Hey, great video! Thanks for running through some things. I was wavering about buying this game, but you've kind of sold me on it with your clear explanations. Just a note as an English teacher, 'Archetype' is pronounced with a k sound, as in 'arkitype' (or 'arketype' for we Brits). This is because the 'ch' here produces a k sound.
Here's what gets me. Some abilities come with certain starting equipment, which isn't really a problem. This is the case in many TRPGs. The problem comes with how open-ended this starting equipment can actually be, and I think it can create a tremendously unbalanced start to the game. In other TRPS, such as D&D, your starting equipment is specified, whether your starting armor is chainmail, leather, etc. In Symbaroum, an ability like Man-at-arms simply states that you start with medium armor but it doesn't specify exactly what type. With the addition of the advanced players guide, there's nothing stopping me from taking Two-Handed Force and Man-at-arms and starting the game with a 50 thaler, 1d12 heavy weapon and a set of double chainmail that protects 1d8+1, has the reinforced and flexible qualities, and is worth 125 thaler. Something about this just doesn't seem right for a new game character with no homebrew. Of course, I can also take the privileged trait and start the game with hundreds of thalers worth of gear of absurd strength. Is this an oversight, or this just not as strong as I feel it to be?
I guess that depends on if you think other abilities and talents are balanced with those that give gear. By taking gear you are giving up something else, presumably.
I agree with you. I think that Privileged can lead to some powerful character builds. Particularly warriors. I think this falls to either a future errata to clarify these points with updates to RAW, or a GM to enforce homebrew limitations. Otherwise what's to stop the whole party from going privileged and just getting a ton of gear?
That is where the GM comes in; part of his/her role is to provide balance and review character designs before gameplay. Other half to this is players not manipulating the system or finding loopholes to become OP.
Hey, great video! Thanks for running through some things. I was wavering about buying this game, but you've kind of sold me on it with your clear explanations.
Just a note as an English teacher, 'Archetype' is pronounced with a k sound, as in 'arkitype' (or 'arketype' for we Brits). This is because the 'ch' here produces a k sound.
ty for this, much appreciated!
You're welcome.
Where did you get your digital character sheet for this game?
This is/was Roll20.net. I think the sheet has changed some since.
interested in the mystic build
Could I join your roll20 campaign?
You can swing by the Discord fanclub to inquire, but we are a closed group that doesn't accept everyone as members.
Here's what gets me. Some abilities come with certain starting equipment, which isn't really a problem. This is the case in many TRPGs. The problem comes with how open-ended this starting equipment can actually be, and I think it can create a tremendously unbalanced start to the game.
In other TRPS, such as D&D, your starting equipment is specified, whether your starting armor is chainmail, leather, etc. In Symbaroum, an ability like Man-at-arms simply states that you start with medium armor but it doesn't specify exactly what type. With the addition of the advanced players guide, there's nothing stopping me from taking Two-Handed Force and Man-at-arms and starting the game with a 50 thaler, 1d12 heavy weapon and a set of double chainmail that protects 1d8+1, has the reinforced and flexible qualities, and is worth 125 thaler. Something about this just doesn't seem right for a new game character with no homebrew.
Of course, I can also take the privileged trait and start the game with hundreds of thalers worth of gear of absurd strength.
Is this an oversight, or this just not as strong as I feel it to be?
I guess that depends on if you think other abilities and talents are balanced with those that give gear. By taking gear you are giving up something else, presumably.
I agree with you. I think that Privileged can lead to some powerful character builds. Particularly warriors. I think this falls to either a future errata to clarify these points with updates to RAW, or a GM to enforce homebrew limitations. Otherwise what's to stop the whole party from going privileged and just getting a ton of gear?
That is where the GM comes in; part of his/her role is to provide balance and review character designs before gameplay. Other half to this is players not manipulating the system or finding loopholes to become OP.
@@ObayZIM Correct. Almost any system can be abused.
I don’t want to play a privileged. I don’t care if they get more than me. I’m the weirdest goblin this game has seen.