Chris Lambertz wrote:
Nope. No modifications have been made to dice rolling recently.
Thank you for that information; I was curious mainly because of the extremely bad luck the crew I'm with keeps running into lately. Your answer does help, though.
It seems like it's just been bad luck. Hopefully our luck will turn soon :)
Vic Wertz wrote:
Our random number seed doesn't use techniques like that. Whether you roll 1000 dice in a single post, or roll 1 die in each of 1000 posts in one day, or 1 die in 1 post per day for 1000 days, you should see a similar amount of randomness.
Cool. I appreciate that as well, it's helpful to hear.
Meanwhile, I appreciate all the information you've both provided on the subject.
Thank you both!
Patrick Harris @ MU wrote:
Fair enough; I'll try to put this another way:
Did the moderators of the site change the coding of the system to make it more challenging to roll higher on a d20 than it has been in the past?
That's a simple black and white question. I don't know how to contact the site administrator directly, or I would have done that instead.
By the way, it's just my opinion but I don't think your your post was very nice or helpful in answering the question.
I just wanted an answer to the question, that's all.
Most "random number generators" take in account outside variables which change during the day so you can't find patterns.
Variables such as User Accounts; time of postings; date of postings; and so on; all of those variables which change from day to day and minute to minute make a huge difference on the outcome of most software "Randomizers" so that people can't find patterns, because as external information changes, so too will the outcome of the randomizer.
So rolling 100 d20's in one post; or even 1,000 – that doesn't matter to the base calculator of the random outcomes.
You need to get a wide variety of subjects from a wide variety of times and dates to see the averages.
But none of it matters, though.
Good. Now repeat that ten times and calculate standard deviation...
That's one option, but again, that's only one player.
In the campaign I'm playing not one of the six players is having decent luck; and after an entire week of not being able to hit more than 75% of the time, I'm just wondering if it's more than coincidence.
If 1 player consistently rolled bad, maybe they have bad luck, maybe their avatar/account has a glitch - but all of us?
Anyhow, I just thought I'd ask if it was an intentional coding issue to "even things out", or something else.
If it's just bad luck; that's one thing. If the coding was changed to even things out; well, I guess I'd just like to know either way.
Okay, I need to head out, but I'll check back later today.
Thanks again for all your help!
41 rolls are far not enough to be considered viable sample showing that the rolls are skewed.
That makes a lot of a sense, and I get the math to it, the thing is, I guess at was:
Did the general staff get together to compare notes at a meeting on how the site is doing and say (for example) - "Guys, I've noticed that players keep rolling fairly high in the games in general. There's been a lot of TPK's lately (Total Party Kills) and players are mowing through monsters so easily it's becoming boring. I think we need to even out the trend a bit so there is the chance of missing terribly as well as an unusually high amount of critical hits and critical confirmations. So let's go into the coding and make a few adjustments to lower the averages so things seem more 'average' rather than nothing but great rolls."
Now, I don't know if that happened or not, and chances are it didn't happen. But I wondered (based on the current results) if it did happen because having a general staff meeting and deciding to make adjustments at the start of the month seems possible.
The thing is, it could be nothing but bad luck and I understand that and I'll accept it.
What I'm trying to find out is if it is just really bad luck, or if the staff made a choice to alter the coding to lower the averages intentionally, because that is possible, too.
If I'm wrong, that's cool. But that's why I put it up on this thread, so that the moderators could tell me a definitive "yes we altered the coding" or "no, we didn't alter the coding, it's probably just bad luck at this point".
Hey guys; I noticed that there's been a pretty frustrating trend in the campaign I'm playing for the past week regarding d20 rolls.
At first I thought it was nothing but bad luck, but I did a count in my game between 6 players and discovered that of the 41 d20 rolls made by 6 different players since Friday the 1st of November the following were the results:
30 of those rolls were 10 or below, the bulk of them being at best 8 or 9; and 15 of 41 d20 rolls in the same week were natural 5 or less.
Of the rolls that managed to beat a 10:
1 was an 11.
2 were 12's
3 of those rolls were 14.
1 was a 13.
1 was a 16.
1 was a 17.
2 were 19's.
I mean, we all have bad luck; but as it stands when more than 75% of 41 d20 rolls are 10 or less, and not one of them is a natural 20, I start to wonder if there's a glitch.
Is that something that may have happened? Could there be a glitch in the system?
Also, if there isn't a glitch, is there any way to just take a look at it anyway?
The thing is, I come to these games to feel like a hero, and when it takes more than a week for our entire 2nd level party of 6 players to kill a CR 3 (I think) monster; or the GM to hit us either, it feels pretty discouraging and makes me not want to even refresh the site or continue playing.
I don't know about the general staff or other players on the board; but it's my personal opinion that I'd rather be hitting more than missing.
I hope this doesn't sound petty or childish, but I was just wondering if it could be looked into.
If you guys check things out and find that it's really nothing but bad luck and there was no alterations to coding, well, I'll just suffer through it. But I'm actually wondering if something was changed in the coding in general because I've noticed this trend of lower rolls in a second campaign I've been playing also (though there the rolls are not as bad) but it seems to have started as of the 1st of November, so maybe it's not a coincidence?
Okay, that's pretty much it. Thanks again for any feedback in the matter; I'm pretty sure it may just be really bad luck, but I thought I'd bring it to your attention, just in case because after an entire week it seems crazy that 6 different players and 41 d20 rolls have that much bad luck in common :)
(By the way, the campaign is located Here if you'd like to check the results).
DM Variel wrote:
Dain haven't seen you on here for a bit. You still with us on this!
Hey, I'm sorry for the lack of posting lately. There's a lot of new material to cover in the new book; on top of that the meds I've been taking for that stupid injury have kind of left me feeling a bit woozy and have been somewhat problematic for me (headaches, dizziness, sleepiness and upset stomach).
Anyhow, that combined with some of the problems I've had to go through with legal since it was work related and other issues have been distracting me a bit.
I'd like to get something up for this game soon; but I'm afraid it may take me a bit longer just to deal with the stuff.
I'm hoping to have something this Friday by the latest, though.
Sorry for any delays.
My current concept is a paladin "gun tank"; specifically so I can do smiting damage at range. I have a pretty good idea about the design, but I'm open to any suggestions.
I figure if I'm able to effect demons and hell knights at range with touch attack smite weapons, that could be useful; plus I'm able to "Lay on Hands" and possibly Channel when I get up there.
But that's all been on the back-burner, because I'm still trying to marry this with the Hero/Epic rules stuff and I've barely had a chance to read through it.
If anyone has any suggestions or pointers for me - please let me know, I'm open to them.
Talk to you all soon...
Guys, I'm honestly not trying to critique anyone in this game or cause any stress. I just wanted to know real clear in my head what kind of game we're getting into.
But after thinking about it, right now my plan is to just play my character and that's how I'll have fun, and that's pretty much it.
Anyway, sorry for all of that. I shouldn't have gone into it; please ignore the posts and you guys do what you want to do with how you do your builds no worries. Meantime, I'll still enjoy playing my guy either way, so it's all good.
Cool beans! Thanks for the heads-up Variel, that will help a bit when I reshuffle my skills.
Again, sorry for the delay, I'm sure the GM will be around soon.
I may end up just going ahead and making the character anyway, but we'll have to see what happens.
DM Immortal wrote:
Well, I did respond to your PM just now...
If I can see a copy of the Players Guide somehow, I may come along if that's okay.
Just let me know what's up.
Hey guys, this game seems fairly interesting, and I’m up for it in theory, but I don’t think I can handle two games at the same time right now.
I’d like to “dot it”, though.
If it changes later, I may ask to join in (if the GM allows it later on the line, that all depends on how the story is going and so on).
I hope it goes well, though and that you all have a great game!
Waiph, I noticed your last post; a suggestion, I know it's a bit unconventional, but maybe the GM will allow you to have a milk-white Dire Wolf suited to the frozen northlands as your animal companion?
A dire wolf is pretty powerful for a starting animal companion, but maybe he could be young cub and sort of "age" into his more powerful self as you level?
Again, this is all pretty unconventional, I know. I mean, I've never even heard of a world in which the hero spent his time in the frozen wastes with a Dire Wolf as his animal companion, but if it turns out to be a good concept, maybe you could turn that concept into a story or book, and then maybe parlay it into a series on HBO ;)
But yeah, I'll bet Dire Wolves are frequent in the frozen wastelands of the north; maybe the GM will let you do that...
Dang - now I'm tempted to actually try two games after all...
Hey guys, if you’d still like to have me on board, I think I’d like to give this world a shot.
It feels more “good” oriented, and I think it’s more open to teamly-ness, which is a bit of a relief :)
If everything is cool, I should add there is a program called “WinZip”.
It seems that this program is needed to open the free downloaded content from Paizo to check out the game. I had downloaded that several years ago when I was reading over some Kingmaker material, but the 30 day period expired many years and I don’t know how to open the Player’s Guide for the Wrath of the Righteous game without it.
Does anyone know how I can see or find this file without WinZip – or, failing that, how I can get WinZip? If someone can assist me, that would be great.
FYI - I'm thinking of doing a Ranged Fighter, if that's okay with everyone via tactics?
Waiph had suggested our characters knew each other and that I might be trying to "recruit him" to come along with the group. I'm down for that if everyone else is okay with it.
Variel, if you’re okay with that, please let me know.
Regarding this matter, I sent you an additional PM.
Apologies; it was very late for me, I was very tired and have been fairly stressed lately. If the post came off as rude, I honestly didn't mean it to. I was just in a hurry and sincerely confused and after re-reading the post, I agree that it doesn't seem like a nice way for me to have written it.
I'm sorry if came across as rude, though. I didn't mean it to.
Marc Radle wrote:
I apologize that my post seemed somehow distasteful to you.
I was typing in haste and with a lack of sleep.
Yet your aside came across as if you were trying to provoke a negative response from me.
Why would you craft your response that way?
There wasn't a reason to be insulting. I was just asking questions.
I am completely aware that the delete function disappears after an hour; but the delete function is no longer an option, no matter how long it is.
If this is somehow an error; I would like it to be corrected.
If it is not an error; I'd like to know why.
Those are reasonable questions.
Again, when you look at the options on the side of the board you have several of them - delete is not one of them.
What can be done to contact Paizo directly and inform them that this issue is a problem and one that people would like fixed?
I have a problem in general where my computer can "double post" somehow. It's an annoying issue that happens from time to time, and I see a post - then the same post is made nearly seconds after the first one.
I tried to "delete" the first post, but it doesn't work, so now I have a bunch of empty posts on the board.
DeathQuaker suggests that there is a way to contact the moderator directly and have them go back and clean up all the blank posts instead of allowing me the option of doing that.
How do I contact the moderator directly and tell them that is not only a problem in general, but instruct them to go through and take care of the mess?
If they are not going to allow me to do it, when/how are they going to clean the excess posts from the boards?
@dain120475 That class makes me think an Errol Flynn type character swinging on a rope doing a Captain Morgan stance. Even better Chunk sliding down the sail in the Goonies. You should check out the Duelist PrC from the basic book. The two classes are pretty much the same thing.
I believe you meant Sloth sliding down the sail; Chunk just held on to his back... ;)
Actually, in the other Skull and Shackles game I was playing, my guy was actually named "Flynn".
However "Flynn" was a bit too bookish and somewhat uncomfortable about being a pirate (I thought the game was more "nice guys" - I picked the "Surgeon Template" and modeled part of him after Erol Flynn's "Captain Blood" and "Serenity's" Simon Tamm.
Sadly the Simon Tamm part was a bit too overplayed, and eventually I ended up being the monkey in the wrench because I wasn't "piratey" enough.
This guy is a bit harder; a bit more darker.
I modeled him off of Lucius Vorrenus from HBO's "Rome" (second season, when he formally became the leader of the criminal gang in the subura); coupled with a bit of "Alexander 'Lex' Luthor" from Smallville (from the earlier seasons, when Lex was a pretty decent guy, who was slowly being corrupted by his surroundings).
But his movement and action will be more flamboyant and elegant; his fighting style is more suited to "Starkiller" from "The Force Unleashed" - and I guess in Dante's case his Bridget would be akin to "Juno Eclipse" :)
Other than that, I guess we'll see how things unfold.
All of this assumes the GM is willing to allow me to play, of course. But I'm keeping my fingers crossed.
My other option was a ronnin turned wako from the lands of Minkai - I thought that might be fun, too - but I'm excited to have the chance to play this class.
Well, wish me luck! I'm looking forward to meeting you guys in-game :)
DM Bound Shade - here are the notes for my character. Please let me know what you think, and if you're interested in having me play. Thanks again!
Name: Dante Vorrenus
Dante’s history is a bit complex. To know him best we must first go back to his maternal grandfather, Martin.
Martin was a minor nobleman and a Hellknight (though he had retired from their service). His wife died in child birth and he had one child – a daughter known as Isabella.
He was not an affectionate father; and paid little attention to his daughter, except as a device to enlarge his house.
When Isabella was seventeen she was on a journey from the harbors Cheliax to travel east over sea to the southeastern spur of the Empire. It was faster for her to travel by ship; and as the daughter of a modest nobleman, she was afforded the rank and privilege to do so.
During the journey her ship was attacked by pirates from The Shackles; it was presumed that all were lost in the assault.
Hearing of the news Martin was grief stricken and reproached himself for the distance between him and his kin. Further; his determination to enact vengeance on an insult to his family prompted him to marshal a small company of men, charter a privateer and strike out to enact vengeance on these rogues.
During the next year he attacked and slaughtered many pirates in the Inner Seas; as well as many innocent sailors; simply to bring vengeance on anyone who may have killed his daughter.
Eventually, though, he found a ship and upon attacking it he discovered that his daughter lived, and was now a consort to the captain of the ship. During the melee he was grievously wounded and would die of his wounds in less than a month, yet he was still responsible for freeing his daughter and slaughtering the men who took her from him.
His daughter was reunited with Martin, and the two returned to his estates.
Soon after Martin had passed on because of his wounds and Isabella was the sole heir. However, it was discovered that she was pregnant by the former captain of the ship who her own father had slain in liberating her.
When her son Dante was born, she did what she could to raise him well; but having a son out of wedlock, born of a pirate with no rank and title did not attract suitors. Her lands and property were not tempting enough to draw the attention of a potential husband, and with no personal income, the property fell into gradual disrepair and she was forced to do what she could to keep her son living.
By the time he was six years old, all of the family servants and serfs were let go and allowed to leave due to lack of income. By the time Dante was thirteen years old the lands of the estate were rented out for “sharecropping” purposes. By the time Dante was seventeen his mother was forced to sell the property to a local squire who paid far less than its true worth, even with the disrepair.
Isabella took the bulk of the money and paid for his enlistment into the Imperial Naval academy. She used the rest of the money and purchased a small tavern and currently runs it to make a living.
With the commission purchased by his mother, Dante joined the Imperial Navy as acting Ensign and served with them for about two years (he was given his commission at 18). At that time he was granted his formal officers papers and given command of a minor vessel. During one of the missions he encountered a group of rebels and captured them.
It was Imperial law that the rebels must be executed; yet the ship was currently ferrying an Imperial Diplomat (Ferdinand Vespucci); who insisted that the rebels endure torture before execution.
Dante felt that was inappropriate. There was no legal reason to torture these folk, and in any case, Dante did not care for torture, feeling it distasteful and, in this case - unnecessary. Furthermore, he sensed that Vespucci was doing it out of personal amusement and simply because he enjoyed the action.
Vespucci insisted that his legal rights overruled Dante’s; claiming legal authority on the ship as Imperial Diplomat, and that Dante was not even a formally commissioned captain, only “acting captain” as he was merely the skipper to bring the diplomat to the next port of call.
However, Vespucci’s claim was incorrect; Dante was formally “captain” of the ship, even provisionally, and – as such; his word was law. This did not dissuade Vespucci, instead, it only seemed to encourage a righteous zealotry in the form of arrogant behavior to Dante that this “young pup” would have the impudence to stand against his formal authority.
Even so, Dante refused to torture the folk or allow it to occur, and at this time Vespucci’s personal body-guard attempted to force the issue.
A melee ensued between those loyal to Dante and those to Vespucci. However, the fracas was small as there were few men on board at this time on both sides.
Even so; Vespucci’s men may have prevailed, yet some of the rebels who were waiting their fate managed to break out and aid Dante; killing Vespucci’s men, and any who stood against Dante’s action.
After the combat ensued Dante was in a dilemma.
He had killed an Imperial Diplomat – and though he had the legal right as Master of the ship – he was also aided by rebels who had escaped their bonds in the fight. In short – he would be damned if he returned for trial.
Meanwhile, one of the rebel leaders; a young lass from Sargava (Bridget Teach) – prevailed upon him to get out when he could; to quit the Imperial Navy and come with them.
In truth, Dante was more moved by the woman herself rather than her arguments. He found her beautiful, passionate, and exciting. Furthermore, her enthusiasm for her cause stirred him.
The few sailors on board left alive understood that if any of them returned to Cheliax, they would be considered outlaw and traitor – and therefore executed. Meanwhile, they had a possession of the ship (though it was not very large or fast) and with it the means to escape south before this incident would be detected.
Furthermore, Bridget suggested to Dante that the Shackles was filled with the chance for a man to get a fresh start.
Dante allowed himself to be persuaded to travel south.
He was not eager to do so, but felt that he had little choice. Also, he was intrigued by Bridget’s passion for her assaults on Cheliax.
A curious metamorphosis had come over Dante and a sense of fatalism in the young man (he was now 21). He no longer cared for the strict rules of law that he had been hammered into his head. His opinion was that such rules of law were put aside by powerful men when it suited them, and the nuances of law could be disregarded and maneuvered around with ease, not because a man was “right” but because he knew how to manipulate precedent.
Though this was the norm in most houses in Cheliax, Dante had grown up with another side of that angle. His mother’s praise for his grandfather’s efforts to free her – his unrelenting pursuit to get the job done, his determination to free her no matter what; these details encouraged him to believe that there was a unique sense of honor among his people; a code that made sense to him, and one he had naively believed in without question.
With the understanding that this code was no longer true; even the fabrication he held dear – he believed instead that no code was worthwhile and nothing really mattered.
A sense of cynicism and bitterness hardened him as they sailed south – and it drove him to do vicious acts against any ship he encountered. Even so – he was always good to his men; and always fair with his crew. He never was unjust with them, always made sure they got their equal cut, and always made sure they were taken care of.
These actions were instinctual for him, however, he did not reason them out, he merely acted with that in mind.
Meanwhile, seeing his actions growing darker disturbed Bridget and she encouraged him to mellow his fatalism, and suggested that there were indeed some causes which were worth fighting for. Losing what you believe in did not mean you needed to end up giving up everything.
Dante was conflicted – the hatred he used to push himself was comfortable, it didn’t allow the feeling of any emotion; including shame, or guilt, or fear, or self-doubt or loathing. Only hate at the world for robbing him of what he held dear.
Even so – his heart was moved by Bridget, who had stayed his hand more than once on more brutal actions. Yet his anger remained, and he sense that in time his love for Bridget and his own anger would ignite a dangerous situation for her. In short, he was afraid that one day he may grow angry at her, and hurt her; and he could not live with that.
Arriving at a new port; Dante took his cut of the ship’s loot as acting captain and turned over the ship to Bridget and the crew; who had by now bonded well together.
It was sad partings on both sides, but Dante felt he must get away from his past and “find himself” on the seas, not knowing what the future would bring, only that the sea’s infinite possibilities, and they prompted him to seek a new start in general.
This is now where we find Dante Vorrenus.
I hope the backstory was okay to read and sets the stage for the character. If you like him – let me know, and I’ll have his sheet up and running for you as soon as possible.
Thank you again for your consideration!
DM Bound Shade wrote:
@dain120475: My main problem with the class right now is that it seems to be poorly written. Clarification is needed on many of the abilities. Other than that, it seems okay to me. I'd just have to iron out some of what's there first.
Outstanding! I'll have a backstory up for you very soon.
It should be up by tomorrow evening at the latest.
I'm looking forward to coming aboard!
DM Bound Shade wrote:
I am extremely interested in the position.
That said - I have a few concepts and I noticed your caveat regarding "3rd Party Character Concepts". I have an idea for a concept, but I wanted to know; what do you think of the Swashbuckler class?
I am not married to the idea, but it will effect my concept.
I enjoy social RP quite a bit, and I love to write. I typically post at least once a day; though generally more, so long as the game allows it.
As soon as I know more about the potential Swashbuckler class, I'll have a formal concept for you to peruse.
Thank you again for your consideration, I look forward to hearing from you soon!
I am specifically looking to play in Skull and Shackles game.
I have been playing in a group for a while; but it seems to be dropping off via interest.
I'm looking for a group that is just starting on book 2; when we're already friends and have bonded together and have our ship and are ready for actual action (plus we only started book 2 in the game I'm in; I don't want to get ahead of the story :)
If anyone is putting together such a game - please let me know.
I'm down with it, and I like to write.
DM Immortal wrote:
Upon hearing the snores, I spit a stream of tobacco juice to the leeward and scowl furiously.
Looking at the platform, my eyes narrow in disgust and I hoist myself up to the tower’s platform above.
”Oh for gods’ sake... Hey! Get on your feet you piss poor sons of squid filth. You hear me?” I yell out as I swing myself onto the wooden deck and look down at the man who is snoring.
While I’m up there, I will check the woodwork to see its current condition.
Knowledge: Engineering to gauge the construction and see if any work needs to be done.
I'm interested - it kind of reminds me of the old Star Wars "D6" system - which is very similar in a lot of ways; but far more streamlined.
But I need to know more about it before I say yes or no.
What other details are there at this time?
The following site is for Dain’s Kingmaker Chronicles and is not open for recruitment. It exists for players who are specifically trained and recruited for the purpose of gathering information, compiling facts, and solving cases involving paranormal, extra-planar, otherworldly and supernatural mysteries in the nation of Praxis.
Praxis is situated south of Brevoy and in the northern area formally known as the River Kingdoms. It is filled with great challenges, including many complex and unusual mysteries. As such - a team of specialist investigators was needed to be compiled to solve these cases.
These are their stories. Dramatic Entrance
Ariarh Kane wrote:
Indeed! Didn't know it was only a standard action.
However - you also need to 1. Draw your weapon (move action) - and 2. Attack the Creature (attack action) and 3. Move to hit the creature (he is not standing next to you - because you and Brett are already at the cave mouth - and I would assume Ras and Shae are right behind, not to mention Dior).
The creature needs to occupy at least a 5x5 square - he isn't on top of you and Brett - nor is he on top of Shae or Arasmes - with Kae and Clari gone from the group - and Isani - he'd be as close to Ras as possible - because he already knows what Ras is capable of from last battle, which would put him back farther from you and the front of the cave...
Meanwhile - you believe that he'd be going after the spellcasters now...
Then - when the "artillery" is taken out - he'll downshift - probably - with the healing staff - who will likely be exhausting powers on keeping the fighters up.
Ka'etil Malas'rae wrote:
Grishank takes another gulp of the stale ale -
"The lads that looking for rumor on you be from Brevoy, lad - as I said - they all have the same trick of the accent, and lingo and such - most of them be real sly in questioning - we only put that together recent-like..." Grishank adds.
"I don't know if things be correct about the temple - whatever you done to it be out of my concern - I'm thinking you have something north more... mundane, but that doesn't mean less dangerous, eh?" Grishnak adds.
Grishnak then resolves to take your advice and be more subtle - though he is somewhat confused on what this "radar" you speak of is...
It seems quite clear the city to the south west he told you about is one and the same as the one Khromm mentioned - though that shall all be clear later - point is - in this case his information is accurate!
I don't know who you run into first until I know more about your plans - for now, everyone is in Cloudwatch Keep - except Ariarh who is with DeVille - though you don't know that. If you have any other plans - let me know - and we can go form there. I won't be able to tell you who in the party you meet next - until I know more about your plans and where you go next.
Shaezon Silverfall wrote:
I'd like to go on a mission of some kind with Shaezon. Loot and XP!
Regarding Loot and XP:
Okay, right now I’ve come to a bit of a conundrum. The ways I’ve given out XP have not been fair to the gang at this time. For example – I gave bonuses to people who posted a lot – but if you’re out of town on business, during finals, or your internet connection is down, that created a gap in the party – this wasn’t really fair, because there simply times when people want to play, or write – but business/life/accidents come first and they can’t. I don’t like to punish people for not showing up – but when I hand out XP or Bonus XP for doing good work, it can feel like the people who missed out on things missed out on that.
The same is true for combat. You miss a “Skype Combat” because you have a personal errand that cannot be skipped – then you miss combat and are behind.
This seemed to me unfair. So I resolved to level people across the board for reaching certain stages in the game. I trusted that everyone would participate, and if they couldn’t make it a couple of times, they would still level up with the rest of the group.
However – this next part regards game rewards and “loot”.
By now you see I am not very generous with “magical items” or gear. This is on purpose. As your town grows in size you will eventually have the opportunity to have townspeople simply “Craft” your goods and gear for you – at cost. You don’t need to make rolls, and you will get the gear on discount from the book prices, since your own folk are crafting them.
This assumes, however, that the town has what it takes to “Craft” said gear.
For example – let’s say you want Magical Armor – very good. Have someone in town Craft it for you – it won’t be too expensive, and they can do it for you while you go on quests. But to do that you need certain buildings. You need a Exotic Craftsmen – 10 BP and an Armor Smith – 6 BP.
This is because “Kingmaker” is about building a kingdom – you will eventually have a mighty nation and control armies and soldiers and all sorts of things. Having a city is important. Spending half your inventory on a magic sword now is fine – but your city will fall eventually to another Troll attack if you don’t have an army, or protection, or whatever.
I am “tweaking” the rules somewhat on what certain buildings give you later – so that you have incentive to build buildings and make your city more productive. You will actually be able to recruit soldiers, cavalry, an army – and (in time – if you want) invade a nation, or take over a country – and (theoretically) rule the world!
Bonus XP, Loot and You:
So where does this leave us? In time, you will gain side quests – they don’t give you XP, because that causes gaps – they give you bonus Build Points and Gold for your one day city. This is because by around Level 7, you’ll have your own “City” to work with, and on that city you’ll be able to do pretty much what YOU want to do.
If you prefer weapons to magic – you become “lord” of your own city – and build it how you want – no vote no argument with a council – it’s yours to do with how you like it. As it grows in power – you can mold it the way you like.
You will eventually gain a dedicated “staff” of followers – not unlike the “Village Elders” in Oleg’s. They are not the same as “Followers” – re: Leadership Feat – they don’t simply “obey you” – but they do work for you, and you can build them as a standard character (albeit with less point buy then you – more on that later, though) – provided you pay them you can take them on private quests and make them more powerful – because they gain XP the normal way. They can even go up in level higher then you, if you want them too, but they don’t have to.
So when you see a “side quest” with BP and GP – you take it and complete it – the treasure is for your own private town (which is coming up). You control it, nurture it, and make it function. You want to create an academy for Wizards and have them Craft Potions – be my guest, if you can afford it! You want to make an army of soldiers – it’s your call!
If, for example, you want to make a crack commando unit that was sent to prison by a military court for a crime they didn't commit – and who then promptly escaped from a maximum security stockade to the Los Angeles underground and are (even today) still wanted by the government and living as soldiers of fortune - Well, I’d say hire the A-Team – or you could simply build, train, and equip such a team yourselves.
This allows you to begin to create new characters, not unlike a Follower or Cohorts - but not as buff - and they will live in YOUR town, and do what YOU demand (within reason - you don't own them, but you can make them, and play them - for certain quests). Essentially, when you gain Followers, you can make a new character - but you can also make a whole Town Council and play them out too - with different personalities and side quests and missions for them to do and level in.
Now, I shall be giving you some treasure as you head out on quests, and some leveling through the next several chapters, but it is not standard types of loot you may want. This is because you are supposed to be building your town - and if you want magical arms and armor and so on - you can have it - but your people will build it for you, you don't have to build it yourself. This is on purpose - it is supposed to make you interested in your town and becoming a powerful ruler. As your town grows, you can begin ordering your people to "Craft" exactly what you need them to Craft.
As for bonus treasure for doing extra posts or completing a cool combat? Such things can will happen, but they will generally be more exotic and personal then what is in the book. It is the kind of stuff that is mainly bonus for good work, but nothing that would/should theoretically break the game.
For example – Ariarh recently received a gift in game worth quite a bit of coin – largely due to her posting. It is not the Master Work armor she wanted, and it is not what she was really looking for – but she likes it and it can help her, and is fairly valuable.
So – if a person wants more “Magic Items” I will be giving them sparsely, for now – but that is only so you can create more of them later with the power of your Capital City, or your own private city – you’ll see more of that on level 7, though, once you (theoretically) take on a Cohort and gain Followers – assuming you’re a member of the Council – you will probably be finishing book 2 and be established as a Lord with your own land.
However: Though this is my plan for rewards, I want to make sure everyone is having fun. That said – if you prefer another method of reward or bonus, please let me know at this time.
To Shaezon – Speaking about all of this – you can take a level now. You’re currently at level 5; now on par with the team. You can “refresh” spells and HP at the start of the next day!
Ariarh Kane wrote:
Note to all: If you all plan on rolling Natural 20's be warned - that's MY job! So... just saying...
I also like the advancement that "leveling up" provides, but the problem I found in the Force games were that Jedi were always broken. The fact that you can sacrifice Vitality to HEAL Vitality means that two Jedi can pretty much go back and forth with healing each other no worries. Makes it kind of a pain...
Tweaking some stuff like that via house rules would be nice, but I think it would be fun to play the universe, though.
These ideas all look pretty good.... but I think the real question on MY mind, and probably everyone else's is... will they be making a RPG playable that is compatible with Star Wars: The Old Republic?
I am already trying to come up with ways to do that right now, at least play by post (West End games... the "d6" version, has the most material, including source books based on details that took place during The Old Republic... visa via based on Exar Kun and Nomi Sunrider, among others...).
But the "crunchy stuff"... blueprints on ships, details on blasters, variations on lightsabers... I'd like to see it in a fun, free-flowing system I can enjoy for a Star Wars game, as well as Play-by-Post.
Anyway, that's just my two cents.
Horse is nearly dead... Smendor, you are charging full on to the horse at this time... if you can, glancing over your shoulder you see the man is moving slowly after you... no rush, he is walking...
at this point you have moved forward (as I am understanding) another 80 feet... starting in the first place at 160 feet plus 160 feet... you are 320 feet from the cottage... the man has moved slowly forward... in time he has no moved a total of 90 feet... long behind you...
Your horse has run far faster and longer... after three rounds after your advance it is now 750 feet further then when you started...
Or, if you prefer, it has moved a total of 910 feet all told from the man's 90 feet... but, as I said, he is only walking, not charging...
Your horse is well out of ear shot, however...
One of these creatures has disapeared, the other will make one more poke at your horse... If it hits, chances are your horse will be dead, if not, your horse shoud be okay... then thing disapears too...
Question is: if your horse lives, what is your plan?
If your horse dies, what is your plan?
1d20 + 6 ⇒ (8) + 6 = 14
IF it hits
1d4 + 1 ⇒ (1) + 1 = 2
Technically Brett will NOT be taking "everything" we will leaving behind some basic stuff that is not worth our time. Meanwhile, you guys can sort out the rest... if you want, if you like it.
8 suits of damaged leather
He's also leaving:
Bed clothes for beds and basic cooking utensils; etc. in the "common room". This should give you basic gear and supplies for the rest of you.
Brett is also taking the extra horses back to the camp as well.
Brett looks up at the sky above...
"By my count it's nearing noon,"Brett finally says after all the loading and packing. "If I'm right it will take us near 8 hours, maybe. We'd get back to Oleg's by around eight or nine, I'd think... mayhap. Then we sleep, have a fine breakfest, and be back here four tomorrow... ye lads stay safe while we be gone."
Hearing Smendor's comment to Ariarh, he turns sourly to the dwarf.
"Oh don't worry... WE'LL do our best..."he adds then kick his pony into a canter and begins the trek back to Oleg.
Dain GM wrote:
Succesful Survival Check:
You see the ground has been severly trambled in the rain. There are damp tracks in the mud, it looks like a herd of deer or elk have bedded down in the rain, but they are long gone. You see, however, there are heavy hoof prints in the ground. Horse tracks, at least three horses, and they seem to have scared off the deer lately, within the past hour or so. The horse tracks came from the south west, and are now heading north.
you are correct
Vesta Groveborn wrote:
Very cool... by Jedi do you mean like a "Force Adapt" or a Sith. Or... do you mean it more like a Zen-like philosophical ideology? Just curious... Fire/Air cleric works too... we could ALWAYS use more healing...
Grif Hallisp wrote:
Quite and noble bereserker, eh? Well, I'm not saying no, but I will be thinking about it. They probably could use a tank in this group.
Dain GM wrote:
Yikes! I should add that if any players wishes to "craft" weapons and ammo, they still need to use the regular rules for "craft" such gear (including prices) found in the Gunsmithing feat. Which means that though ammo prices may have changed, the base "cost" of ammo for building your own and the math involved is designed around origional prices.
Also, a "Gunsmith Kit" weighs 5 lbs.
Name : Joe
PC Name: Lance Antares
Race : Human
Class : Gunslinger
Level : 1 EXP : ___
Sex : Male Age : 24
Height : 6’1” Weight : 160 lbs
Skin : Tan Hair : Black
Eyes : Blue Size : Medium
Alignment: LN Star Sign: Satyr
Light : 0-50 lbs Medium: 51-100 lbs
# This Skill is modified with Gear (see below)
Gold Pieces in Gems, Etc. 154 GP
Total 33 lbs 789 GP
Total 15 lbs 51 GP
Total --- 60 GP
Total 48 lbs 900 GP
Craft Firearm: Can craft firearm for 1 day of work every 1,000 GP per cost of Firearm and half the cost of firearm.
Craft Ammunition: You can craft basic ammunition at 10% market value with Gunsmith Kit. If you have one Rank in Craft: Alchemy, you can craft Alchemical ammunition for half the cost of item. The same applies to cartridges. This task takes one day per 1,000 GP of value, minimum of 1 day.
Repair Broken Firearm: Each day you can repair a broken firearm in one hour. No check needed.
Rapid Reload: Reloading a firearm is now a move action. This used to be a Standard Action.
Weapon Finesse: Use Dexterity instead of Strength on light or special weaponse.
Deadeye: The Gunslinger can perform an attack as a “touch attack” beyond their range increment, provided they spend 1 Grit Point. They still suffer the usual penalty to Range Increment.
Gunslingers Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Grit: Gunslinger starts each day with “Grit” equal to Wisdom Modifier. In this case “+2”.
Gunsmith: Gain the Feat “Gunsmith” for free and starts the game with a battered gun which he can upgrade to “Masterwork” at the cost of 300 GP.
1. Background for Character
Where was your character born?
Who raised him?
Lance’s father, Elriq, is a stout man of power who has encouraged his son to enlist in the town’s naval academy and serve the nation of Xoth Sarandi. Lance did so, to placate his father’s needs, and was bequeathed a weapon that was passed down for his efforts. However, after a four year term in the naval academy, he purchased a small sloop and set sail to make his fortune.
What was happening in the region when your character was growing up?
Does your character have any relatives?
What are your character’s immediate goals? What would he like to do in the coming year?
What are his long-term goals?
What type of person would be his ideal mate?
Who is his patron deity? Is he a devout worshiper?
Is he a devout member of any nonreligious cause?
Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
What is his greatest fear?
What is the one task he absolutely refuses to do?
What is his favorite food? Drink?
What is his favorite animal?
What habits of his friends annoy him most?
Traits: rank each trait from 1 to 10 (ten being highest)
What well-known media figure from sports, movies or politics most closely resembles your character?
What would be his theme song?
If his friends were to write his epitaph, what would it be?
What would be his job in modern society?
The above is a simple description of my character for the game. I will have a more detailed "backstory" added soon for consideration. I'm looking forward to gaming soon.
GM seeking PC interested in taming an unspoiled and wild frontier. Prefer companions with pluck and daring willing to take personal initiative and mold world around them into something greater. Prefer combat training, some knowledge of healing or arcane arts.
Party prefers long walks in the woods, horseback riding after sunset, rock climbing, spelunking, good food, good company, and the chance to slaughter evil. If this sounds agreeable, please let us know.
Remember; the gods gave us hands so that we may take life by the throat.
25 point buy
Look forward to hearing from you soon: so far we have one "rouge type", one "alchemist type" and one "healer type" and one "mage type". Looking for new options, but will take good story types.