[19:03] <+James-Vexith> Greetings! My name is James Fields and I’m the designer of the Vexith RPG, a newly-released medieval high fantasy roleplaying system. Not being fully content with the rules and mechanics of other commercial tabletop roleplaying games, we set out to devise our own system. We avoided classes, experience levels, and ever-increasing health points totals. We also implemented customization into many aspects of the game so that each and every character could be truly unique.
[19:04] <+James-Vexith> To give a brief intro, some of the game’s main features include a huge array of playable species (44 in total), exciting and brutal combat that is not just an exercise in hit point reduction, flexible point-buy characters with many choices, and the ability to customize almost every aspect of your character (weapons, spells, species traits, etc.).
[19:05] <+James-Vexith> (done)
[19:05] <~Dan> Thanks, James-Vexith!
[19:05] <~Dan> The floor is open to questions!
[19:06] <~Dan> Does the game have a built-in setting?
[19:07] <+James-Vexith> The game mentions the official Vexith campaign setting (species, deities, cultural references), but the core rulebook serves more as a foundation ruleset that can be applied to many different high fantasy settings.
[19:08] <~Dan> Really? I’d think with 44 defined species, there’d be at least a strongly implied setting baked in.
[19:08] <+James-Vexith> We plan to expand upon the setting in the coming months with modules and more concrete setting details, but we wanted the core book to provide more of an overview of the rules without delving too deeply into a specific setting.
[19:09] * ~Dan nods
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[19:09] <~Dan> (Howdy, Lysus_!)
[19:09] <~Dan> How complete is the core rulebook? Does it include a bestiary, for example?
[19:11] <+James-Vexith> The core rulebook contains everything a group needs to start playing. There are no additional supplements that need to be purchased in order to get a campaign up and running. The player rules and options are very detailed, the GM rules are included as well, and there is a complete system in place for the GM to design monsters and NPCs.
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[19:12] <~Dan> Are there any example monsters
[19:12] <~Dan> ?
[19:12] <+SarahCheek-Vexith> We wanted to give enough hints and info to give details about the species so that hopefully you can feel a connection with them. We don’t want to use backgrounds that would prevent use in others’ campaigns. 🙂
[19:12] <~Dan> (Howdy, Ettin!)
[19:12] <+LennonVC> Are there any plans to release a seperate bestiary?
[19:13] <+James-Vexith> Examples of monsters are provided, but a complete bestiary is not included due to space and wanting to get the rules made available. We do plan to add bestiary supplements, however. But for the GM who wants to begin playing immediately all the tools are already at his/her fingertips.
[19:13] <+James-Vexith> Complete rules for creature design are included in the core rulebook.
[19:14] <~Dan> Do you have a character sheet posted that we can see?
[19:14] <+James-Vexith> Lennon (good to see you again): Yes, but our immediate plans are to get the game’s first module made available.
[19:15] <+LennonVC> Cool
[19:15] <+SarahCheek-Vexith> This also allows the GMs the flexibility to create opponents and creatures that the players won’t already know all of the abilities for. Brings back some of the mystery
[19:15] <+James-Vexith> I do not have a character sheet readily available to see right now, but the book’s page on DriveThruRPG offers a preview of the first chapter of the game that does include an example character sheet and tutorial for designing a character from start to finish.
[19:16] <+James-Vexith> Here is the link again: (Link: http://www.drivethrurpg.com/product/154755/Vexith-Roleplaying-Game-Core-Rulebook)http://www.drivethrurpg.com/product/154755/Vexith-Roleplaying-Game-Core-Rulebook
[19:17] <+SarahCheek-Vexith> here is a character sheet lilnk…(Link: http://vexith.com/Resource%20Files/CharacterSheet_VexithRPG.pdf)http://vexith.com/Resource%20Files/CharacterSheet_VexithRPG.pdf
[19:17] <+James-Vexith> Ah yes, this link that Sarah has provided is for a blank character sheet.
[19:18] <~Dan> So let’s see here…
[19:18] <~Dan> This appears to be some form of attribute + skill system, correct?
[19:19] <+James-Vexith> Yes, characters use attributes which assign die types to discipline checks (skills), which themselves provide modifiers to the check.
[19:20] <+James-Vexith> A full list of the game’s faculties and traits can be viewed here: (Link: http://www.vexith.com/factraits.html)http://www.vexith.com/factraits.html
[19:20] <+James-Vexith> (Dan, please let me know if we’re using too many links.)
[19:20] <~Dan> (No, not at all!)
[19:21] <~Dan> So a PC might have a d8 in Accuracy and +2 in Melee Precision, for example?
[19:21] <+James-Vexith> Yes, exactly
[19:21] <~Dan> Does the die step limit your scale?
[19:22] <+James-Vexith> The game uses all standard die types, d4, d6, d8, d10, and d12. It does not use d20 or percentile dice, however.
[19:22] <+James-Vexith> Dan, could you clarify what you mean?
[19:23] <~Dan> Well, I mean, is d12 the highest the scale can possibly go? Is that a hard universal cap?
[19:24] <+WonderRat> hi, Dan
[19:24] <~Dan> (Howdy, WonderRat!)
[19:24] <+James-Vexith> Yes, but there is one higher attribute rank, which still uses d12, but makes it more likely for your character’s die to max/explode
[19:25] <~Dan> How does that work?
[19:25] <+James-Vexith> Normally your die checks may explode (we call this maxing), which occurs whenever you roll the die’s highest number. You get to roll again and add the result again.
[19:26] <+James-Vexith> This allows for almost any character, regardless of ability level (d4 for example) to still have a chance of succeeding against the odds. It may be unlikely, but it can happen.
[19:26] <+SarahCheek-Vexith> The die type also affects stats such as defense against attack or ability to shrug off spells, etc.
[19:26] * ~Dan nods
[19:27] <+James-Vexith> Yes, for instance, each rank of the attribute assigns a die type for disciplines and also affects the value of one or more of your character’s stats (Defense, Concentration, Notice, etc.).
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[19:28] <~Dan> (Howdy, MonkofLords!)
[19:28] <+James-Vexith> One aspect of the game that warrants mentioning is that only a single die is ever rolled at a time.
[19:30] <+James-Vexith> If your character is attempting to attack an enemy, for example, you would make a single die roll (Melee/Ranged/Spell Precision), and if you hit you would then make a single damage roll.
[19:30] * ~Dan nods
[19:32] <~Dan> Do strength and/or degree of success affect damage?
[19:32] <+SarahCheek-Vexith> The higher die ranks, costing more, make it more difficult to purchase early on without giving up points you might have used in other areas of your character.
[19:32] <+SarahCheek-Vexith> yes and yes
[19:32] <+SarahCheek-Vexith> exactly
[19:32] <~Dan> How so?
[19:34] <+James-Vexith> Whenever you make a Precision check and your result is at least 5 points higher than the target’s Defense then you critically hit, which increases the damage done.
[19:34] <~Dan> Cool.
[19:34] <+James-Vexith> The Strength attribute directly affects your character’s Brute Force stat, which adds to most physical damage rolls.
[19:34] <~Dan> I definitely prefer crits that aren’t entirely random.
[19:35] <+James-Vexith> Mechanical weapons ignore Brute Force.
[19:35] <~Dan> I want crits to be because you’re good, not just lucky.
[19:35] <~Dan> (e.g., “nat 20”)
[19:35] <+James-Vexith> Absolutely, that’s what we were aiming for. =)
[19:36] <~Dan> Pardon the pun? 🙂
[19:36] <+James-Vexith> The higher your character’s die rank (proficiency) the more likely a critical hit or critical succes is to occur. However, luck can also play a role too.
[19:36] <+SarahCheek-Vexith> 😉
[19:36] * ~Dan nods
[19:37] <~Dan> While we’re on the subject of combat, how does armor function in the game?
[19:37] <+James-Vexith> Armor provides a direct absorption of damage by adding to your character’s Total Resilience stat. Basically it acts as a buffer against most forms of incoming damage.
[19:38] <~Dan> Good, good.
[19:38] <+James-Vexith> However, there is a significant tradeoff.
[19:38] * ~Dan definitely prefers damage reduction to AC mechanics.
[19:39] <~Dan> Let me guess: Armor slows you down, making you more likely to get hit in the first place?
[19:39] <+James-Vexith> Armor is a choice that every character must make (including mages). It adds absorption, but does decrease your Defense stat. Essentially you can take more punishment, but you tend to get hit more as a result. It is also heavy and can possibly limit Dexterity unless your character is pretty strong.
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[19:39] <~Dan> (Howdy, JamesGillen!)
[19:40] <+JamesGillen> hi
[19:40] * ~Dan nods
[19:40] <~Dan> So if you’re strong and slow, like a dwarf, might as well armor up?
[19:41] <+James-Vexith> It
[19:41] <+James-Vexith> oops…
[19:41] <+James-Vexith> It’s still a tradeoff even for a dwarf. All of the species can be built to fulfill any roles. A dwarf can be built to be an agile and defense-based character.
[19:42] <+James-Vexith> Remember that having a lower Defense (due to armor) increases an enemy’s chance to inflict critical hits.
[19:42] <~Dan> Ah, true.
[19:43] <+JamesGillen> Are there parry options or such things, considering that?
[19:45] <+SarahCheek-Vexith> Parry = not in the way you often see in other games. It is included in the defense stat. However…
[19:45] <+James-Vexith> One think I’d like to mention is that all species do have specific leanings and aptitudes. A dwarves, per your example, does have certain aspects that they are inherently better at than others. They can increase their Strength easier than other species, have traits that make them hardier, etc., but they can also be built to be pretty good in other roles.
[19:45] <+James-Vexith> One “thing”
[19:45] <+SarahCheek-Vexith> there are defensive weapons that may add to Defense. And there is a “block” aspect given by shields as well.
[19:46] <+SarahCheek-Vexith> This is to streamline combat.
[19:47] <~Dan> So does a rapier add to the “block” aspect, for example?
[19:47] <~Dan> Err, add to Defense, rather?
[19:47] <~Dan> No block.
[19:47] <+SarahCheek-Vexith> correct
[19:47] <+SarahCheek-Vexith> it adds to defense
[19:47] <+James-Vexith> To touch on diversity of the playable species, each and every choice presents a very different playing experience. All of them gain numerous unique talents, modifiers, and attribute aptitudes. The choice of species is not simply a cosmetic choice as in some other RPG systems. It defines your character, but it does not limit your character.
[19:48] <~Dan> Do you have all 44 races listed somewhere?
[19:48] <+AlmazDisciplina> 44 is… a lot.
[19:48] <+xyphoid> what does a standard adventure look like in this game?
[19:49] <+SarahCheek-Vexith> Here is a link to the species…(Link: http://vexith.com/pspecies.html)http://vexith.com/pspecies.html
[19:49] <+xyphoid> is it straight D&D fantasy adventure and murderhoboing, or is it focused elsewhere?
[19:51] <+James-Vexith> Xyphoid: Adventures unfold very similar to other popular games. However, our rules encompass a wide range of options (combat, stealth, diplomacy, etc.) and allow for numerous ways to approach and overcome obstacles. It really depends on a group’s composition and playstyle, but groups are not forced to fight, fight, fight.
[19:52] <+SarahCheek-Vexith> 44 species is a lot. but we wanted diversity. and we wanted unique such as the Ettin played by two players who may have differing goals and/or viewpoints.
[19:52] <~Dan> How do you feel about that, Ettin? 🙂
[19:53] <~Dan> (He’s probably of two minds about it.)
[19:53] <+SarahCheek-Vexith> LOL
[19:54] <+JamesGillen> ha
[19:54] <~Dan> Ah, well. I guess Ettin is just lurking.
[19:54] <+SarahCheek-Vexith> Each player controls one head and arm of the ettin. but the legs…oh the legs… are a different story. hahaha
[19:54] <+James-Vexith> The module that we are currently designing (Festival of Fortune) is being designed in such a way to allow for a very open-ended play style. It does not railroad or force players into any single course of action.
[19:55] <~Dan> With such diversity, are there any assumptions about species behavior? Any inclinations toward good or evil?
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[19:55] <~Dan> (Howdy, Monochrome_Tide!)
[19:55] * +Ettin thumbs up
[19:56] <+SarahCheek-Vexith> There is also a Shade which is a body hopping species. 😉
[19:56] <+JamesGillen> ooh
[19:57] <+JamesGillen> I…. ain’t got no bodu….
[19:57] <+SarahCheek-Vexith> Thumbs up from Ettin! woot!
[19:57] <+SarahCheek-Vexith> Haha James
[19:57] <~Dan> Ah, there he is. 😀
[19:57] <+SarahCheek-Vexith> 🙂
[19:57] <+James-Vexith> Each species has a selection of several common traits that most members of the species possess, such as Minotaurs, who tend to be Headstrong, Unforgiving, and/or Violent. Not all minotaurs possess these traits, but if a players selects any of these traits he/she gains an extra character point as compensation.
[19:58] <+James-Vexith> To clarify, a species’ common disadvantages are just recommendations. They are not required, but there is a slight incentive for taking them.
[19:58] <~Dan> (Minotaurs are bull-headed. 😀 )
[19:58] <+SarahCheek-Vexith> lol
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[19:59] <+James-Vexith> Yes, most of the time. =)
[19:59] <+SarahCheek-Vexith> Zing!!!!
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[19:59] <~Dan> By default, how morally objective is the setting? Are there flat-out evil baddies?
[20:00] <+BPIJonathan> (Minotaurs are one of my favorite races to play)
[20:01] <+James-Vexith> First, there is no alignment choice for the game. However, some personality traits can give a character a particular leaning (Do-Gooder, Cruel, Violent, etc.). Moral choices are based on roleplay. Be as good or as evil as you want your character to be, but be prepared to face the roleplaying consequences.
[20:01] <+James-Vexith> No spells are based on alignment either.
[20:02] <+James-Vexith> Necromancers are not inherently evil.
[20:02] <+SarahCheek-Vexith> Mine are
[20:02] <+SarahCheek-Vexith> hehe
[20:02] <+James-Vexith> Yep, too true.
[20:02] <+SarahCheek-Vexith> speaking of spells…I really love some of the abilities to create song affects for bards and the ability to customize your spells. I’m a caster at heart myself.
[20:03] <~Dan> Speaking of which, how does magic work?
[20:03] <+SarahCheek-Vexith> *effects
[20:04] <&Silverlion> Does it have freeform options?
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[20:04] <+James-Vexith> Spellcasting, magical abilities, and even many physical/melee abilities risk stamina loss. There are no spell points or memorization. Your character typically has around 3 stamina points, and whenever your spellcasting discipline roll is a 1 your lose stamina. Lost stamina points (and health points) contribute to your character’s fatigue.
[20:05] <+SarahCheek-Vexith> you customize your spell by range, area of affect, number of targets, etc. there are even spells that are more “freeform” to allow duplication of other spells and change on the fly
[20:05] <+James-Vexith> Fatigue applies a -1 or -2 penalty to all of your characters discipline checks. Essentially your grow too tired to fight effectly.
[20:05] <+James-Vexith> effectively
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[20:05] <+SarahCheek-Vexith> the more complex you make the spell, the more difficult to successfully cast
[20:06] <~Dan> (Welcome to #rpgnet, Guest50!)
[20:06] <~Dan> (Howdy, egyptian!)
[20:06] <+James-Vexith> Some of the very powerful spell effects always cost a stamina point when attempted (Ressurrection, Hasten, Restore Health, Disentegrate, etc.).
[20:07] <+James-Vexith> So even a master mage needs to limit these spells in order to conserve stamina.
[20:07] <~Dan> Based on the character sheet, it appears that there are several forms of magic?
[20:08] <+SarahCheek-Vexith> Yes. 6 forms: Shadow, Arcane, Elemental, Nature, Divine, and Mental
[20:09] <+SarahCheek-Vexith> Each grants access to their own spell effects
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[20:09] <~Dan> Oh… I was thinking about Mysticism and Geomancy. Are those distinct from magic, which is all Sorcery?
[20:09] <+James-Vexith> An arcane caster has exclusive access to Teleportaion, for instance.
[20:10] <+SarahCheek-Vexith> Mysticism, Geomancy, and Sorcery are the disciplines used to cast spells from the 6 forms….
[20:10] <+SarahCheek-Vexith> mysticism casts for Mental and Divine for example
[20:11] <+SarahCheek-Vexith> Geomancy governs nature and elemental while Sorcery is used for Shadow and Arcane casting
[20:11] <~Dan> Ah, I see.
[20:11] <~Dan> Mental = psionics?
[20:12] <+SarahCheek-Vexith> Mental = it would resemble psionics as it doesn’t have the normal gestures or words for casting.
[20:12] <+James-Vexith> Altogether there 76 unique spell effects, most of which can be customized (single target, aoe, size, range, etc.) to suit your character’s preferences. A cleric can cast her heals up close (easier), from across the room (harder), and/or affect multiple targets (harder still).
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[20:13] <~Dan> (wb, Wondy!)
[20:14] <~Dan> I’m looking at the sample advantages. What does Witch do?
[20:15] <+James-Vexith> To expand upon Freeform spells (Fire Control, Plant Control, Illusion, etc.), they allow for a much wider range of sub-effects and options that can be tailored on the spot. Freeform spells are more costly to acquire, of course, but they grant the caster a wider range of situational options.
[20:15] <+SarahCheek-Vexith> my favorite Dan!
[20:15] <~Dan> I’m a big fan of creepy crones. 😀
[20:16] <+SarahCheek-Vexith> The witch is a type of advantage (vocational advantage) that allows certain spells to easier to cast such as “bad luck” and “siphon” curse type spells….
[20:17] <+SarahCheek-Vexith> further, it allows to create a fettish or doll that can be linked to an enemy for affecting with spells at greater range
[20:17] <+SarahCheek-Vexith> remains linked to target indefinitely or until changed to another target.
[20:17] <+SarahCheek-Vexith> 🙂
[20:18] <~Dan> Nice. 🙂
[20:18] <+JamesGillen> mm
[20:18] <+SarahCheek-Vexith> Lastly it allows the traditional polymorphing of target to tiny animal of her choosing…such as frog or newt!
[20:18] <+SarahCheek-Vexith> hehehehehehe
[20:19] <~Dan> To shift gears for just a moment, how do Professions work? They don’t appear to be associated with an attribute.
[20:19] <~Dan> That’s awesome, re: polymorphing. 🙂
[20:19] <~Dan> (brb — please continue)
[20:19] <+James-Vexith> I’d like to explain that Vocational advantages mimic some of the flavor of classes from class-based games, they are not overarching or limiting toward your character’s development. Being a Witch does not limit your character from also being a Cleric or a Berserker or a Bard. You could be all of these vocations and more, if you have the points to spend.
[20:21] <+SarahCheek-Vexith> The professions are basically used to craft items and make a livelihood. We decided that many of them could be linked to more than just one attribute, so we created a different simplified mechanic for Professions.
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[20:22] <~Dan> (back)
[20:22] <+James-Vexith> Professions use a baseline d8 roll, but their modifiers are more drastic in their progression than disciplines. For instance, having no rank in a profession gives a -4 penalty, while Rank 1 is a modifier of 0, Rank 2 is a modifier of +2, and Rank 3 is a modifier of +4 (maximum rank).
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[20:24] <~Dan> Oh, I meant to ask earlier: What are the letter codes next to the Disciplines?
[20:26] <+James-Vexith> Concerning attributes, discplines, profession, and most traits, their higher ranks become more expensive. The letter codes you’re referring to represent the discipline’s aptitudes (how costly they are to train). Some disciplines like Climbing is relatively easy to train, whereas Sorcery is much more Difficult.
[20:26] <~Dan> Ah, I see.
[20:26] <+James-Vexith> E (easy), M (moderate), and D (difficult)
[20:26] * ~Dan nods
[20:27] <~Dan> With all of these options, about how long does it take to make a character?
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[20:27] <+James-Vexith> The first rank of an easy discipline would cost 1 character point to train, while a moderate would cost 2, or a difficult discipline would cost 3.
[20:28] <~Dan> (I wonder who that was. Ah, well. Que sarah sarah.)
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[20:28] <+James-Vexith> (Dan, I think Sarah may be having a connection issue)
[20:28] <~Dan> (Oh. Oh dear.)
[20:28] <~Dan> (Howdy, consilium!)
[20:28] <+consilium> (Hey!)
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[20:29] <~Dan> (wb, SarahCheek-Vexith!)
[20:29] <~Dan> (Welcome to #rpgnet, Guest83!)
[20:29] <+SarahCheek-Vexith> Sorry gang. I guess technology is snubbing me today.
[20:30] <~Dan> (No worries!)
[20:31] <~Dan> Did you see my earlier question, James-Vexith?
[20:31] <+SarahCheek-Vexith> yes, he is typing as we speak. 😉
[20:32] <~Dan> Jolly good. Carry on, then. 🙂
[20:32] <+James-Vexith> Dan, to answer your question, character creation time is comparable to most popular systems. I would say that if you are familiar with the rules that a character could be created in less than hour, even for a very complicated character.
[20:33] <+James-Vexith> Some characters can take much less time (~20 minutes), so the time can vary greatly depending on whether you know what you want your character to have/be than if you are browsing for ideas.
[20:34] <+SarahCheek-Vexith> or if you are indecisive like me. lol
[20:34] * ~Dan chuckles
[20:34] <~Dan> How well do all these species get along? Are there any no-no mixes?
[20:34] <+James-Vexith> Yes, very true… and that is one good thing about the system. There is a huge variety of traits and character options.
[20:37] <+James-Vexith> There is no built-in animosities between the various species, at least as far as the core rules are concerned. However, this can be tailored to each group’s campaign. Concerning the eventual Vexith campaign there will be regional or cultural animosities.
[20:38] * ~Dan nods
[20:38] <~Dan> In the Vexith campaign, will any of these races be any more or less rare and exotic?
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[20:40] <~Dan> (Welcome to #rpgnet, blinovitch!)
[20:40] <+James-Vexith> Yes, absolutely. Yuelloks, for instance, are quite uncommon. Their species has relied so long on magic that their bodies have attrophied and their ability to reproduce naturally has been lost. They now rely on magic to propgate, but even still those who know the ancient rituals to do so continue to dwindle.
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[20:41] <+BPIJonathan> (BRB)
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[20:41] <~Dan> Sort of a whole race of liches?
[20:42] <+James-Vexith> They’re not undead, but they do have many inherent magical abilities. They don’t have functional arms or legs, but they use teleknetic arms and magical flight to fulfill the same functions and more traditional species.
[20:43] <+James-Vexith> of more traditional species
[20:43] <~Dan> Cool. 🙂
[20:43] <~Dan> What are the Jelghari?
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[20:44] <~Dan> (wb, BPIJonathan!)
[20:44] <+BPIJonathan> (Thanks)
[20:46] <+James-Vexith> The Jelghari are a species that are strict observes of customs and ettique. They are immune to heat, very secretive, and their species is afflicted with the Nol’gour, a genetic affliction that incurs partial deafness in much of their population.
[20:47] <~Dan> Huh. Interesting.
[20:47] <+James-Vexith> In the Vexith campaign setting their culture will have numerous secretive societies, groups, etc.
[20:47] <~Dan> Do your “standard” fantasy races have any exotic twists as well?
[20:48] <+AlmazDisciplina> How long has it taken inexperienced playtesters to make their character sheet without guidance?
[20:48] <+James-Vexith> Our halflings (nerrefs) can be “dead inside” =)
[20:48] <~Dan> Oh dear. What does that mean?
[20:48] <+James-Vexith> Yes, many of the traditional fantasy options have a lot of unique abilities and traits that make them a bit more unique than would be expected. They also have optional traits so that individual characters can be customized to be different than other members of their species.
[20:51] <+James-Vexith> Dead Inside is a very rare optional species trait that can some nerrefs are born possession where they are incapble of feeling compassion, guilt, or remorse. It gives a bonus to Intimidation, penalty to Persuasion, Social Knowledge, and assigns a different set of nerref common disadvantages (Cruel, Secretive, and Unforgiving).
[20:51] <+James-Vexith> They are also restricted from taking certain disadadvantages with a positive moral leaning (Do-Gooder, Generous, Merciful, Pacifist)
[20:52] <~Dan> Sounds like an excuse to play a total jerk. 🙂
[20:52] <+SarahCheek-Vexith> @almaz the time depends greatly on how complex you want your character to be. but in general, it would be similar to most tabletop rpgs. however, we also included an example in the introduction to assist in first time creation. 🙂
[20:52] <+James-Vexith> (oops, I butchered that sentence… forgive my spelling mistakes hehe)
[20:52] <+James-Vexith> It could be, but remember, consequences. =)
[20:53] <~Dan> So a quick note:
[20:53] <~Dan> You guys are welcome to hang with us as long as you like, and whenever you like, for that matter. I hope you’ll feel free to stop by again soon. 🙂
[20:54] <~Dan> That said, in what remains of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:54] <+James-Vexith> Yes, let’s address the name of the game itself: Vexith.
[20:54] <~Dan> Oh, yes! Please do!
[20:54] <+James-Vexith> (and thanks for being so welcoming)
[20:54] <~Dan> (Certainly!)
[20:56] <+SarahCheek-Vexith> While James is responding, here is a link to give a general understanding of “The Vexith”. (Link: http://vexith.com/whatisv.html)http://vexith.com/whatisv.html
[20:56] <+James-Vexith> The Vexith is more than just a strange word. It is a magical dungeon that is central to the campaign setting. It is used to address a facet of RPGs in general that often are not easily explained.
[20:58] <+James-Vexith> Basically, it allows for a random dungeon-crawling experience without the GM having to build reason into every aspect of the dungeon’s ecology or exploration.
[20:58] <+SarahCheek-Vexith> And I want to thank you for this opportunity to share our game with you all. It has been a pleasure to talk with you this evening. 🙂
[20:58] <~Dan> Thank you for joining us!
[20:59] <~Dan> And that’s very cool, re: the magical dungeon.
[20:59] <+James-Vexith> Random rooms, random treasure, monsters that are in close proximity that would never have associate with other in general circumstances.
[20:59] <+BPIJonathan> I put it on my DTRPG wishlist, I am looking forward to purchasing the game
[20:59] <+SarahCheek-Vexith> Awesome BPI!!!
[20:59] <+SarahCheek-Vexith> Thank you so much!
[20:59] <+James-Vexith> The link that Sarah provided can provide more details than I can express here. I recommend checking it out. =)
[20:59] <~Dan> BPIJonathan is one of our “resident” game authors. 🙂
[21:00] <~Dan> As is Silverlion and consilium, for that matter.
[21:00] <+James-Vexith> Very cool, nice to meet you all.
[21:00] * +consilium waves.
[21:00] <+BPIJonathan> You as well, come and just hang out sometime
[21:00] <~Dan> If you’ll give me just a moment, I’ll post the log and get you the link.