Here’s a quick Freebooters rules question.  I was rolling up a random character and ended up with a Thief with a 4…

Here’s a quick Freebooters rules question.  I was rolling up a random character and ended up with a Thief with a 4…

Here’s a quick Freebooters rules question.  I was rolling up a random character and ended up with a Thief with a 4 Intelligence (-2 INT).  Cunning is equal to INT+LVL.  I see two options here.  Make Cunning (and similarly the Cleric’s Favor and the MU’s Power) a minimum of 1, or use the actual value and make the Thief I rolled up wait until he is level  3 to get 1 Cunning.  The latter seems a bit harsh.  What was the intention Jason Lutes ?

We had our third session of Freebooters on the Frontier yesterday, and the PCs had a TPK within the first hour.

We had our third session of Freebooters on the Frontier yesterday, and the PCs had a TPK within the first hour.

We had our third session of Freebooters on the Frontier yesterday, and the PCs had a TPK within the first hour. Everybody rolled up new characters, same world but a different region, and the players spent the last half of the session running away from fights rather then charging into them.

I love your material.

I love your material.

I love your material. It adds just the right old school feel to Dungeon World. Any chance for additional play books for Freebooters on the Frontier in the classic ad&d fashion (Ranger, Monk, Druid, Paladin, Barbarian, Illusionist and so on?)?  I for one would gladly shell out some cash for some…

Just read Funnel World this morning & finally reading Cinder Queen.

Just read Funnel World this morning & finally reading Cinder Queen.

Just read Funnel World this morning & finally reading Cinder Queen.

I love Keny’s art. Jason Lutes, any thought to writing a fantasy comic with Keny? It could be as classic as Goscinny & Uderzo!

I’d buy it.

Picking a weapon for a fighter. I’m still working on my character generator:

Picking a weapon for a fighter. I’m still working on my character generator:

Picking a weapon for a fighter. I’m still working on my character generator:

https://campaignwiki.org/halberdsnhelmets/random/en?rules=freebooters

The rules for Freebooters on the Frontier have clear rules for picking a weapon for thieves, clerics and magic-users. But what about fighters? If you were to write a program, how would you determine the weapon to pick for your fighter? Right now, I’m just picking a random weapon from the list, irrespective of abilities. What do the players playing fighters do at your table? Pick d10 weapons? Pick wt 3 weapons if their strength is 13 or higher? Pick a melee weapon if their strength >= their dexterity? Looking for suggestions to make this better.

Here’s how to look at just fighters:

https://campaignwiki.org/halberdsnhelmets/random/en?rules=freebooters&class=fighter

There are many things that still don’t work regarding equipment. Magic-users aren’t implemented. Buying equipment using extra silver is not implemented. (Any suggestions?)

Another thing that’s not working is picking two abilities to swap. Or turning this question around: what classes do you pick based on the abilities your rolled without swapping: always a fighter if str or con is your best ability, always a thief if dex is your best ability, always a cleric if cha or wis is your best ability; and if int is your best ability, 50% magic-user, 50% thief?

https://campaignwiki.org/halberdsnhelmets/random/en?rules=freebooters

I posed this question over at the Tavern, but I should have asked it here.

I posed this question over at the Tavern, but I should have asked it here.

I posed this question over at the Tavern, but I should have asked it here.

 

I have a question concerning ‘Freebooters of the Frontier’ . In the rules it talks about ‘Duration’ as a tag for how long things last, for example a Torch has a duration of 3, this ‘duration’ is classified as being short (1 being brief and 5 long lasting). But how exactly do you specify the length of this ‘duration’? Does the Judge simply announce “Oh by the way your torch gutters and goes out plunging you into complete blackness”?

I continued to tweak the Freebooters CLERIC this weekend by making the TEST OF FAITH table a 2d6 roll, where the…

I continued to tweak the Freebooters CLERIC this weekend by making the TEST OF FAITH table a 2d6 roll, where the…

I continued to tweak the Freebooters CLERIC this weekend by making the TEST OF FAITH table a 2d6 roll, where the extremely bad and good results are segregated at the ends. This was prompted by the fact that without such a tweak, there was a 2% chance that a player cleric might be stripped of all cleric powers on every attempt to bless/curse!

== TEST OF FAITH =======

2 You have fallen from grace. Lose all Cleric moves until you prove yourself. Ask the Judge what that means.

3 You are marked by the test: permanently burn 1 ability point of the Judge’s choice.

4 Your deity singles out one of the unfaithful (ask the Judge who).

Take -1 ongoing until you convert or perform last rites over that individual.

5 You are unworthy: burn 1d4 Wisdom/Charisma.

6 Until you convert a new follower, you may hold no more than 1 favor.

7 Reduce favor to 0, and take -1 ongoing to Pray until you make a Sacrifice.

8 You are unable to heal HP or ability points until you make a Sacrifice.

9 You take -1 ongoing to Pray until you satisfy your Tenet.

10 You suffer a minor temporary affliction related to your deity’s domain.

11 You must atone right now, in a way that draws unwanted attention.

12 Your deity is merciful–treat the result of the move that triggered this roll as a 7-9.