He's the kobold porter who uncannily has the answer to the riddle that has the party stumped. He's the local boy who wants to be a squire, braves dangers with the adventurers and somehow manages to not be roasted by the dragon's fiery breath. Remember that guy? Well, here he is, in all his extraordinary ordinariness: The Uncommoner!

Uncommoner

An uncommoner is a character who exist to make the world more convenient for the "real heroes". Rare are the legends that assign names to this person. The uncommoner dwells at the edge of notice, and his power derives from some sort of cosmic indifference to him. But that's okay to him; he is perfectly happy to be "along for the ride" and help when he can.

Hit Die: d6

Skills: Profession 3 ranks, Knowledge (Local) 3 ranks

Special: Character may not possess any named class features beyond Weapon and Armor Proficiency prior to taking levels in this class, nor may he posses any racial hit dice. If the uncommoner acquires additional class features from any class other than Uncommoner, he loses all class features of the Uncommoner class.

Class Skills

The Uncommoner's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (Local) (Int),Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).

Skill ranks at each level: 2 + Int modifier.

Table: The Uncommoner


Class Features

Weapon and Armor Proficiency
Uncommoners gain no proficiency with any weapon or armor.
Plot Vulnerability (Ex)
An Uncommoner, though very good at avoiding most dangers, is particularly vulnerable to attacks that occur behind the scenes. When more than 50 feet per class level away from any ally with PC class levels, any attack against him is considered a Coup de Grace.

Self-sufficient (Ex)
So long as the Uncommoner is employed by a Player Character, he does not need nourishment of any kind.

Convenience Pool (Ex)
An Uncommoner understands that their continued existence depends upon them not being inconvenient. Beginning at first level, an Uncommoner receives a Convenience Pool. This helps the Uncommoner escape notice, be useful to others and avoid danger. He begins the day with a number of convenience points in this pool equal to half his level + 1 per each ability score that is racially average for him. Here are the effects that he may accomplish with these points:

Errand: So long as the Uncommoner has not performed a hostile action toward anyone the round before, he may, as an Immediate action,  spend one convenience point to be on an Errand. His physical location does not change, but is not considered to be in an Area of Effect of a spell or ability that does not specifically target him.

Slip Away: While taking a Withdraw action, an Uncommoner, as a Free action, may designate any number of squares as not being threatened by anyone at a cost of one convenience point per square.

This Old Thing?: An Uncommoner may produce an item from his gear that was previously unaccounted for at the cost of one convenience point. The item may cost no more than his level in gold pieces, plus 1 gold piece per additional convenience point spent.

Irrelevant: At a cost of two convenience points, the Uncommoner can invoke the effects of a Sanctuary spell. The Will save DC for this is equal to 10 + his current convenience pool total.

Succeed Where Others Have Failed (Ex)
An uncommoner has an uncanny knack for delivering plot-relevant information and bypassing barriers. If the Uncommoner observes a failed skill check by more than one person with PC class levels, he may attempt the same check untrained with a +20 bonus. Knowledge checks made in this way are the result of a "hunch" or "old folk wisdom", and physical checks made in this way succeed "because someone made it easier". He may do this once per day at 5th level, and twice per day at 10th.

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So... that's it! I hope you enjoyed this. Though it is definitely meant as a humorous post, this is a mechanically sound class and can be used as a henchman for any group of Player Characters. A slight revision of the wording (Villian in place of Player Charcaters/PCs) can make this an effective flunky for a bad guy, too. So... then next time it seems like your hireling is fireproof, the barmaid miraculously survives fleeing through a melee or the wagon driver effortlessly solves a sphinx's riddle, know that you are in the presence of an Uncommoner!

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Saturday, June 25, 2011

5 Signs Your Kids Might Be Growing Up Gamers!

by Angie

Here's a few ideas we had for how you might be able to tell if your kids are getting adequate geekery in their lives and are properly developing as little gamers....

1. Your kid has a sketchbook is full of game design ideas.. complete with components breakdown!


Katie's "list" of components for prototyping her new game "Sea"

 2. Your daugther wanders away at the grocery store to find a comfy place to read a game catalog and make sure you aren't missing any upcoming releases

Apparently the beer aisle is both "cool" and relaxing

3. Your little one gives tactical advice to your wargame opponent about your weaknesses and comes up with a winning move!


Katie and Bodhi kickin' my booty at Memoir 44

4. Your kids get up before you to sneak into the gameroom and play games together without you and your silly "rules"

Jack telling Katie "this how you do it!"

5. Your daughter's dream-come-true craft projects are to paint plaster wizards and Warmachine minis with Dad


Can we paint minis today Dad, please? Please?

At ages 2 and 5 our kids have fully embraced our gaming lifestyle. They listen to gaming podcasts with me, never ever turn down an invitation to play a game, and Katie even asked if we could go on a family trip to a gaming convention this summer. What evidence do you have that your gamer training is paying off with the little ones? Are they growing up gamers too? We'd love to hear from you!

Friday, April 1, 2011

Review of Stick

by Randy

Hello, all! Today I'm reviewing a game called Stick. It has apparently been around for awhile, so I'm a bit late reviewing this. It has been very popular with the younger crowd for years. I've recently had the opportunity to play it and wanted to share my thoughts.

Okay, first I want to talk about the components. Well, component. You can't beat wooden components. I don't have anything against plastic per se, but it just feels like its higher quality. That's just my personal preference. Anyway, apparently there is not uniformity in the pieces, though I suspect this might just have to do with different editions of the game.



As for gameplay, there is a lot of free-form parts of this game. It encourages you to establish your own narrative (both a pro and a con; more on theme later). Most iterations require a bit of space, so expect to not be sitting around your game table for this one. I'm a little put off by the aparent lack of either written rules or a decent FAQ. Honestly, I can't see where the designer was going with this. For that matter, I'm not sure who the designer is, which is just as well, because I wouldn't want my name associated with the game, either. Although, to give credit where credit is due, the component itself seems to be a pretty effective tool for arbitrating rules disputes.

And then we get to theme. It's a fairly standard Eurogame trend to have little or no theme, and the same goes for this one. The game itself seems to encourage establishing your own theme session to session, though. In the two sessions I've played, the first was themed "Bad Pirates vs. Ninja Monsters". I had quite a bit of fun with this one. The theme of the second session, "Knights", seemed thin by comparison. So take that as you will; if theme is important to you, this might not be the game you're looking for. Or it might be perfect.

To wrap up... would I play it again? Yes. Definitely not on my top ten, however. It just lacks the hallmarks of a decent strategy game. In all honesty, I would rather play Settlers or something. I admit, though, I might not have given this game the chance to shine. My next session may go better, since the second one I played, "Knights", devolved into a rules dispute that required a quick exit from the playground. Played this one? Let us know what you think about it!

Happy April Fool's Day!