| Sumak DeVir |
DM as a FYI every time we need to walk more than 30ft Sumak will be mounted. A lame left you see
(technically he walks at 15ft speed , but he exaggerates his wound in order to appear weaker in front of people. He likes to be underestimated.
| Tenoch Itzcoatl |
Wow, that's a pretty tall tale Sumak. Bluff might be a better skill than Diplomacy with that, lol.
Also, Tenoch is still outside in the courtyard (although might enter the inn soon enough).
Tarlane
|
Quick question for you guys, one of the players in the other group has thrown together a spread sheet to keep track of people they have met and make little notes about them, and there is some discussion about turning it into a small wiki so that as the party travels and meet people it would be easier to take notes on everything and look up info that would otherwise be lost to the forums.
I have no problem putting in the work to set this up and will add basic info whenever you learn hard facts or meet someone new, but because it would take a fair bit of time for me I'd want to know that it was going to be used and there would be some collaboration on it. Being a wiki, any of you could add information from your own points of view, things you suspect or leads you want to follow or the like.
Just let me know if there is interest, thanks.
| Rynjin |
Yeah, I thought so too.
I had a whole spiel planned out, but then decided I didn't want to just launch into a "Well, what had happened was" without seeing what everybody else had to say first.
| Tenoch Itzcoatl |
I am going to be away for a week starting tomorrow (back on the 9th). I might be near some wifi at times, but I can't guarantee I'll be able to post. As this is a newer game, I'll put it higher in my priority list, but all the same, you can bot me as appropriate.
Tarlane
|
I actually had a question for you all out of curiosity, but I'm not sure how it would work on a play by post. Is there any interest in using the critical hit/fumble decks in this campaign? I feel like it adds a lot of fun flavor to battles and I have the app so even when I'm not home I can just pull a card for you on my phone, but because of the nature of posts I don't realize how it will go when multiple attacks start to come into play.
Having the first attack be a fumble or a crit and not knowing how that will affect things before the second attack could cause some confusion, but I suppose that since I tend to flesh out the actions when I do my summaries I can apply any modifiers that may have changed then and if there is something wild like dropping your weapon or whatever I will give you a chance to alter your actions.
The general rule is simple is better for play by posts I know, I just wasn't sure if the fluff and flavor of it all can make up for it. As a general rule, everyone would use the fumble deck and only named and important NPCs would use the crit hit deck.
| Rynjin |
Hmmm.
On the one hand, I've never had the chance to play with the Crit/Fumble decks, and they seem interesting.
ON the other hand, Nat 1's are kinda BS sometimes as it is ("Oh your Fort save is +28 when the DC is 18? Too bad, ya rolled a 1." Damn Stinking Clouds *grumble grumble*) without adding anything onto it.
Exactly how bad do the effects get? I suppose it won't particularly affect Rusigari, but if the non-casters start chucking their weapons across the room, stunning themselves, or hacking their own legs off to add injury to insult I'm not sure if it'd be worth it.
Tarlane
|
In both decks there is generally one effect that is extremely heavy for each attack type, a couple that are very mild and then a lot in the middle. It would just be a fumble for attack rolls, where you rolled a 1 and then missed with a back(just like how you confirm a crit). Fumbles can be anything from dropping your weapon, to striking the nearest ally, to damaging your weapon or dazing yourself, lowering your AC for a couple rounds, provoking AoOs ect. Crits will often alter the multiplier on the damage, do ability damage, cause different effects(target is deafened for some rounds, takes some bleed, blinded until receives healing, ect).
The general rules for the decks are that if you have weapon focus with the weapon you are making an attack with, you get a second card and get to use whichever one is most beneficial for you. If a critical fumble doesn't apply to you for some reason it is simply a miss, if a critical hit doesn't apply you just do a normal crit. If there is a save involved, its DC is the damage on a crit or targets AC on a fumble.
I'm going to pull up a few random examples of each to give a better show of it in a spoiler below.
Piercing- Infection- Double Damage and target contracts filth fever(fort negate)
Slashing- Bewildering Display- Double damage and target takes a -2 penalty to AC for 1d4 rounds
Magic- Roaring Spell- Double Damage and target is deafened for 1d4 rounds
Ranged- Shot your foot- You take 1d2 points of Dex damage and your speed is reduced by half until healed.
Natural- Frustration- You take -4 on all attack rolls for 1 round.
Magic- Mental Slip- On his next turn, your target may give you one suggestion
| Rynjin |
Hrm. Critical Mistake seems pretty bad, as do a lot of the fumbles (Mental Slip might be REALLY bad, and annoying to deal with. Being Suggested to do something that takes you out of the fight is never fun. I should know, it happened to Rusigari 1.0 =/ At least he made the save vs Opium addiction.) Like, bad enough to far outweigh the benefits of the Critical Hits, as interesting as they may be.
I dunno. Like I said, it won't affect me too much after a while I suppose, so I guess it's up to everyone else. I'll go along with whatever.
Tarlane
|
I would put critical mistake among one of the most potent of the melee fumbles, and magic ones(both crits and fumbles) tend to be more powerful than the others I think, most likely because they are much more rare(you only crit or fumble on attack rolls and in spell casting there are far less of those, really just rays or touches), but that is a fair point of view.
I like them for flavor and how they give mechanical diversity to combat and my in person group loves them, but I was pretty aware that it could be difficult to run on a play by post anyway beyond the oddities of what could happen as a result of the cards. If there isn't much interest we certainly don't need to use them, as we are getting more into real combats I wanted to put the option up there.
| Tenoch Itzcoatl |
So how does it work?
Critical Fumble = Roll a natural 1, then confirm the fumble on a second roll if it would have missed the opponent?
Tarlane
|
Tenoch, that is correct. Essentially if you roll a natural one you 'roll to back' just like a critical hit, only you fumble if your second roll would have missed. A natural 1 still misses, but you(or the enemy) only suffer fumbles if they miss on the second roll as well.
I'm being really busy today but I'm going to get a battlemap up and start off initiative as soon as I can.
| Saradel Starflower |
Work, health, money, and other issues have been coming together in a storm of stress and I am having a difficult time dealing with it all. Until I am able to get back to a point where I have things under control however, I am going to be pulling off of the boards completely. I am sorry that this comes so suddenly after starting a game, and one that I am enjoying, but it needs to be done I think. I may occasionally pop in to say hi on the discussion thread and may come back to the boards in the future but I don't know at this point. I need to stabilize my families situation and focus my efforts there first. Thank you all for such amazing, funny, and fulfilling times and I hope everything goes well with this awesome adventure.
Tarlane
|
I'm definitely sorry to hear that as I've been enjoying you in our game, but right now I certainly understand getting overwhelmed by the world. I hope that things balance out for you soon, and take care of the things that are more important.
As soon as I get a moment to sort of catch a breath myself, I will sort out bringing in a new player for us and how I'm going to introduce them.
Tarlane
|
Alright, a couple questions for you all since we are going to be bringing in a new player.
This campaign isn't the easiest to cycle in and out new players due to your status as starborn. With how early things are, we can fudge it a bit. I was thinking to have a new person come into town from the stones as if they woke up late, though that doesn't do much to explain why Saradel is gone. I can bot her for the moment and use the character as sort of an example to show just how dangerous something is.
With you being the exception of being able to be brought back to life that may not make sense though. Another example is if saradel serves as an example for how dangerous something is and you bring her to the stones you will meet the new person when you bring her to the stones but they are drained from raising the new one and so she can't be brought back.
The other question would be whether you want me to just run a recruiting thread or if any of you have someone you want to vouch for who is looking for a game to join.
| Rynjin |
Hm. That's a definite possibility.
We could also just go ahead with 4, at least for a while. It is the standard party size, and the only reason the parties were 5 apiece to begin with was because you had so many applicants, wasn't it?
I'm fine either way though, really.
Tarlane
|
Running a narrower party does have the advantage of tending to be faster to get through everyone on a pbp. I know things have come to expect 5 more often than just 4 now, but this was written back when 4 players was the expectation. One of the reasons I like 5 is that it allows for more diversity in what everyone is playing.
Normally you are expected to have the core four, tank, arcane, divine, trapper and having five lets you split it up easier, or to have a fifth wheel who can cover multiple roles easier. As the party is right now I think you will do alright, but will certainly be a little more stretched in trying to cover all the skills and what you can do.
We can choose to wait, but if we do so its going to be a much bigger stretch to bring in another player for at least a few levels once you leave this area.