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Peter Knutsen
12-12-2005, 10:13 PM
I bought the Revised Edition of Burning Wheel a couple of weeks ago, and I have now read parts of the books, especially those that have to do with character creation, since that's my main interest.

All page number references are to the Revised Character Burner, and I'm only really interested in the Mannish section, so that's what this is about (no Orcs, Elves or Dwarves).

1. On p130, under note 15 (for City Dweller) it says that the Sorcerer lifepath requires Neophyte Sorcerer or Arcane Devotee. Where is the Arcane Devotee lifepath? I can't find it! (This is a general problem with Burning Wheel - finding the lifepaths you want. It is particularly bad when you enter the more restrictive parts of the system, such as Sorcerer which has very strict "previous path requirements").

2. I'm not at all happy with characters being required to take the first trait of all their lifepaths. E.g. Neophyte Sorcerer: They all end up respectfull of their betters, i.e. behavioral clones. That's stereotypical enough if there's just sorcerer in the party (and whose player hasn't been able to find the Arcane Devotee lifepath) - in any such party, the sorc will be predictably humble - but what if it's an all-sorcerer party? They'll all be alike!! Thirdly, it is just counter-intuitive that all sorcerers must be humble. Some of them are bound to be more gifted than others, which could very well manifest itself at arrogance (e.g. someone with 6 in both mental attributes, and a bunch of mental advantages such as Eidetic Memory). This also applies to other lifepaths, although it may not be as big a problem, because few other lifepaths (seem to me to) have such severe entry requirements as Sorcerer does.

3. In general, how does one navigate the lifepaths easily? There's no index of them, or any kind of master table, and there's in particular no help for people who wish to fast-track to particular high-end lifepaths (e.g. Bishop or Abbott) - and keep in mind that this will also be useful for GMs who create their NPCs according to the rules. Often, one can't even figure out which setting to look in, to find something.

4. Many of the Traits are not at all self-explanatory. For instance, what does Bad Egg do? I have no clue whatsoever. Same goes for many, many other Traits. (Also, those that have explanations have said explanations scattered all over the book. Most difficult)

5. I'm seriously not understanding the logic of players paying character creation currency for "traits" (using it in the broader sense, rather than in BW's sense) that are wholly and inarguably detrimental. I'd appreciate an explanation from one of the designers.

6. On page 21, it says that the demo character has 21 skill points, but I add it up to 22 skill points (not counting the 3 general points from the born LP): 3+7+6+6=22. Is that a mistake in the text, or have I misunderstood something?

7. Where's the errata?

8. Is there no way to raise Steel or Reflexes, during character creation, other than raising the underlying statistics (or, in the case of Steel, "changing your mind" about the answer to one or more of the questions). I'm used to systems where you can pay "character creation currency" to increase such values.

9. Where are all the free PDFs? The Revised Character Burner promises free downloadable PDFs for Enchantment (a Wheel) and Summoning, but I can't seem to find them anywhere on the site.

10. How does one make a character that can learn the Summoning skill? Yes, I know I can skim the entire lifepath section until I actually find the one (or two) lifepaths that offers this skill, but that strikes me as kind of broken (also I'm famously good at not noticing things - I may have to skim it three or four times before I actually spot it). It's workable for skills that are in many lifepaths, e.g. Stealthy, but in the case of a rare skill, a player might come to the campaign with a particular character concept in mind that requires that skill, and then he'll have to hunt until he finds one of those very few lifepaths that gives it (or more likely give up on the campaign, if not on the rules system entirely). A "reverse"-character creation section would have been useful. Or even just a list of all the lifepaths that have to do with sorcery or with religion (because these are scattered among so many settings - city, noble, religious..., so that they're hard to get a hold of) and possibly any others that have very specific requirements (top-end military leaders such as General and Admiral, maybe).

11. Let's say I'm making a physician character, so I spend 20 RPs on a physician workshop (p166). Can I spend another 20 RPs on a "moderate sized business" (p169), or is that included in the workshop or what? (Keep in mind: I might actually *want* to spend those additional 20 RPs because it'll give me more Property, which will give me more Ressources and gets me closer to getting a grey shade for Circles).

12. I not at all sure that I understand the text on page 28, about spending five Ressource exponent points to get a grey shade for your Ressource..s. Let's say that my character has managed to spend 120 RPs on Property and other things that grant Ressources, so that he gets to have 120/15=8 black Ressources. Can he then chose between 8 black Ressources or 3 grey Ressources? That doesn't make sense to me, why would he chose 3G over 8B? I must have misunderstood something, but I can't see what it is.

13. From a character creation point of view, what are some good benchmark values for Ressources? The only thing I can find (without opening the second rule book, which I shouldn't be required to do anyway) is that the ex-priest from the intro fluff to the Mannish section has Ressources B2 which is a "small stipend" (for teaching). So 2B is very modest, or what? What's really rich like? Are we talking 5B or 7B or what? What's the Ressources of an average medieval Bishop, say the Bishop of a typical large town? Or a merchant (ex-captain) who owns four cogs (cargo ships)?

14. How feasible is it to create a Human character who's both into Sorcery and religious magic? (I know I could try it myself, but I won't be doing that any time soon, so I might as well ask, to see if anybody on here has done it).

15. Is it possible to get a White shade for Circles, if one spends an absurd amount of RPs on the right stuff? 50 rPs gives you Grey shade Circles. What about 250 or 500 RPs for White Circles?

16. Should the "starting circle bonus" text on page 27 be read literally?


If a player spends 50 or more ressource points on property (not gear) and relationships, his base starting Circles is raised by one

And page 28


Total the ressource points that the player spent on his character's PROPERTY, REPUTATIONS and AFFILIATIONS...
(then divide by 15 to get Ressources).
If yes, this means the following:


Property adds to both Circle Bonus and Ressources
Relationships adds to Circle Bonus, but never to Ressources.
Reputations add to Ressources, but never to Circle Bonus.
Affiliations add to Ressources, but never to Circle Bonus

Am I correct? The book is explicit about Relationships not adding to Ressources (which makes sense), but what about the other way around? It's not entirely intuitive that Reputations and (in particular) Affiliations doesn't add to the (potential) Circle Bonus (black -> grey).

Caleb
12-12-2005, 10:53 PM
I'll answer the ones I can...



1. On p130, under note 15 (for City Dweller) it says that the Sorcerer lifepath requires Neophyte Sorcerer or Arcane Devotee. Where is the Arcane Devotee lifepath? I can't find it! (This is a general problem with Burning Wheel - finding the lifepaths you want. It is particularly bad when you enter the more restrictive parts of the system, such as Sorcerer which has very strict "previous path requirements").

Check out page 131 in the noble setting, about halfway down.


4. Many of the Traits are not at all self-explanatory. For instance, what does Bad Egg do? I have no clue whatsoever. Same goes for many, many other Traits. (Also, those that have explanations have said explanations scattered all over the book. Most difficult)

There is an index in the back that helps in finding all the traits throughout the book, however, not all of them, including bad egg, are listed. The ones that don't have descriptions seem to be rather open to interpretation. A bad egg is usually the troublemaker or black sheep of a group. He just causes problems. A lot of the traits listed with Bad Egg on pg. 150 are open to interpretation and how distinctive you want the trait to be.


5. I'm seriously not understanding the logic of players paying character creation currency for "traits" (using it in the broader sense, rather than in BW's sense) that are wholly and inarguably detrimental. I'd appreciate an explanation from one of the designers.
Although the designers will have a better explanation...
The negative traits make your character more interesting. Yeah, you could just say he's missing fingers or smells, but this provides a handy method of making players pick distinctive traits that define their character and assist them in playing them in a realistic way.



9. Where are all the free PDFs? The Revised Character Burner promises free downloadable PDFs for Enchantment (a Wheel) and Summoning, but I can't seem to find them anywhere on the site.

http://www.burningwheel.org/html/modules.php?op=modload&name=Downloads&file=index

The little links towards the top will get you to the different sections of downloads.


11. Let's say I'm making a physician character, so I spend 20 RPs on a physician workshop (p166). Can I spend another 20 RPs on a "moderate sized business" (p169), or is that included in the workshop or what? (Keep in mind: I might actually *want* to spend those additional 20 RPs because it'll give me more Property, which will give me more Ressources and gets me closer to getting a grey shade for Circles).


12. I not at all sure that I understand the text on page 28, about spending five Ressource exponent points to get a grey shade for your Ressource..s. Let's say that my character has managed to spend 120 RPs on Property and other things that grant Ressources, so that he gets to have 120/15=8 black Ressources. Can he then chose between 8 black Ressources or 3 grey Ressources? That doesn't make sense to me, why would he chose 3G over 8B? I must have misunderstood something, but I can't see what it is.

Because when he makes a resource roll, his 3 grey dice succeed on 3+ as opposed to the 8 black dice that succeed on 4+. It's an upgrade in his level of resources.


15. Is it possible to get a White shade for Circles, if one spends an absurd amount of RPs on the right stuff? 50 rPs gives you Grey shade Circles. What about 250 or 500 RPs for White Circles?

Whered does it say that 50 rp gives you grey circles? On page 27 it states that 50 rp spent on property and relationships gives you +1 to your exponent...


16. Should the "starting circle bonus" text on page 27 be read literally?
Quote:

If a player spends 50 or more ressource points on property (not gear) and relationships, his base starting Circles is raised by one


And page 28
Quote:

Total the ressource points that the player spent on his character's PROPERTY, REPUTATIONS and AFFILIATIONS...

(then divide by 15 to get Ressources).
If yes, this means the following:
Quote:

Property adds to both Circle Bonus and Ressources
Relationships adds to Circle Bonus, but never to Ressources.
Reputations add to Ressources, but never to Circle Bonus.
Affiliations add to Ressources, but never to Circle Bonus


Am I correct? The book is explicit about Relationships not adding to Ressources (which makes sense), but what about the other way around? It's not entirely intuitive that Reputations and (in particular) Affiliations doesn't add to the (potential) Circle Bonus (black -> grey).

The circle bonus is an exponent bonus if I'm not mistaken. But otherwise, all of the restrictions you mentioned above are correct. Resources can buy you relationships during character creation, but the relationships you buy do not add to your starting resource ability.

Hope that helped!

Kihou
12-12-2005, 11:39 PM
2. I'm not at all happy with characters being required to take the first trait of all their lifepaths. E.g. Neophyte Sorcerer: They all end up respectfull of their betters, i.e. behavioral clones. That's stereotypical enough if there's just sorcerer in the party (and whose player hasn't been able to find the Arcane Devotee lifepath) - in any such party, the sorc will be predictably humble - but what if it's an all-sorcerer party? They'll all be alike!! Thirdly, it is just counter-intuitive that all sorcerers must be humble. Some of them are bound to be more gifted than others, which could very well manifest itself at arrogance (e.g. someone with 6 in both mental attributes, and a bunch of mental advantages such as Eidetic Memory). This also applies to other lifepaths, although it may not be as big a problem, because few other lifepaths (seem to me to) have such severe entry requirements as Sorcerer does.


Just because you have a trait doesn't mean you have to roleplay your character like that. If you don't roleplay it, you'll probably lose it in your first trait vote. It can be more interesting, though, to actually roleplay fighting with your traits. I can easily imagine 4 sorcerors who, while apprentices, had to be respectful of their masters, but now that they're on their own let this experience affect them in entirely different ways. If I remember correctly, roleplaying overcoming a trait earns artha just as well as following the trait.


5. I'm seriously not understanding the logic of players paying character creation currency for "traits" (using it in the broader sense, rather than in BW's sense) that are wholly and inarguably detrimental. I'd appreciate an explanation from one of the designers.


One reason is that the target audience for Burning Wheel isn't trying to make the most powerful characters, but the most interesting. You can get rewarded (with artha) for playing a character with various negative traits, and they can make your character distinct. If you think about it as more telling a story than trying to "win", having a character with negative traits can certainly add.



8. Is there no way to raise Steel or Reflexes, during character creation, other than raising the underlying statistics (or, in the case of Steel, "changing your mind" about the answer to one or more of the questions). I'm used to systems where you can pay "character creation currency" to increase such values.


Steel and Reflexes are derived from the relevant stats; if you want to improve them, spend points on the stats they depend on. I think there are a few traits that improve them as well.



14. How feasible is it to create a Human character who's both into Sorcery and religious magic? (I know I could try it myself, but I won't be doing that any time soon, so I might as well ask, to see if anybody on here has done it).


I think there was a thread on this topic somewhere else on the forums. The conclusion was that it's possible, but he'd be rather powerful, so you'd want to talk to your group and fun stuff like that.

希鴎

Storn
12-13-2005, 06:05 AM
Quote:
5. I'm seriously not understanding the logic of players paying character creation currency for "traits" (using it in the broader sense, rather than in BW's sense) that are wholly and inarguably detrimental. I'd appreciate an explanation from one of the designers.

Although the designers will have a better explanation...
The negative traits make your character more interesting. Yeah, you could just say he's missing fingers or smells, but this provides a handy method of making players pick distinctive traits that define their character and assist them in playing them in a realistic way.

Yeah, let me reiterate this, because I had a disconnect with it too at first.

Taking negative traits (or any BITs) means it is more LIKELY that artha will be coming that PC's way. Why? Because it is dramatic. And drama is propelled most often by character's flaws while they are trying to achieve their goals.

The example I used in a discussion the other day. A court setting: Incredibly Handsome Guy who is a letch is going to PROPELL a lot more story than Incredibly Handsome Guy who is a wall-flower.

Sure, the wall-flower is an interesting choice... a guy who doesn't have confidence, doesn't know he is handsome, gets confused by the attention. He gets dragged into the story. Women pursue him despite himself. Events grab him, the player/PC is asking for that... but is not really being proactive.

But the guy who is a letch? His face is getting him and outta trouble... he's hitting on women of superior rank and superior social standing and just churning story... heck, it is even a classic... Don Juan. That is proactive and that is a opportunity to see a lot of Artha come his way and boy howdy... is he gonna need it.

It really is quite brilliant of a game mechanic.

stormsweeper
12-13-2005, 06:27 AM
1. It's in the Noble setting

2. If it really bothers you, you can take the Quiescent trait, or choose not to play up the trait.

3. In settings, the lifepaths are arranged somewhat by "social rank." It bugs me sometimes, too, but I've gotten used to it now.

4. "Bad Egg" is just a character trait, base don an English expression: "That one's just a bad egg" - ie, rotten and there's nothing you can do. The exact interpretation is up to the character

5. Because there is no "balance" to maintain here, and playing bad traits can get you artha.

6. Kid gives 3 (p.120), Neophyte Sorcerer gives 6 (p.129), Criminal gives 6 (p.125), and Desperate Killer gives 5 (p.146) for a total of 20, so apparently both the text and the table after it are wrong.

7. There isn't any yet.

8. There's no way to increase Reflexes at all except by raising the underlying stats. There's many traits that affect Steel and Health tests which effectively "boost" them.

9. In the Downloads section, there's tons. From here click "Home" and then "Downloads" on the main page.

10. Any character could spend a General skill point on it. Answers beyond that are of the "doing your homework for you" variety. A new system will require you to learn it, there's no real way to get around it.

11. The workshop would be your lab. The business could be where you sell your wares, and would imply a certain level of staffing. You can only start with a Grey Circles by having a Grey Will.

12. It's mainly for those character sthat end up with over 10, or a lower number that may have been decided on as an exponent cap. The 5-to-shade-shift exists for pretty much every exponent. No, it's not always advantageous, but it often can be - a lower exponent will advance pretty quickly, and a grey shade means it will succeed more often.

13. The typical range is B1-B3 for four lifepath characters. If you focus your concept, you can have rather larger totals, even without Noble lifepaths (I've made a character with only villager lifepaths with a B7). The best bet here is to take a look at the rogues gallery of the main book or at the "Wheel of Life" forum here.

14. Pretty easy to make it (neither Neophyte Sorcerer or Temple Acolyte have any requirements), whether or not your GM and group would let you is another matter. Abzu recommends against it, but there is nothing in the rules to stop you.

15. Again, the only way to start with a White Circles, is to have White Will. You could conceivably start with White Resources. 50+rps on Relationships and Property will give you a flat +1 to the starting exponent, and that's it. Circles is meant to start low.

16. Yes. I find it pretty explicit in what applies to what. I still don't know where you're getting the whole shade shifting of Circles thing from.

luke
12-13-2005, 09:01 AM
Hi Peter,

Welcome to the Wheel. Thanks for numbering your questions, it makes it much easier for us to respond to. Though, in the future, you might break down such a big set of ideas into smaller chunks with more descriptive titles. That way, new players can use the answers you've uncovered to their benefit as well.

Stormie and company have answered nearly all of your questions to my satisfaction. Only 10 sticks out.

10. In addition to general points, Mad Summoner, page 147 CB.


Also, you mentioned that you "shouldn't" have to read the brown book. I'm afraid you're doing yourself a disservice if you don't read the rules for this game. You're certainly going to have to know them once play starts. The brown book isn't the "GM's guide" and the red book "the player's guide." One's for the game mechanics, one's for making characters. Players and GMs need to be familar with both.

thanks for taking time to post your questions,
-Luke

Yagathai
12-13-2005, 09:49 AM
Peter: I like your moxie, kid. ;)

Abzu: I'm impressed!