AFF Companion - Status

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bottg
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AFF Companion - Status

Post by bottg » Sat Jul 14, 2012 4:16 pm

The AFF Companion is underway, and should include:

Specific Magicians

Company Rules / Domain management

Mass Battle rules

Wilderness Creation rules

New Talents

New Spells - Summoning & Enchanting

Updates to appear here...

drbargle
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Post by drbargle » Mon Jul 16, 2012 10:11 am

Of the three books on the horizon, this is the one I'm most excited about. It sounds like it'll make AFF2e the grounds for a long campaigns. Can we also see some variant advancement rules to ensure that PCs don't outstrip the (by the book) monsters. Just a few points of SKILL difference is enough to make a fight totally one sided...

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Post by torus » Mon Jul 16, 2012 10:48 am

drbargle wrote:Of the three books on the horizon, this is the one I'm most excited about. It sounds like it'll make AFF2e the grounds for a long campaigns. Can we also see some variant advancement rules to ensure that PCs don't outstrip the (by the book) monsters. Just a few points of SKILL difference is enough to make a fight totally one sided...
Agreed. There was some discussion of that in this thread http://arion-games.com/bb/viewtopic.php?t=397 and this one http://arion-games.com/bb/viewtopic.php?t=393.

My view is that SKILL for Heroes should almost never go above 9 or 10, and any advancement should be via Special Skills. Even then it should be very difficult to get up to Swords 4 or above.

I know others differ, but as a 2d6 game, I don't think Hero advancement can ever be a major feature of AFF; the probabilities are too coarse-grained. Traveller is the same. d100 games are ten times better for that if that's what you want, but then the arithmetic becomes a little more taxing. I've never found any system which matches AFF for fun, speed and excitement, particularly in combat.

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Post by drbargle » Mon Jul 16, 2012 11:56 am

In Traveller, advancement is through increasing fame, wealth, and social power - which is why I'm looking forward to the company/domain management rules.

But I agree - getting an effective SKILL of 12 or more should be the preserve of legendary heroes - there is nothing on Titan that can match PCs of that power.

That said, the 'overbearing' rules (+1 per extra opponent) does ensure that even GOBLINS are dangerous opponents in decent numbers (though they also allow a group of heroes to slice up a dragon).

Re: comparisons with a d100 game, I have to say, though I have all the AFF1e books, when I picked up AFF2e I thought, "opposed tests, skills, everyone can have cantrips... this is RQ-lite". One of the things that is far easier in a d100 game is building NPCs - a skill level of 30-50% can be thought of as 'competent', 51-70% is professional, 71-90% is expert, etc. This can give you an idea of what the various skill ratings mean in the world, how powerful the PCs are, how to scale NPCs and monsters etc. The interaction between SKILL and special skills makes it more difficult to gauge things.

All that said, given that my players got themselves TPK'd in our last session of D&D/Labyrinth Lord, the next time we play I'm planning to AFF2e an outing. All systems have flaws, and AFF2e is charming, which counts for a lot.

Sorry for the digression.

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Post by torus » Mon Jul 16, 2012 2:19 pm

drbargle wrote:In Traveller, advancement is through increasing fame, wealth, and social power - which is why I'm looking forward to the company/domain management rules.
Yes good point - and perhaps that's how it should be in Titan as well, picking up on your point in another thread about Heroes as celebrities.
One of the things that is far easier in a d100 game is building NPCs - a skill level of 30-50% can be thought of as 'competent', 51-70% is professional, 71-90% is expert, etc. This can give you an idea of what the various skill ratings mean in the world, how powerful the PCs are, how to scale NPCs and monsters etc. The interaction between SKILL and special skills makes it more difficult to gauge things.
That's true the odds are self evident in d100, whereas in AFF you have to know the 2d6 probability curve. On that scale, the categories you mention correspond roughly to a total skill (base SKILL + Special Skill) of 5-6 for 'competent', 7-8 for 'professional' and 9-10 for 'expert'. So an ordinary human with SKILL 5 and Special Skill 4 in some area is an expert at it. A Hero with SKILL 7 has much higher natural ability and so needs half as much specialised training to attain the same level of expertise.

Because task resolution is roll-under-target, if Heroes get too many total skill scores of 11 or more then it will break the system. For combat you can just pit them against tougher monsters, so in that sense arbitrarily high combat skills are ok, but other tasks won't scale.

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Post by drbargle » Mon Jul 16, 2012 2:48 pm

Back on topic:

Graeme, will you be releasing a range of 'tokens' for the AFF2e mass battle rules? If they're anything like the rules in Allansia, this would be a great way of visualising the battle without going down the miniatures and scenery route

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Post by SurrenderMonkey » Mon Jul 16, 2012 5:31 pm

torus wrote:Because task resolution is roll-under-target, if Heroes get too many total skill scores of 11 or more then it will break the system. For combat you can just pit them against tougher monsters, so in that sense arbitrarily high combat skills are ok, but other tasks won't scale.
I don't think that is strictly true. For starters, there are provisions within the AFF2 rules for an alternate "roll-over-target" task resolution, which makes it just as easilly scalable as combat (and if I recall correctly, this type of resolution is even called for at one point in the Crown of Kings supplement). And even if one has an attachment to the idea rolling under target you can scale task-based challenges by liberally applying penalties.

That said, I agree that AFF is probably at its best when character advancement is a secondary consideration at best. I think most games in which advancement is a primary objective involve this urgency-bordering-on-panic to get characters out of the lower levels before hitting "sweet spots" and then ultimately breaking down or otherwise becoming less interesting at higher levels. I like that AFF characters start out with adequate prospects for survival, making a slow pace of advancement a practical option. As long as you have players who are amenable to that type of experience, it should be a simple matter of keeping a tight rein on XP awards.

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Post by Bysshe » Sat Jul 21, 2012 8:04 am

Mass battle rules would be nice. I had a mass battle in the most recent session I ran, (the eighth so far of the campaign) and I had to homebrew a solution. Worked well enough (I was more concerned about efficiency over realism) but something more developed would be appreciated.

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Post by Skyrock » Fri Aug 31, 2012 10:03 pm

Bysshe wrote:Mass battle rules would be nice. I had a mass battle in the most recent session I ran, (the eighth so far of the campaign) and I had to homebrew a solution. Worked well enough (I was more concerned about efficiency over realism) but something more developed would be appreciated.
The solution might actually just be one gamebook away - Seas of Blood has mass battle rules.

It just models large groups like monsters, with skill being renamed to Crew Strike and stamina being renamed to Crew Strength. Apart of scale their combat is handled like any other combat.

Depending on your needs and level of detail required, you could just roll all the forces on each side into one such mass-combat-monster and battle it out abstractly, or you could spread the forces through various diversified companies (6x peasant militia, 1x knights, 2x archers etc.) and play it out with company counters on a hexmap.

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Post by MountainPeak11 » Tue Sep 11, 2012 6:38 pm

This looks pretty damn good! So far whenever I've tried making up campaign settings where people have to travel across a long stretch of wilderness I really have trouble making up any filler. Hopefully this'll help in that sense. :P

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Post by bottg » Tue Sep 11, 2012 8:29 pm

I have been testing some of the organisations rules. Seem good so far!

Mass battle rules are my next priority to test.

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Post by Robb 1 » Fri Sep 14, 2012 11:52 pm

I used the original AFF mass battle rules used in the darkness over Kaad Allansia book to run a battle for my 2 young nephews and used the armour roll from Aff2 with a few home brew tweaks I made up on the fly as they played, it resulted in a quick and often quite humerous battle though they have now become avid Warhammer Battle players :?

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release dates

Post by Robb 1 » Fri Nov 16, 2012 5:29 pm

Hi Graham do you have any news on a release date for AFF Companion and out of the pit 2? :)

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Re: release dates

Post by bottg » Fri Nov 16, 2012 5:54 pm

Robb 1 wrote:Hi Graham do you have any news on a release date for AFF Companion and out of the pit 2? :)
Not an exact date yet, but the layout is finished this week so hopefully mid december. I will speak to C7 on monday and see if i can get anything more definite.

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Post by Robb 1 » Sat Nov 17, 2012 12:29 am

Hi Graham many thanks for the prompt reply will look foreward to their release :D

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