13th RoW (Inactive)

Game Master Pirate Rob


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Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

I'm all leveled. Not a whole lot new this level, but I did pick up the champion feat for Carve an Opening... :D


Tomb

The spear bonus increases to +2 hit/damage and the bonus damage becomes +4d6.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Sweet!


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Going to my wife's HS reunion this weekend, so will not be posting much.


I still need PFS info from those of you who want chronicle sheets.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

I'll toss that one on Kelevan as well... 86776-4. :)

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Dante is 2351-5. I think. If his name doesn't come up when you report, try 2351-6.

-Matt

-Posted with Wayfinder


Hey guys, Oladon dropped me an invite to fill in the empty spot. Still wrapping my head around the rules and figure I'll make a ranger.

Couple questions.

Do you roll for stats?

What level do I start at?


Tomb

Yarrr.

Yup, 4d6 6 times and drop lowest. This is definitely not a super organized we must be balanced game.

Level 5.

Ease of Play:
From the simplest character class to the most complex, the
classes go like so:
• The barbarian is designed for the player who wants to roll
dice and slay without worrying too much about the rules.
• Like the barbarian, the ranger relies on base attacks
augmented by class talents instead of a power list.
• The paladin also relies on a short list of class talents instead
of powers. Like the ranger, it can be slightly more complex if
you choose its more involved talents.
• The fighter is simple to play but asks you to make interesting
choices between flexible attacks before and during combat.
• The cleric is probably the easiest of the spellcasters. It
requires a touch of patience.
• The sorcerer is probably more complex than the cleric
because of variant spells and the option to cast spells for
double the effect in two rounds. Not a decision that new
players may feel comfortable with.
• The rogue can be more complex than other classes because
you are tracking whether or not you have momentum,
constantly disengaging, and trying to use your Sneak Attack
damage effectively.
• The bard has a variety of options that include battle cries,
spells, and songs. Figuring out how to use these options in
combat and during roleplaying is probably best for a confident
player.
• The wizard is the most complex class if you choose all the
options that allow improvisation and ad-libbing; without
those free-form talents, it’s no more difficult than the sorcerer.


4d6 ⇒ (1, 2, 2, 4) = 9
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (1, 3, 5, 4) = 13
4d6 ⇒ (5, 5, 5, 5) = 20
4d6 ⇒ (2, 4, 1, 5) = 12
4d6 ⇒ (1, 5, 3, 1) = 10

So it looks like: 15, 12, 12, 11, 9, 8


Tomb

So you choose a race and it gives you a power and +2 to a stat (choice depending on race)

You choose a class and it also gives you +2 but it must be to a different stat.

As a ranger you tend to make basic attacks, modified by your ranger talents.

Melee attack
At-Will
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

or

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

Being level 5, you get to pick 4 class talents.

Additionally you'll need to assign 8 background points (max 5 in any one background) If others could take a moment to explain their backgrounds that would be awesome.

You'll also need to assign 4 points of Icon Relationships. These help tie you to the world at large, they also in a way help vote for who the good and badguys of the campaign are.

Finally you have 5 feats to assign (4 adventurer tier, and 1 champion tier). There is a very small list of generic feats that anybody can take such as improved initiative, most feats directly improve some sort of class feature that you have. If somebody could explain how one of their feats help them, that would be great.


Yeah, I've read through most of that over the weekend, but trying to assimilate it all.

For backgrounds, do you, or did you make up your own or just use the examples?

Edit: Are ability score modifiers the same? Can't seem to find it.


Tomb

Ability score modifiers are the same.

You get to make up your backgrounds, some players went into more detail than others, whatever you feel comfortable with is good.

Examples:

Dante-
Aristocrat x3
Swashbuckler x4
Dandy x1
Thievery x5 (5 free in Thievery)

Dernaras-
First Scion of House Mihadorien (3pts)
Ret. Colonel of the Queen's Third Infantry (2pts)
passionate candlemaker (2pts)
mushroom thief (1pts)

Henrick-
Student of the Occult (5 pts)
Double-agent of the Diabolist (3 pts)
Priest of the Forge (2 pts)
Tunnel Defender (2 pts)

---
This game's been pretty combat heavy without much extended skill use, mostly because I find it easier to keep the pace going that way, especially with the 10 session campaign variant we're using where a lot of background gets fastforwarded though while we play out the climatic conflicts.
---
I almost forgot, you'll also need a One Unique Thing.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Woo, welcome, Tektite! :)

Dernaras has the feat Strong Recovery ('cause she uses recoveries a lot) that allows her to reroll two dice whenever she rolls a recovery. It's handy!

Any other questions?


Dernaras Mihadorien wrote:
Any other questions?

What is a mushroom thief? ;)


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Ever read Fellowship of the Ring? ;)


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Wow, Slacktite's stat array is worse than Arayas' was.

Hey DM, what do you think about giving him a bump or two?


Tomb

He'll have to suffer a little bit, but he'll get to the same ball park quickly.

Rob Heinsoo wrote:
When one or two characters end up with ability scores way below those rolled by the other PCs, I sometimes find story/background-related reasons for letting the PCs with crappy stats gain ability score bonuses quicker and no one in the group minds, since everyone knows those characters got shafted early on.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Ah, cool.


Female Half Elf, [HP 48/48 | AC: 16 PD 16 MD 14] INIT +4 [Recoveries: 3/3] Ranger Level 4

Back, sorry... funeral and stuff.


Female Half Elf, [HP 48/48 | AC: 16 PD 16 MD 14] INIT +4 [Recoveries: 3/3] Ranger Level 4

Wait, just saw Pirate GM's PM. I guess I'm out since I was gone for the week?

No worries guys, good luck on the rest of the campaign!


I will continue to resolve any issues with Arayas via PM, please return to your regularly scheduled discussion.


Another quick question, almost finished, but on feats, do you have to have the adventurer feat in order to make it champion? Essentially, at level 5, do you have a total of five feats or four feats, one of which is of the champion tier.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Aye, you do have to have the Adventurer feat in a line (if it exists) to take the Champion feat. They're still different feats, but it's a prerequisite.


Tomb

5 total feats.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Tekite here.

I pretty much have the basics down. I haven't had a chance to flesh out Icons, Background, and such, as I've been concentrating on getting down the rules and building the character.

Something I thought of to help with that is Elantier's one unique thing is that he has amnesia!

Looking at the backgrounds I picked, I realized he suspiciously resembles the Jason Bourne. I swear, I didn't do that consciously!

Any advice you have would be welcome, or any oversights or incorrect things, please let me know.

Edit: Also, GM, how would you like me to handle gear? Also, how will Elantier be inserted into the story. (With amnesia, I picture him stumbling out of the forest, dazed and confused.)


Tomb

Conveniently the party is currently in Babba Yaga's hut. You're welcome to wander in from who knows where, or be a prisoner etc.

Mundane gear you can have whatever is appropriate to your character. We're not worrying about cash in this particular game, just a roll every once in awhile to see what useful consumables you've managed to axquire.

Lets start you off with 1 awesome magic item of awesomeness. Let me know what type of item you want (aka Chakra) and I'll get you something fun.

Slot list:

Each line is a catagory and I trimmed off the categories not relevant...

Armor, robe, shirt, tunic
Belt, swordbelt, kilt, girdle
Boots, sandals, slippers, shoes
Cloak, mantle, cape
Glove, gauntlet, mitt
Helmet, circlet, crown, cap
Necklace, pendant
Ring x 2
Weapon, ranged Attack and damage (using the weapon)
Wondrous item


Tomb

If you feel like introducing yourself, feel free to make up details regarding the hut to help fit your story etc, or if you want I can write up a little thing to introduce you.


As a warning I'm going to be gone the 13th - 17th for GenCon.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Me too.


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Slackers.


Heh, my gone-time was the latter half of this week. And tomorrow. Woo-yeah, going to my first Netrunner tournament!

-Matt


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Nice! I just started playing that a few days ago... so far I've lost one out of 5-6 games. I think it's easier to win as a newbie Runner, though.


That's my experience as well. The Core-set Corporations tend to have trouble keeping the Runner out of their servers. Which matchups have you been playing?

I'd say that the Corporation is harder to learn, due to needing to lay down the maze of ICE, but the Runner is harder to master, because an experienced Runner needs to be able to juggle running against multiple servers, keep track of which cards she knows are in the Corporation's hand and deck.

Also, the Runner, moreso than the Corporation, has the job of examining the board, looking at the Corporation's credit pool, and making educated guesses about just which pieces of ICE are face-down, just what is face-down in remote servers, and what'll probably happen if she makes a run. Netrunner really rewards a player's development of knowledge of the card pool.

I'm glad you're getting into it. This game has tons of depth and does a great job of really giving your brain a workout.

-Matt

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

OK, I'm all leveled up. Dante's permanent (and renamed) magic items are:

Nice Vest: +1 to AC, resist 12+. Makes Dante tend towards being either very energetic or overly relaxed.
Sweet Hat: +3 to MD, goes away if critically hit. Makes Dante tend towards forgetting unimportant tasks.
Elizabeth's Handkerchief: +2 to defenses when fighting to save Lady Elizabeth Smallwood. (Who knows, this one might matter again?)

As for a signature item, here's a curveball... how about Lady Elizabeth? We now have an NPC along with us, and maybe she can be the source of interesting and different effects in our encounters?


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]
Mattastrophic wrote:

That's my experience as well. The Core-set Corporations tend to have trouble keeping the Runner out of their servers. Which matchups have you been playing?

I'd say that the Corporation is harder to learn, due to needing to lay down the maze of ICE, but the Runner is harder to master, because an experienced Runner needs to be able to juggle running against multiple servers, keep track of which cards she knows are in the Corporation's hand and deck.

Also, the Runner, moreso than the Corporation, has the job of examining the board, looking at the Corporation's credit pool, and making educated guesses about just which pieces of ICE are face-down, just what is face-down in remote servers, and what'll probably happen if she makes a run. Netrunner really rewards a player's development of knowledge of the card pool.

I'm glad you're getting into it. This game has tons of depth and does a great job of really giving your brain a workout.

-Matt

Just played our first Anarchy vs HB game... all the rest have been Shapers vs Jinteki. The Anarchy vs HB was much closer than the rest... I finished with 8 points, Corp had 5. I managed to pull off a run against a double-unrezzed-iced server I suspected had an agenda, by taking a gamble and using Stimhack.

Corp says he had more fun as HB than Jinteki (enjoyed the extra credits his ability provided), so that's good too... as for me, I found Anarchy to be a really tough faction to play. The lowered install costs of Shapers is really nice, and I ended up pretty much having too many cards and not enough credits every turn as Anarchy... or that's what it seemed like. I also missed Toolbox...

But yeah, it seems like a fun game with a good amount of depth and replayability. I want to go watch the Wednesday-night games at our FLGS now!

Lemme know how the tourney goes!

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

Ah, I had a feeling you were playing against Jinteki. The Core Jinteki deck has money problems and has a hard time with keeping the Runner out of its servers.

With the Core Anarch deck, they have some pretty efficient Icebreakers, like Mimic and Yog.0, but they can't be boosted. That's why Datasucker is basically an economy card for them. They also have Corroder, which is a great barrier Icebreaker.

But yeah... I wouldn't bother with Core Jinteki. I wish it wasn't the recommended beginner Corporation, because all the others are actually easier to play, and you don't need to constantly hoard money to activate things like Snare! or Project Junebug.

You'll also find that making your own decks with just a Core set actually is doable. I really like how the Core set has a lot to it before any branching out happens.

Have a good time, and we'll see how I do...

-Matt

-Posted with Wayfinder


Tomb
Dante d'Apcher wrote:

OK, I'm all leveled up. Dante's permanent (and renamed) magic items are:

Nice Vest: +1 to AC, resist 12+. Makes Dante tend towards being either very energetic or overly relaxed.
Sweet Hat: +3 to MD, goes away if critically hit. Makes Dante tend towards forgetting unimportant tasks.
Elizabeth's Handkerchief: +2 to defenses when fighting to save Lady Elizabeth Smallwood. (Who knows, this one might matter again?)

As for a signature item, here's a curveball... how about Lady Elizabeth? We now have an NPC along with us, and maybe she can be the source of interesting and different effects in our encounters?

Sounds great. I'll have to get back to you on effects since this requires some thinking.


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

I will not be going to GenCon :(

Sovereign Court

Male Human Rogue5 hp 72 | AC 21 PD 20 MD 21 (resist 12+) | Recovery 1/3 (5d8+3) | Init +13 (roll twice, take better) | Conditions reunited with his love

I went 5-5 at the tournament today. The Netrunner tournament experience is really mentally taxing, and of course tons of fun. I can't recall... Have you tried the game, Rob?

Also... I don't necessarily need to know in advance what Lady Elizabeth's effects are. They can be spontaneous and story-appropriate.

-Posted with Wayfinder


I have several boxes of the old net-runner CCG in a closet around here somewhere. I haven't played the new version though.


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Quick question. I see that now that we're 5th level, we get to add double our ability mods to damage rolls. That includes damage I deal with my spells too, right?

Also, have our recoveries reset?


Tomb

Correct, anytime one of your spells asks you to add you ability modifier to damage, you now add double that.

and yes, the recoveries reset every "day" which also coincides with the level up.


M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:

Great, thanks!


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Trying to decide on an item. Bow would be the obvious choice, but I was trying to think of something else.

I misunderstood, thinking you were holding off until after GenCon. I'll figure out something by the morning.


Tomb

I'll give you the bow, you'll get more magic items soon enough and there's a really cool Elven bow I've been waiting to use since like forever.

Longbow of Fallen Grace (+3 longbow – recharge 16+): If your
elven grace racial ability roll failed this turn, use the natural
result of this bow’s attack roll as another elven grace roll, after
you see the roll. Quirk: Complains too often that the glorious
centuries of old are gone forever.


Tomb

I'll even add it to your hit/damage from this round.


HP 88 | AC 24 | PD 19 | MD 17 | Init:+8 | Recoveries 2/3 (5d8+4) Elf Ranger 5

Sweet! Thanks!


Female Half-elf Fighter 5 [ HP 104/104 | AC 23 PD 20 MD 18 | Recoveries 2/4 | Init +8 | Effects: none ]

Isn't your five-day slackfest over yet? It's been like 48 hours!

Hope you're having fun. :)


Tomb

Delayed over 24 hours getting home, still recovering, am hoping to get back to things tonight or tomorrow morning.

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