| DM Frogfoot |
I'll consider it. My first reaction was "no, absolutely not" because leadership places responsibilities on people that are a higher priority than adventuring. However, this campaign is a little different than your average quest for loot and fame - this is a quest that will alter the cultural landscape of all Varisia. It might be possible to have the "queen" of the witchwolf tribes take enough of a personal interest to go herself - especially because witchwolf alphas aren't your typical frail monarchs.
I might say yes...maybe...but even if I do, I would stipulate that the tribes are very independent from each other. Very much a confederation of nation-states with a common purpose. Your authority would not extend over the other tribes.
Opinions on Kana's request, Semele and Gorgio? As members of the witchwolf tribe this would affect you the most.
| Kana |
Ah, I thought I read where you referred to them as that before, though I believe you used a little 'a' instead of capital 'A'. It was in reference to the games. Sorry if i mixed up terms there. Mind if I have her coming in second then for several years in a row for the Alpha Female position then? Just to add salt to the wound of she's almost made it but not quite strong enough? Since its determined via the games?
| DM Frogfoot |
Indeed, that's good. I like it.
Keep in mind that the reason I ask for players' opinions on what the council should decide is because it's important.
It's important because each player will be in a position to influence the decision of their tribal leaders. In other words, all players are in "respected and trusted advisor" positions of their tribe - hence why they're level 3. You got to level 3 by doing something cool for your tribe that earned you mad respect and influence.
Just keep that in mind when thinking about your relationship to the current Alphas. Maybe it's a grudging respect, maybe it's a "keep your friends close and enemies closer" situation, but regardless, you have the ears of the Alphas.
| DM Frogfoot |
Family units are much smaller in scale than the entire tribe proper, and so the decision is usually much easier to make. Generally the strongest witchwolf of the family makes it clear to the others that they'll be the ones representing the family as Matron/Patron, and if anyone doesn't like it they can bring it up with them. And proceed to get knocked out.
| cuatroespada |
oh! it occurred to me that i have this idea in my head of how the nightskulk tribe is organized and i thought i ought to share it with you so you can tell me if i'm on the right track.
since they're mostly integrated into human societies and very... enterprising, i got it into my head that they were loosely organized into guilds the relative power and influence of each guild being determined largely by wealth. and tribe decisions often being discussed at meetings of the guild leaders though each guild will likely (and is indeed expected to) do whatever it thinks is in its best interests regardless.
EDIT:
Small note:
It's not that I'm undecided, per say, more that it's not my place as a mediator to take sides.
:)
yes, on that note, Mori actually wants war, but thinks it imprudent (and unhelpful to his long term goals) to say so.
| DM Frogfoot |
Breakdown of applicants by role:
The muscle
A witchwolf (werewolf) (Gorgio) (cavalier) Pushing for integration/diplomacy
A fanglord (weretiger) (Saipres) (bloodrager) pushing for diplomacy
A scaleheart (werecroc) (Harthresh) (barbarian) Conflicted motivations, territorial
A ragebred (wereboar) (Kallak) (bloodrager) pushing for war
A witchwolf (werewolf) (Kenna Icemane) (fighter) Undecided motivations
The skilled
A nightskulk raised among witchwolves (wererat) (Semele) (scout) pushing for diplomacy
A coldborn (werebear) (Harsuk, son of Verash) (bard) pushing for diplomacy
The I-don't-know-where-because-I've-never-played-with-them
A nightskulk (wererat) (Mori) (investigator) pushing for diplomacy
A fanglord (werepanther) (Arvangail) (inquisitor) pushing for diplomacy
The sorcerous
A bloodmarked (werebat) (Darath) (alchemist) pushing for diplomacy
A fanglord (weretiger) (Aresh the Glib) (sorcerer) Supports whichever argument he thinks will win
A coldborn (werebear) (Shiro) (warlock) Undecided
The divine
A scaleheart (werecroc) (Krasnak) (oracle) Undecided (same PC as Harsuk)
| DM Frogfoot |
oh! it occurred to me that i have this idea in my head of how the nightskulk tribe is organized and i thought i ought to share it with you so you can tell me if i'm on the right track.
since they're mostly integrated into human societies and very... enterprising, i got it into my head that they were loosely organized into guilds the relative power and influence of each guild being determined largely by wealth. and tribe decisions often being discussed at meetings of the guild leaders though each guild will likely (and is indeed expected to) do whatever it thinks is in its best interests regardless.
I like the way you think, and it happens to be aligned with my vision for the nightskulk tribe. The tribe proper is definitely a separate, looser organization than the guilds many of its members belong to, but yes, if you feel that the nightskulk would choose to discuss skinwalker matters with their guild's leadership, then that would be logical in the eyes of some. I could certainly see that happening.
| DM Frogfoot |
| 1 person marked this as a favorite. |
Small note:
It's not that I'm undecided, per say, more that it's not my place as a mediator to take sides.
:)
Make no mistake - the coldborn have views on how the matter should be handled. It's mainly Temmuruk and his aides that will be forced to be impartial moderators, but the voices of the coldborn will be heard as well.
On that note I will be submitting writeups for the various opinions that the tribal leaders will share with you on the way to the meeting, during your journey to the Plateau. It will be held in the discussion thread, as a sort of "prologue chapter" to the tribesmoot, chapter 1, for those players that are selected.
*Notice*
I will be experimenting with Strain HP variant rules for this campaign. Take a look at the URL, it's a relatively minor rules change but it will affect your day-to-day adventuring.
| YoricksRequiem |
I will be experimenting with Strain HP variant rules for this campaign. Take a look at the URL, it's a relatively minor rules change but it will affect your day-to-day adventuring.
Curious. I haven't heard of this before and I like the sound of it.
| DM Frogfoot |
I figure, pragmatic adventurers are going to be resting off the majority of significant damage after a hard fight anyway, better to use this rule to keep the rest of the day as a feasible option. Plus, it makes true Injury damage more dramatic and significant, as it doesn't heal on its own. This also makes the Heal skill useful for more than just determining cause of death.
| ♣♠Magic♦♥ |
Ya. The Aide to him position you described was my intention for Shiro.
Because he is know for giving advice to the people as his job, he was chosen as a moderator/council to the panel.
:)
I like the Strain Rules. Looks like it is easier on lasting damage that takes a while to recover, so we can get back in the game more easily between encounters. :)
| cuatroespada |
cuatroespada wrote:I like the way you think, and it happens to be aligned with my vision for the nightskulk tribe. The tribe proper is definitely a separate, looser organization than the guilds many of its members belong to, but yes, if you feel that the nightskulk would choose to discuss skinwalker matters with their guild's leadership, then that would be logical in the eyes of some. I could certainly see that happening.oh! it occurred to me that i have this idea in my head of how the nightskulk tribe is organized and i thought i ought to share it with you so you can tell me if i'm on the right track.
since they're mostly integrated into human societies and very... enterprising, i got it into my head that they were loosely organized into guilds the relative power and influence of each guild being determined largely by wealth. and tribe decisions often being discussed at meetings of the guild leaders though each guild will likely (and is indeed expected to) do whatever it thinks is in its best interests regardless.
i guess what i meant by often being discussed at meetings of the guild leaders was probably the opposite. this is probably the first thing to require a guild leader meeting since the human population began to be a concern at all. they're actually pretty rare and called when there's an obvious external threat to the tribe as a whole. also, i don't think anyone is required to attend. it's all a part of the game for them. if i show up what impression do i give? if i don't show up what impression do i give? how i do appear to have exactly the right amount of power to seem threatening but not so overwhelming as to provoke alliances against me?
| DM Frogfoot |
If you fail a save and take damage as a result, that damage is Injury, not Strain. This means Fireballs do injury damage.
When I make my decision on the list of applicants I'll post who made the cut right here in the recruitment thread. I'm still making my final decisions, though I know a few I'm picking already. Still deciding on the rest.
| ♣♠Magic♦♥ |
Hmm.
It still makes magic able to do lasting damage that fighters can only do with crits or near-death.
It also makes the fighters feel less significant- everything is blocked except lethal blows and critical, making them look less impressive while wizards can and will just burn the foe.
Well, for that matter, it looks like we have a lot more fighter types than magic types.
So, this really doesn't affect much. It may be different, but Lycan types are still for more combat than magic leaning.:)
| icehawk333 |
No, they explain that already.
Sneak Attacks
In the Strain-Injury variant, bonus sneak attack damage reflects the unexpected nature of the attack taking an extra toll on the defender’s responsiveness in combat. Sneak attacks are difficult to defend against and therefore leave the target vulnerable to subsequent attacks. Of course, in the even that a sneak attack deals Injury damage, the resulting wound is that much more grievous for the expert placement.
Bleed
Bleed damage is a special case. Normally, you reserve descriptions of actual serious wounds for attacks that deal Injury damage. Even most attacks that deal secondary effects (such as poison) are described as superficial wounds that still deliver the secondary effect; e.g. the poison requires treatment but the fangbite will heal fine if the poison is dealt with.
Because Bleed has its own rules for required treatment (a DC 15 Heal check or any magical healing), all Bleed damage may be described as profusely bleeding wounds, even if the attack only dealt Strain damage. In order to stop the Bleed effect, treatment is required, which makes it functionally the same as Injury damage when it comes to healing.
The Hit Points lost to Bleed can only be injury damage if they are normally multiplied on a critical hit (I have never seen a case where this was allowed). Otherwise, while the bleed itself is described as Injury, the lost HP are considered Strain.
| Kana |
I present Kysira Silvercoat, a female Matron of the Witchwolves. Trained in the Art of Unarmed Combat, and Chosen by the spirits she walks the path of war.
*WHACK*
A clawed fist slammed into a tree, the branches and leaves shook from the force of the blow.
*WHACK*
Another fist hit the tree. Soon all that could be heard was the rhythmic sound of the tree being punched and kicked repeatedly.
”That makes the forth, forth, year in a row that little whelp has bested me.” Her amber eyes were hot with rage. “How dare she! The Alpha position should be mine!” Her fist slammed hard into the tree, leaves raining down as a result.
Taking a moment to breath, she collected herself. “Next time, next time. I will not be humiliated like this again. I will be Alpha. I will be second to none.” Her amber eyes cooled from molten rage to fiery determination.
Kysira is the first born of her immediate family. She was eight when her temper got the better of her and she first shifted. Her parents were so proud of her, thinking they might finally have a chance of an Alpha coming from their family. They started her training in the martial arts. They also had someone give her ways to control her temper, to use it instead of letting it use her. She flourished, and gain an appetite for power. When she turned sixteen, she challenged her packs matron, and won. The taste of that power made her want more. She began competing in the games to become Alpha. That year, while she did not come in last, she was no where near first. She had not been prepared.
She trained, she meditated. It was as she meditated, that she meet the fox. It was no ordinary fox, instead it was an arctic fox. When she tried to figure out why the fox was there, she sensed it, a spirit was near. Cautiously, she returned to her meditation. Spirits did not reveal themselves to just anyone. Sitting there, as she meditated, the fox came and sat in front of her. It was at that moment, the spirit made contact. It moved from where it had been riding on the fox, to Kysira. It was a nature spirit, and it had been looking for her. It told her the fox was a female named Zeita, that she was the conduit that allowed the spirit to communicate with Kysira. Kyrisa had been chosen, she had been chosen by the spirits. She had been granted more power.
The next time the games rolled around, Kysira did better. She came in third that year. The next year, it seemed she would win. The two that had beaten her before had both passed on, one dead in a fight, and the other’s health suddenly took a turn for the worst. Alas, It was not meant to be. That was the year, that whelp had become a Matron. Kysira took second that year. And the next, and the next. This has gone on for the past four years. Kysira will not be beaten forever. She will be Alpha.
I need to finish with purchasing equipment, and gather Zeita's stats. Otherwise, I feel she is finished. I'll move her information to an Alias soon.
| Darath |
I think you're looking at this in an environment where both sides are likely to continue living, icehawk. Yes, it seems to favor spellcasters with reflex-avoidable damage a touch more, but unless the team wipes chances are the NPCs are all going to take that final dive, whether it be a mace to the face or a fireball that does the killing blow.
It also solves the problem sitting between 'all healbots are worthless', 'death by 1,000 cuts', and 'pass me the CLW wand'. Unless we've been dodging dragon fire all battle, we'll be at about the same spot (full hp) we would be anyway come next battle without having to spend a bunch of gold on magical sticks.
| icehawk333 |
Say the fighter attacks 3 times.
Three "hit" but they don't feel like they hit, because they don't kill him, and he takes no visible damage, feeling more like a failure to hit in the first place.
Wizards make them burn, dealing very real and very immediate damage, showing greatly, finishing what the fighter did, the fighter having never really hit.
| DM Frogfoot |
From the link: "It doesn’t matter if your lost hit points are Injuries or not, hitting zero HP is what affects the outcome of a fight." This means that we won't need to be worrying about Strain on enemies for the most part, unless they're a recurring villain or something. This is a system that affects rates of healing, and not intended to change the balance of combat. If you bring a 15 hp ghoul to 0 hp, you defeat it, whether it's injuries or no.
I just happen to like the realism of it. In actual lethal combat with someone, much of your time is spent sparring, feeling out their defenses and testing their endurance, before the final kill. When it happens, the lethal strike is immediate and often over in seconds.
Strain reflects this. And if it means that magic-users can more easily inflict injuries, I see that as an affirmation of the idea that magic is DANGEROUS stuff. Which is an atmosphere that I like.
| icehawk333 |
Yeah, but mages get to be even more flashy...
Why play a fighter or rouge?
The actual death blow is the only flashy part then, making your other attacks feel kinda useless if you don't do the killing blow.
Say, deal one damage dropping them to zero, you look more important then the person who just did 15.