Dawn of Legends playtest scenarios (Inactive)

Game Master JamZilla

LINK TO FINAL CAMPAIGN DOC


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Brock charges forward and slams his fists down on the lion's back. It's rear legs buckle momentarily under the blow but it roars in pain and wheels on him immediately.

Round 2 - Enemy

Claw 1: 1d20 + 11 ⇒ (7) + 11 = 18 Hit
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Claw 2: 1d20 + 11 ⇒ (11) + 11 = 22 Hit
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Grab: 1d20 + 17 ⇒ (11) + 17 = 28 Fail
Bite: 1d20 + 11 ⇒ (4) + 11 = 15 Miss

The massive sets of claws rake down across Brock's chest, leaving great red wounds.

Kraven, Spear, Crimson: 1d20 + 18 ⇒ (5) + 18 = 23 Miss

Seeing that his pet seems to be tearing into the bigger warrior, Kraven rounds on Crimson and delivers a thrust straight to the his throat. Crimson steps back and instinctively raises his hands, deflector shields of negatively charged protons spring up and deflect the blow at the last instant.

Round 3 - Heroes

Latest Map


Crimsons armor flashes vividly red then white. "Craven. You had your chance!" He then unleashes two beams from his arm aim at Craven.

Ray 1 Craven: 1d20 + 4 + 6 + 1 ⇒ (20) + 4 + 6 + 1 = 31
Ray 1 damage: 4d6 ⇒ (1, 6, 6, 3) = 16
Ray 1 crit?: 1d20 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12
Ray 1 damage: 4d6 ⇒ (4, 1, 5, 1) = 11

Ray 2 Craven: 1d20 + 4 + 6 + 1 ⇒ (11) + 4 + 6 + 1 = 22
Ray 2 damage: 4d6 ⇒ (5, 3, 4, 1) = 13

Step back to f17 scorching ray


retired (playtest completed)

Brock chuckles as the lion's claws rake across his chest. "That all you got, kitty? Heh." He then explodes into motion, throwing three extraordinarily heavy attacks at the giant cat's bulk. "MY TURN! HAAAAAAAAAAAAAA!"

Punch: 1d20 + 12 ⇒ (16) + 12 = 28for: 2d6 + 22 ⇒ (2, 6) + 22 = 30
Punch, twf: 1d20 + 12 ⇒ (10) + 12 = 22for: 2d6 + 22 ⇒ (6, 3) + 22 = 31
Punch, iterative: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8for: 2d6 + 22 ⇒ (3, 1) + 22 = 26

Status:

HP: 59/65 (DR 3) (Resist Fire 2)
AC: 20 (12 T / 18 FF) (25% crit/sneak attack negation)
Bal AC: 13 (13 FF)
CMD: 29 (31 vs bullrush) (33 vs overrun)
F/R/W: +10/+9/+6
Rage rounds used: 4/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [X] [X], shield [X] [X] [ ]
Lvl 2 Extracts Prepared (3): blur [X], bull's strength [X] [ ]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
shield: +4 AC
rage: +4 Str, +4 Con, +2 will saves, -2 AC
power attack: -2/+6
two weapon fighting: -2 to hit


Round 3 - Enemy

Crimson raises his arm and unleashes two quick blasts of his repulsor rays. They slam into Kraven who staggers back.

Brock uses his oversized bulk to slam the lion twice. It collapses until the weight of the blows and whimpers as it tries to crawl away.

Curse you! Kraven spits as he turns his attention back to the massive hero and thrusts his spear twice in quick succession.

Attack 1, Brock: 1d20 + 14 ⇒ (10) + 14 = 24 Hit
Damage: 1d8 + 19 ⇒ (3) + 19 = 22
Attack 2, Brock: 1d20 + 14 ⇒ (18) + 14 = 32 Hit
Damage: 1d8 + 19 ⇒ (2) + 19 = 21

Round 4 - Heroes

Map may as well stay the same this time


retired (playtest completed)

Brock looks down at the wounds caused by Kraven's spear and smirks. "Looks like you missed your chance to end things there, Kraven. And I'm- STILL- STANDING!" With another mighty kiai, Brock's hair begins to dance and lash as slashes of energy swirl about his body, cutting the air. His fists lance forward like lightning, the heavy blows looking to put Kraven down hard.

Punch: 1d20 + 12 ⇒ (11) + 12 = 23for: 2d6 + 22 ⇒ (4, 4) + 22 = 30
Punch, twf: 1d20 + 12 ⇒ (8) + 12 = 20for: 2d6 + 22 ⇒ (2, 6) + 22 = 30
Punch, iterative: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25for: 2d6 + 22 ⇒ (2, 4) + 22 = 28

Status:

HP: 22/65 (DR 3) (Resist Fire 2)
AC: 20 (12 T / 18 FF) (25% crit/sneak attack negation)
Bal AC: 13 (13 FF)
CMD: 29 (31 vs bullrush) (33 vs overrun)
F/R/W: +10/+9/+6
Rage rounds used: 5/16
Bombs used: 1/7
Mutagen (str): [X]
Cat's Luck (reroll Ref save): [ ]
Lvl 1 Extracts Prepared (4+1): cure light wounds [ ], enlarge person [X] [X], shield [X] [X] [ ]
Lvl 2 Extracts Prepared (3): blur [X], bull's strength [X] [ ]

Ongoing Effects
mutagen (str): +4 str (alchemical), -2 int, +2 nat armor
enlarge person: +2 str (size), -2 dex, -1 to hit, -1 AC, 10ft reach
shield: +4 AC
rage: +4 Str, +4 Con, +2 will saves, -2 AC
power attack: -2/+6
two weapon fighting: -2 to hit


"This is over!" Crimson charges up again and unleashes two beams at Kraven.

Ray 1: 1d20 + 4 + 6 + 1 ⇒ (18) + 4 + 6 + 1 = 29
Ray Damage: 4d6 ⇒ (2, 1, 4, 4) = 11
Ray 2: 1d20 + 4 + 6 + 1 ⇒ (8) + 4 + 6 + 1 = 19
Ray Damage: 4d6 ⇒ (5, 2, 3, 5) = 15


1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (7) + 9 = 16

Kraven reels and staggers backward, spear flailing limply before him as he tries to retreat.

Damn... you all. I just want... my brother back...

One hit from either of you finishes this.


retired (playtest completed)

"Boo hoo." WHAM. Brock pulls his fist back from where it suddenly buried into Kraven's abdomen and watches the hunter crumple wordlessly to the ground.
Punch: 1d20 + 12 ⇒ (3) + 12 = 15for: 2d6 + 22 ⇒ (1, 4) + 22 = 27
Punch: 1d20 + 12 ⇒ (6) + 12 = 18for: 2d6 + 22 ⇒ (3, 1) + 22 = 26

Or not? The dicebot does like to lord over us at times, after all. Perhaps both of those are misses!


Yeah those are both misses lol


Crimson steps forward standing over the beaten Kraven. "You're a criminal. Just like your brother, it ends now." He looks over at Midnight and let's one last blast out.

cc: 1d20 + 13 ⇒ (13) + 13 = 26

Ray 1: 1d20 + 4 + 6 + 1 ⇒ (16) + 4 + 6 + 1 = 27
damage: 4d6 + 1 ⇒ (5, 4, 6, 6) + 1 = 22
Ray 1: 1d20 + 4 + 6 + 1 ⇒ (10) + 4 + 6 + 1 = 21
damage: 4d6 + 1 ⇒ (1, 4, 4, 4) + 1 = 14


That'll do pig, that'll do. *Reference?*

OK so Midnight is magically back alive. That helped me understand power levels a little more.

I guess my question is how much more of this testing you'd like to do and whether you all feel up to taking on another game? Especially one where although there's a structure and I have a plot mapped out but I would be relying on players to drive things in a sandboxxy environment


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Hrm, I know the donkey quote but not a pig one if there's been a satire!

Midnight magically reappears, tilting her head to the side. Well that was... odd...

OK well I'd be up for a bit of heroics in a sandbox, sure :)


Venture-Agent, Play-by-Post

*peeks in* I get the reference, hehe. Glad to see that this has been going well :)


retired (playtest completed)

Why, it's only the best quote from Babe, and there were a bunch of great ones in that movie! Loved James Cromwell in that film.

As for more testing vs playing, I still haven't even looked at the Paths of War stuffs you'd mentioned JZ. And, I didn't spend a bit of coin on Brock for this level 6 test - the only non-class stuff he had going was the automatic progression bonuses.

I don't know if that makes you want to test things further, but I will say that I did find a lot of the additional rule subsystems a bit daunting at first. I'd have been utterly and totally lost if I hadn't already been so familiar with the gestalt rules. (And that's not a shot against you or what you're stitching together, that's more me and my aversion to really having to dig into rules with which I'm unfamiliar given how little I'm able to access Paizo and other such sites at work these days.)


I'm thinking the path of war stuff is a layer of complexity that may just bog things down with questions and clarifications.

Which is a shame because the powers in that book are totally super.

I don't know, I am excited for a superhero game and what I've drafted in terms of an arc so far, I'm just wondering if we have the right ruleset with what I've pulled together. I get the feeling that the recently announced Starfinder ruleset will go a long way to helping. Why does it have to be a year away!?


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Ah now, same as Brock, Midnight didn't have any gear aside from her costume (aside from the AP bonuses). Her sad demise I think more hinged on her lack of caution than lack of bonuses etcetera. So dont think the Path of War stuff is really needed :)

I was kind of excited seeing the Starfinder link too! And just as disappointed when I saw the release date, ho hum :(

JZ, I think what you've pulled together from a rules perspective is good, as Brock said I was a little daunted too but once I started chargen it was fine!

At the end of the day, there's nothing to stop you streamlining rules along the way. Not everything can be caught during a couple of playtest combats, and after all even a professional outfit like Paizo has plenty of errata ;)


I've drafted a recruitment post actually and one of the things I have highlighted in there is a request of prospective players to be open to changing rules on the fly if things are problematic.

I think I am going to drop the Path of War stuff and the ability to pick spells from other lists upon levelling.

As an aside, I love the automatic bonus progression rules, I think they are great and really open up options for gear that players would never normally consider.

Do you have any other concepts you want to explore? I'm conscious you have only created these characters.

I just need to take a little look at skills. For the most part they will stay the same. I am going to introduce Knowledge (meta) though which will allow you to identify costumed heroes and villains, their backgrounds, other notable info and also the classes that they are made up of. I am also going to introduce tech-craft which will supplement spellcraft for all things tech related including identifying tech abilities which are just spells but from a tech based character. So if Crimson Dynamo launched a micro-nuke (Fireball) at you, you'd be able to idntify and counterspell it. It will also cover stuff like computer hacking.

I'll keep refining for now.


retired (playtest completed)

I'd been keen to try out a nightcrawler build, but his ability to bampf all over the place wouldn't really come online until the mid levels.

And I agree about the automatic bonus progression system - I love it. It really helped Brock to feel like a hero because of his abilities rather than what he was wearing.


Are brock and Midnight said I kinda forgot about the whole extras we got with spells and AoW stuff. So I guess that speaks for itself probably best to keep it out.

I didn't spend any money either, It's hard to find things you don't normally just gravitate to. BUT! I like that problem, it will open up items that normally get overlooked.

How did you feel about the play test? Did it help? Do you feel like we're in the right place power wise? Maybe we should go again but with a new set of guys?

At the end of the day i suppose we have a base line and since this is all trying something new we have to be open to rule changes just to stop the insane combos that will come up.


So what's next guys, want to try out alternative builds or shall I think seriously about getting this off the ground?


retired (playtest completed)

I'm happy to playtest further, but that's more your call than anyone else's I think. Do you feel like the rules are at a place you're comfortable with given what you've seen?

We had 1 low level encounter, 1 midlevel that proved to be a total blowout in favor of the heroes, and a retooled midlevel that left 1 PC dead halfway through the combat.


Venture-Agent, Play-by-Post

Like Rob said, I think it largely depends on how comfortable you are with what you have so far vs. how eager you are to get a game rolling. If there are still elements you'd like to see in action then doing some more playtesting couldn't hurt.


Do you want LL? Or are you still kinda swamped?


Venture-Agent, Play-by-Post

I think I'm in a better place now to focus on trying to build a character yes; it was hard a couple of months ago because I kept having to swing my internal clock from days to nights and back all the time but now I'm more or less on a night schedule. That being said, I am working the next two nights so it'll still be a couple of days before I can really start working on a build. If all of the above is okay, then count me in :)

Can't promise it'll be anything spectacular since I normally don't plan out 'builds' much beyond a general concept ("I wanna be archery-focused so I'll take archery feats" sorts of things) but hopefully it won't be too janky :P


Well I’m pretty happy with most rules to be honest. Since I dropped the Path of War stuff the only complication is around gestalt and the racial stuff. There is some additional rules around skills and I am still in favour of all spellcasting classes following the spontaneous progression of their sister classes.

Setting this in a superhero environment is mostly going to be done through fluff and flavour I think rather than rules.

Having said that, LL if you’d like to pull together a character and if you guys want to take a look at some other concepts, then go for it.

I think I’d like to get a game moving though in the next month or so and if we stick with a group of you four then I know we will be safe if we need to make rule adjustements on the fly.

Also LL, there is the potential for min-maxers to really take advantage of this system with gestalt, 25 point buy and other boons. But I want those rules to be a framework for interesting characters rather than ringing every point of bonus out. So if you have a concept you'd like to explore please don't feel you will be sub-standard if you don't go beyond the concept, you really won't be :)


Venture-Agent, Play-by-Post

Okay, good to know! I'll have some free days after tonight so I'll get started on something this weekend :)


retired (playtest completed)

If you want us to kick around with another test and set of heroes, I'm down with that, JZ. You have a level in mind you'd like to explore? If it's a higher level I'll likely see what my Nightcrawler idea can bring. If it's lower, probably something else since ol' Nighty needs those dimensional agility feats to really shine.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

I've another idea for a super PC to try as well, shout the level and we can go another round with Kraven or another baddy of your choice :)


I think we should just get going with starting it up. As you've said we're all ok with changing and adjusting things on the fly since we're all friends here, best test in the end is to just start playing.

I also really want to see what you've been working on and who we're going to meet.

If it's only going to be us four we can start throwing out what we're going to play and what is needed... although its gestalt and most things should be covered.

I have no idea what I want to play I have a lot of ideas... I just can't settle.


Your choice on level guys


I'll pull another bad guy out of my hat, maybe produce a map with the tool I'm planning on using too so you guys can give your opinion on that. This game is likely to be 90% custom maps because it's surprisingly difficult to get good modern rpg maps.

Also, LL and Fiendish, if you have concepts in mind and want a hand on the crunch we can do that collaboratively :)

Start thinking about how your characters would react in a world where the Avengers, Fantastic 4, X-men and others all exist too. What might their opinions of them be etc.

Brock - even if it's lower level you should see what your Nightcrawler build can do. All things being well he will have to survive to mid-levels before his teleporting really comes online so may as well see how easy or difficult that might be.


Ok, I have also updated the campaign doc if you would like to peruse :)

There is also now a version history on page 2 so you could go to the sections you are interested in :)

Dawn of Legends

Let me know if that link doesn't work


I'll make sure to read over all your changes today. If we are going to run another test i'm not sure what level to go for. Would we want to go at six again but with everyones new heros?

I'm also still stuck on what I want to play, I'm normally reactive to what the party needs but I think i want to play something melee but we have a lot of melee so we'll need some ranged (JZ doesn't want this to happen again) SO maybe we should all just talk about what combinations and types of heros we would like to play and work with that?


Just to clarify, I suggested Ictoo play something other than an archer, that's all :)


Venture-Agent, Play-by-Post

I've been kicking around potential class combos a bit and so far I kinda like the sound of maybe a druid/kineticist; I'd like to do actual shapechanging but geared a little more towards utility (reconnaissance, etc.) rather than just raw power. Another thing I was thinking of looking at more closely is vigilante/kineticist since someone pointed out that it would come closer to approximating a true 'magical girl' than the Magical Child archetype does :P

Not sure how well either of those would function as a ranged character though. I'll read over the document again also and see what's been changed.


Just to reiterate, I don't think anyone needs to double down on ranged combat. That's just my opinion but the beauty of gestalt means that a single character can cover multiple roles with a good level of proficiency.

LL, I haven't even read the vigilante, it seems even more complicated than the occult classes! So if you go that route we will learn together :)


Level 6 seem like a sweet spot to test at?


Ah now, I took a long hard look at teh vigilante, then ran screaming for the hills :p

YMMV of course, it did seem like the perfect super class, just too complex for my poor brain ^.^

level 7 sounds good, call it inflation (and the 'break point' of several classes...) :p


Yeah vigilante just seems like five classes in one. Really confusing to me although I confess I haven't read it thoroughly


About the Archer thing I felt I left it open to interpretation quite nicely. :P

I think we need at least some ranged(I love ranged and wanted to make a switch hitter) Can't have everyone be street level, and then messed up by our first flying enemies.

I like the druid/kineticist idea LL

Lets go with level 6, I'd love to hear what other combinations people are thinking over. I had a hulk guy but broke has that covered, there's just so many combinations i'd love to play.

Fiendish I'm with you 100% very over complicated, While it seems interesting when it comes to classes like that it can lead to a lot of confusion.


Venture-Agent, Play-by-Post

Vigilante does have a lot of moving parts but to be honest, I've found the kineticist harder to wrap my brain around personally. Either way vigilante is not set in stone though, just an idea that I had :)


Ah LL I found the same with the kineticist too!

For what it's worth I really liked the vigilante as a super class, different identities, flexible, lots of great abilities on offer, I think it's great! Just couldn't make it work for Midnight's concept :s

I'm now torn between X-23 or Psylocke expies!


Magus mindblade = Psylocke :)


retired (playtest completed)

I'll go for the Nightcrawler approach I think. Tiefling monk/something - still need to ruminate on it.

I likely won't get to it until next week at the earliest though - I have my annual Cabin trip this weekend.


Ok cool, I look forward to seeing what you come up with.


Venture-Agent, Play-by-Post

I've been monkeying around with a Kineticist/Occultist in HeroLab and will hopefully be able to post something soon. I can probably make her a pretty decent switch-hitter :)


Brock I really like Nightcrawler as a hero, Can't wait to see what you come up with.

LL Thats a very interesting mix, I love the idea of the Occultist as a class. I was looking at the Occult Classes‎ and thought a spiritualist would be fun have a ghost friend who would give you your powers.

I'm currently working on a Ninja/ranger - Vandal Savage/assassin guy. I'm turning more towards a melee guy and less magic.


Cool, well keep me posted guys. I know John is doing his cabin in the woods thing this weekend but I will start knocking a together a mini dungeon for you to display your heroics!


retired (playtest completed)

I promise that if we accidentally awaken Cthulhu or one of the other Great Old Ones, we'll put it back in its cage.


If you do, I don't want to be involved. It's your problem.

Ictoo and I have had this discussion, if a ghost turns up and starts haunting him I don't feel like I should be punished :/

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