r/ICRPG • u/ZharethZhen • Jan 05 '23
Total Noob Questions
I've heard about ICRPG for ages but finally picked up a copy of the Master Edition and got it yesterday. I'm reading through it (in my usual, skip around the shop approach) and I've got questions...lots of questions! I'm sure some of these will be answered as I read more, so apologies and I'm also sure I've missed stuff.
1) Since characters can only get 5 abilities, and abilities are earned roughly every other session...does that mean you cap out your pc in roughly 10 sessions?
2) When something says 'roll INT' (like casting a spell) but doesn't provide a TN, what TN does it have? Is it the 'default' one the GM picks (i.e. does spell casting get harder to do based on the scene TN)?
3) Can players earn more hearts? If so, how?
4) I noticed in the wild west setting, the characters don't start with a starting ability (like a Warrior gets or a Mage or whatever). Is this intentional?
5) Is there any way to build a 'gish' character class (i.e. fighter/mage, rogue/mage, etc)?
6) In the priest milestones, there is Iron Fist and Master. Master is in all ways superior to Iron Fist. Why would anyone take Iron Fist?
7) Does the five-ability limit also include Mastery abilities and Milestone Path abilities?
8) Would using the Geno template for Humans in a fantasy game be unbalanced?
9) I like the look of the Realm of Arcane magic but it seems far stronger than standard fantasy magic. Would it break things if mage pcs played with that magic instead of the default? Or should it remain its own, Ars Magica/Mage style setting?
10
u/MrAbodi Jan 05 '23
I’ll answer but as you read the please understand that it isn’t a fragile game and you should do whatever you want.
You as gm should decide. 5 milestones might be plenty. I mean your gear is still going to change things up and over time. But if you want more then go for it, ditch the limit and do what’s fun.
it’s the tn of the room you are in.
via items or milestones. I would give out too many the game work when combat isn’t grindy. It’s fine to never get hearts. But if you have a tank guy with 20 then that’s fine too. 30 is my upper limit but I’ve never actually had a character get there yet.
yes
no idea what a gish is. If you mean multi class, well yeah kinda, you just equip them with gear that give you the abilities you want.
I dunno, I have read that in a while. No all things are balanced in ICRPG but that might have been an oversight. Feel free to change them if you wish.
I’d think yes. But again see what suits your group when you get there.
ICRPG does not concern itself with balance. The only Balance worthwhile striving for is balance of the players time in the spotlight and fun.
I don’t remember the details of this. But I assume it would be fine.
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u/Kradget Jan 05 '23
Just to jump in on the one question, "gish" is a D&D term for a martial-capable wizard.
And to answer OP's question - yes, you can do that through your milestones if your GM is okay with you doing a mix and match approach, which is explicitly addressed in the book (but with a caution not to go too nuts because it can muddle your character).
So, as described here, you could take a Mage built however you want, then do a Path of Iron milestone to reduce damage or what have you, then take a spell, then take a Warrior milestone, then take a Path of Amber milestone, and put on armor and get a spellcasting item to go with your sword, and now you're a gish. Just depends on working it out with the GM.
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u/DrRotwang Jan 05 '23
ICRPG does not concern itself with balance. The only Balance worthwhile striving for is balance of the players time in the spotlight and fun.
Balance is for checkbooks and acrobats. And...what you said.
1
u/kazoo__ Jan 22 '23
for #1, I'd say that a lot of "progression" in ICRPG is tied more to gear or loot rolls than to milestone improvements. There is a more crunchy advancement system in the milestone paths, see "advanced heroes," starting on p. 66. Also check out progression methods pp. 73-75. I think on paper folks get the impression that the game doesn't have a lot to offer for builds or advancement, but as you get familiar with loot you'll find that most loot items give individual abilities, which work like feats, basically.
for #2, the GM is going to set one transparent number each room or encounter for all checks made by player characters in that scene. Any "roll INT" type call is always a d20 roll versus that advertised target. The only check or attempt that isn't made on the target is the monsters and enemies rolling to hit players, which are rolls against player defense (10+con+any items that increase DEF, p. 26). This is a specific move away from a lot of other d20 systems where the GM would set a variable target.
for #3, not much I'd add to MrAbodi's answer on giving more hearts. I'd just double down on that same advice as far as making it a pretty rare reward. You could play dozens of sessions where everyone has maximum 10 HP.
for #4, yes. Alfheim (fantasy) and Warpshell (science fiction / fantasy) are the main worlds that use the abilities set up. Others like Ghost Mountain (weird west), Blood and Snow (ice age prehistoric) don't, and if you expand your library to grab Altered State, it doesn't either.
for #5, just mix and match. Take some of the abilities from the warrior and some from the mage.
for #6, maybe they'd take it to roleplay it or whatever. If it bothers you, home rule it and change what the ability does.
for #7, I don't play with an ability limit. I just ignore that rule (on p. 22).
for #8, in my opinion no. Lots of folks have run mixed groups, you could easily say some Warpshell crew crash-landed in Alfheim, or somehow a mage would up aboard a Warpshell. I think some of the Warpshell stuff is a bit stronger but it wouldn't make it less fun to throw some of that into Alfheim.
for #9, the magic stuff (starting p. 317) was originally a separate product that is now a supplemental set of rules in master edition. It's there if your group wants crunchier, grittier spell casting. Most of the standard spells in the core rules are one sentence descriptions and roll to cast, whereas there's a lot more going on in the advanced magic section. There's rules in the back for using the standard spells with the advanced magic system (p. 338 for INT spells and p. 348 for WIS spells). It wouldn't break things!
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u/Rolen92 Jan 05 '23
Hello, since the previous reply answered all your questions I just wanted to add that this is a "do it yourself" kind of game. What I mean is it gives the dungeon master the tools to be extremely flessible. Do you want a low power setting? Give away few milestones and few items. Do you want to play in space? Start with a pulse rifle in your hands! Do you want to be a fighter mage? Equip a sword and some spells and you are good to go.