GM Grecko - CotCT

Game Master Dr Grecko


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The post where I asked the question about the times says I posted yesterday at 1:25 AM, when in fact it was probably about 9:25 PM.

I do have my Harrow Draw result showing in my Status... what else are you looking for?


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Have you set your time zone?


Is that a site setting? That's probably my issue... I'll find that.

...and Grecko, I see now what the Harrow thing you're talking about is. I added it to Ryder's status.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Its under message board settings


I looked a little more into the Roll20.net While I'm still not 100% sold on it, I might setup a little trial run to see if it would be a better option.

It's initiative in the combat rounds that I want to investigate a little further.

Using this system, it's going to be more flexible as to who's turn it is...

For Example,

If the Initiative rolls end up like this:

Loris -20
Rolaf - 18
Monsters - 12
Ryder - 8

Loris and Rolaf can take their turns (don't care who goes first). Then the Monsters will go.. And now the order looks like this:

Ryder - 8
Loris - 20
Rolaf - 18
Monsters - 12

Again, I wont care who goes first as long as you all get a turn before I go again.

If you're order comes before someone else who posted before you.. you have the right to say.. Well, before he does that.. I want to do this!
-----
I'm still going to look a little bit closer into the roll20 system to see if it allows for something like that.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

ok, so are we maybe doing that later then?


Make sure that you update your status tags with the information from what happened during the live session. Hit-Points, Arrows, Spells Used, ect..


1 person marked this as a favorite.

Here's how you update a Map.
First, Go to the current map that someone recently posted (Use google chrome because Internet Explorer doesnt work).

An example of Said Map: CURRENT MAP

Now.. Move some things around.. Like where do you want to be on the map. When you have the map the way you want it to look.. Press Enter

It should now generate a whole new link that you can copy and paste on this website. To do a URL link do this:
{url=http://beta.ditzie.com/46757/5255c8164d921} CURRENT MAP {/url}

Just paste the link right after the url=

as always use the [] instead of {}.
-------------------
A few features of the map.
1) You can Shrink and Enlarge a token by holding SHIFT when you click and move it.
2) You can change the transparency of an image if you double click it and move the slider.
3) You can lock images from the same double click menu.

Those are the main options that you will be using.. In addition, there are ways to browse through other peoples images to add to the map. I plan on showing you where to access a folder called "Shapes" that I found which has templates for your area spells.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Starting Moneys: 3d6 ⇒ (3, 6, 2) = 11 x10 = 110gp


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3
GM Grecko wrote:

So as we discussed via text messaging, we'll be using high fantasy 20 point buy. You can begin building your character using the Character Creation Outline as a guide.

This message board has plenty of text formatting options that you can use. Click the How to format your text to see the examples.

To roll your starting money. Use the dice roller... For example, the Ranger you are creating uses 5d6 x 10gp for starting money. So you type {dice=Starting Money}5d6{/dice} replacing the {} with [] where appropriate.

It comes out looking like this Starting Money: 100d6 ⇒ (4, 1, 2, 5, 5, 1, 3, 5, 5, 4, 2, 5, 3, 2, 4, 5, 3, 5, 2, 1, 4, 2, 6, 1, 6, 2, 2, 3, 5, 5, 2, 4, 5, 4, 2, 4, 5, 3, 4, 2, 1, 4, 2, 3, 5, 3, 6, 6, 1, 6, 6, 2, 5, 6, 5, 3, 2, 5, 6, 4, 6, 3, 5, 3, 2, 3, 5, 3, 1, 5, 4, 1, 1, 4, 2, 5, 3, 5, 3, 6, 6, 4, 3, 5, 6, 5, 3, 3, 2, 1, 5, 4, 2, 3, 1, 4, 1, 2, 5, 1) = 355


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Starting Money: 4d6 ⇒ (6, 3, 3, 6) = 18


Nice! better than average roll.. 180gp to start.. Although the 100d6 roll looked better..

What class did you end up going with? I'm guessing cleric with the 4d6 starting gold roll.


I added a spreadsheet to the Shared PbP folder that has the found item list on it.

As for XP i'm tracking it in my profile. Everyone will always be at the same level. If anyone does some spectacular things, I award the group with extra XP. If you want to keep your own track, Everyone Earned 1,400xp


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

So how much xp is needed for a level up?


Using the Medium Progression.. so for level 2 you need 2000


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

ok


Ok, it seems that Dylan and Amendithas (I'll probably just use Amen when I spell it out.. hehe) are just about ready to go..

We will proceed as if you guys have been there all along.

Go ahead and jump in when ready. Everyone is trying to at least make a post a day. It may not be possible all the time, but if you're going to have an extended absence let us know and I'll (or one of the other players) will make your moves for you.

Loris will probably tag along until we find a suitable exit.


As an FYI, the weekend looks to be pretty busy, as I'm hosting a Halloween party (Which 2 of you will be at anyway) So posting probably will be scarce and short if at all.


I added a guide in the shared folder about how to add different shapes to the map.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Regarding the mob leader... I was being dramatic, but the decisive aspect, as with most combat decisions, was whether or not he was still a threat. Disabled certainly is the thin fine line between alive and dead - I presumed taking 10 damage would have killed him outright, whereas the alternative I was considering was that Dylan didn't actually attack him lethally at all. Whether he was dead, disabled, or just very wounded, I think the amount of damage he took was clear. I don't think it takes a Heal check to determine the guy is no threat when he bleeds from a gaping hole in his chest, falls to his knees, pleads for his life, and coughs up blood (all free actions that he could/would have done nearly as fast as if he had actually fallen over dead) so, unless you're saying that Dylan's attack, and my Flare, were both executed in rapid succession before Ryder could have read the situation, Ryder is not going to Flare the guy.


I understand where you are coming from, and this is a tricky situation.

Per the rules, free actions such as dropping prone and dropping an item, can only be done on your turn. Speaking is one of those exceptions that can be done outside your turn but I didn't do it. When you get down to the brass tax of it, and actually do the math behind it. The time between Dylans and Your action took about 280ms. Hardly enough time to make a full fledged pleading for his life. However, I'm going by what the rules say, and while he could have spoke, he didn't until he could drop his weapon on his turn.

As far as for the heal check, there is no inherent mechanic for determining how damaged a person is that I know of. In fact, the only thing I'm aware of that lets you know the condition of enemies in your area is the spell Deathwatch.

What you're asking me to do is give essentially the benefit of a level 1 spell as an always on thing... I think the DC15 heal check is a nice compromise and is something that makes sense and is what I'll be house-ruling.

If you'd like to ret-con the flare, that's fine.. It really wouldn't have any effect on what happens here.

I think what I will do in the future is spoiler tag some DC 15 heal-checks as condition spoilers.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Well, alright. I'll concede that the timing of it suggests that Ryder would not have known the outcome of the strike, but the fact that Dylan did swing and connect with what was obviously substantial lethal force I think would have convinced Ryder to target someone else with the flare. The gist of my post was that Ryder would not have targeted the leader if Dylan's post stood as-is. I was kind of thinking maybe Schmidt just forgot he could have specified a non-lethal attack and maybe he would have augmented his action.

280 ms seems pretty tight, though, even within a 6 second round.


I came up with the 280ms by taking 6s divided by the highest init (21). Since he hit on 21 and you go on 20, that's why I suggested 280ms. I admit that's an abstract and has no real implication in game terms, but it still doesn't preclude the fact that most of the villain's free actions can only occur on his turn per the rules.

It's possible Dylan just forgot about taking a -4 to deal non-lethal. And if he wishes to ret-con that action we could do that. He would still hit the villain. It may change the villain's response to what happened, however.

I suggest though that we just continue from this point. The damage has already been done.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

FYI Dylan gave the thugs options they chose to fight when he warned against it. Dylan and rider were out numbered when the fighting began. Dylan also stated everything in his power which to me means lethal damage. He also felt responsible for dragging Ryder into the fight when he wanted to go around so Dylan also wanted to end the fight quickly. He also knew he could help the wounded after. All said and done the fight went well with only one injury to all parties involved.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

To make sure that we don't lose loot because it doesn't get 'claimed' and is forgotten about, I'm going to note all 'party' loot on the loot sheet, and note in the comment section who, if anyone in particular, it is for. When you take something from the sheet for your character, put your name in the "carried by" column to note that you've actually taken it, and delete the note. For the time being, I'm going to keep adding to the Fishery sheet (J-Wo, can the "copy of" tab be deleted?).

I added a Notes tab to explain some of the loot sheet conventions I've come up with to ensure we don't 'lose' things.


Yes you can delete the copy of tab. When you encounter another large looting session like the fishery, I'll probably make a new tab for those items.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Are you saying all of us are leveling up or just the people who started the campaign.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Are we responsible for keeping track of our own XP, or are you doing that for us as a group? Unless I missed it, I don't think you told us what we got from the fishery.

Dylan, I'm guessing you guys joined the game at matching xp and we've all leveled up together.

J-Wo, how do you want to handle the mechanics of selling / price haggling? You want us to start by noting on the loot sheet what we wanna sell? If there's anything that anyone thinks we shouldn't sell, indicate so on the sheet.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Has anyone did a detect magic spell on the loot?


Post Responses in order of received -

1) Yes, you all can level up.. Everyone will always be at the same XP totals in this campaign regardless of when they join. Pathfinder did away with with experience based penalties that 3.5 had. So there should never be a discrepancy between players like their used to be.

2) I'm keeping track of it in my profile.. If you ever want to know I have a spoiler in their that breaks down the total XP. I simply give out the number in case you want to pay attention on your own. It isn't necessary really.

To streamline things a bit.. indicate what you want to sell on the sheet. I'll then produce an offer column for what the merchant will offer. If you want to haggle anything specifically we can do it in char, but I'd rather not have that take up too much time.

The way it works, you're much more likely to get more value from trading then straight selling. So think of some things you may want to purchase, then after totaling up how much your loot is worth, we can look into trade scenarios.

3) Yes, Loris used detect magic on the items already.


When it comes to hit-points upon level. Don't roll.. just take Half your Hit Die + 2 + CON MODIFIER.

So, for example.. If Dylan takes another level of Cleric (a d8 HD). He would get 6+CONMOD. Since his CONMOD is 2 he would get 8HP at level up (He can also use another Favored Class point into HP if he wants.. or skills.. or the FC bonus.

Either way, if you have any questions ping me on google hangouts and I'll answer for you.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

G - Beings I'm a sorcerer who doesn't "learn" spells like a wizard does, I'd like to story-out my new spells as I learn them, as in, provide an explanation for why I suddenly have them. Might be an accidental casting the first time. For example, the Detect Magic I just picked up, maybe because I've been carrying these magic items, I suddenly become aware of their magical nature. Some I may take the liberty on providing the 'story' as I cast it the first time. Or, you can story them in as you see fit - fine by me.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

I just used the gold i had already and just used the discounts, Dylan does not consider any of the gold from the sale/trade as his


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

That's fitting, considering the characters all just met. I presume then that all three of the items to trade for for Dylan can come off the list (or get marked 'trade complete' or something)?

Unless Amendithas (Or G on behalf of) is going to pick out anything to purchase/trade, then I say we wrap up the transaction, trade/sell everything that's indicated as 'sell', take the surplus as gp, and we'll be on our way. Any objections from the group on what's marked to sell? Note that I've decided to keep the garnet amulet - with the Sleeves of Many Garments, Ryder can easily disguise himself as a noble or otherwise wealthy person, but will need some jewelry to finish off the look. The value of the garnet, along with the ring he's keeping, ought to do the trick. If someone still wants something, and we're short, Ryder can help out from his coinpurse, or we can sell the amulet if necessary.

G - I noted my level-up in my Journal - you wanna check it over for me and make sure I didn't miss anything? Also, I added some more items I wanted on the 'to trade for' sheet, since we apparently have some value to spare on the trade.


Your journal seems to have everything covered as far as I can see.

I like the idea of the ensemble of the Sleeves and Garnet adding to a disguise check. Since the sleeves can be of any clothing, Add a +2 Circumstance bonus to your disguise checks when using the sleeves. Also add another +2 when using the Garnet in appropriate situations (AKA when trying to look like a nobleman.. ect..)

As far as loot and money goes.. I'm letting you guys take care of that. At this level, you can find about anything you want under 1000g in a city this size. If you think it might be too exotic, run it by me first though.


I made a few modifications to Ralof's sheet to account for his second level Archer ability - Hawkeye. It auto calcs everything out for you so you shouldn't have to do anything on your sheet. It does add to your perception bonus so you will need to change your status.

In fact, everyone should make sure their status tags are updated.

You do still have some skill points to spend yet. I would recommend that you put at least one rank in a knowledge skill that is a class skill for you. I haven't asked for a lot of knowledge checks so far because quite frankly, nobody had any ranks in any knowledge's.

For example, you had a chance to identify the broach belonged to the queen through a DC15 "Knowledge: Local" check, but alas, nobody had the skill...


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

So... you want I should 'complete the transaction' on the loot sheet?

Ralof - I've offered you some items that Ryder is carrying on the loot spreadsheet. Take them and update the sheet to show me you took them (see the notes tab). Ryder can't carry much, and he just bought a bunch of crap...


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ralof - Nevermind... I see you're pushing Medium load too. I'll stash some stuff in Amendithas's backpack - he has plenty of carrying capacity to spare :)


Go ahead and finish the transaction. Make a quick summary here of things sold and purchased. And then mention how you're splitting up the remaining gold (if any)

We can then archive the Old Fishery Tab in case we need to look at it again.. I'm sure there is some items left that may yet be sold.. A lot of it could probably stay at Zellara's until you sell it if you're concerned about too much weight.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

There are still unclaimed items and money on the Fishery Sheet. Ralof, Amendithas, and Dylan, please update your character sheets accordingly and then cross out the items from the Loot sheet. Also, Dylan, we sold two items you were carrying - they're highlighted on the Fishery sheet.

I've reconciled everything else on the list. Anything that is remaining as 'party' ownership, I've consolidated onto a new "party pot" tab. Once the unclaimed items are taken from the Fishery sheet, it can be archived.

Everything listed on the "to trade for" sheet was purchased. All my stuff is noted on my sheet (and I'll be transfering some to Amendithas's sheet to carry), and I think Dylan has his stuff. Ralof, make sure you note your shiny new bow on your char sheet if you haven't yet. With that, I think the trade sheet can be archived as well, or cleared out for next time.


I copied all the (apparently) unclaimed items on the Fishery tab of the loot spreadsheet over to the Exchanges tab to consolidate things. Everything is now crossed off the Fishery tab, and it has been hidden.

Also, I'll be clearing out the "For Trade" tab as well - make sure you take everything that's yours that we purchased.

CLAIM YOUR STUFF!!!


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

What I was saying is we give the gold to the merchant and he does with it however he wants. We get the letter of credit in exchange for it so when we want to buy anything we just go to his store. We would not need any letter if the dwarf did not take the gold. Plus I assume he has a vault under his shop. I think the merchant would like that arrangement because he will get at least 2000g in sales in the future.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

The reason I "called my shot" on the performance is because you have to, and you don't get credit for a lesser-grade performance when you fail an attempt at a higher one. Because Inara was present, Ryder was attempting a "Great" performance with a DC20. Since I didn't make the DC, the performance would have been considered a failure - I wouldn't still receive credit for the "Enjoyable" performance (you don't score two points for attempting, but missing, a 3-pointer). Considering my roll, you might interpret it as, things were going just fine, until Ryder tried too hard to impress with the Sorcery, and then it all when to hell...

Perform

You wanna let your story lie, or reconsider?


After doing some research, I've come to the following conclusion,

Skills have varying ranges of success. For example, say you want to jump 40 feet (A DC40 Acrobatics Check). You give it your all but your skill check results come up 20. Yes you would have "failed" to make it 40 feet... But, just because you didn't make it 40 feet, doesn't mean you didn't jump at all.. You still jumped, just 20 feet instead of 40.

I view perform in the same light.

You may have wanted to put on a "Great" performance, but you didn't. Still you managed to put on an "Enjoyable" performance which was all anyone was hoping for considering the climate right now. So I don't consider it a failure.

Perhaps at a more prestigious venue the patrons will be expecting a better performance, but you succeeded at this tavern.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

I think case-by-case is a good way to handle it. I thought I read somewhere that you had to pre-determine what difficulty you were attempting, and if you attempted-and-failed that difficulty, you failed. That isn't indicated at all in the Perform write-up, so now I'm wondering where in the hell I read that. I think there is something to be said for the "failed three pointer doesn't earn you a layup" analogy. At first glance, that may seem strange, but if you consider that Ryder may have a routine that he's very comfortable with, but isn't all that impressive, and in order to make it more impressive, he may have to stretch himself in a way that he's not as comfortable with (i.e. not skilled enough to be confident that he'd succeed) - he attempted something that's more difficult for him in an effort to impress - and an "Enjoyable" performance could become quite terrible simply because he tried too hard to impress. As an example, one could say in this instance that throwing in the Sorcery had a lot of potential to impress, but because of lack of skill, it ruined the whole performance.

Consider also in this sense that you have to know going in to it how impressive you want to be, how hard you're going to try. For a musician, you don't impress royalty by playing twinkle twinkle little start on a harmonica, rather, you try to play a piece that's really difficult, and if you fail, you fail - it sounds terrible because you can't do it (kind of like a higher difficulty on guitar hero), but if you pull it off, it really impresses your audience because of how you mastered the chosen difficulty of the piece.

You should shoot that analogy back at the community and see what they think.

I think the anguish over trying to decide how hard you want to try - what payoff you want to risk for - is an important and enticing part of the gameplay that you loose if you just "take what you get". If there wasn't the risk of failure, one would just try for a DC30 every time, and take what they get. Furthermore, a very skilled player would never fail, even when trying something very difficult, he'd just be 'less enjoyable'.


More updates on this.

No need to shoot the analogy back, one of them had a similar analogy involving plate spinning. Failure would probably be catastrophic. Others seem to agree though that it is really venue specific DC. Royalty would expect a higher performance than a street audience.

So. In my final thoughts on the matter. Yes, your called shot performance DC was failed. Maybe you dropped your spoons playing the middle ages version of "Spoon Man" by Soundgarden.

My question to you would be, would you still have chosen to call out a "Great" performance knowing that an "Enjoyable" performance would suffice?

In the future I will call out the required DC for the venue, and you can choose to go the extra mile and knock their socks off if that is what you want to do.

*Edit - Also, since you attempted a "Great" performance and failed, I would allow a retry at a +2 to the DC to salvage the "Enjoyable" part of the performance. It's like a juggler dropping his pins on an amazing feat of juggling. Sure he dropped some pins, but the rest of his performance turned out ok. Of course the audience will have that earlier drop in mind for the rest of the show. I think it's fair to allow a retry to salvage a lower category of performance.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Yes - I called out a Great performance simply for Ryder to try and impress Inara. If not for her presence, Ryder would have stuck with going for a more comfortable "enjoyable" performance.

So, are we going to ret-con the last two posts in some way?


So you all will be training for two days with Cressida. Your time wont be spent in full training, just smaller 1-2 hour sessions where she demonstrates an ability and tactical skill, then you try to copy. Mostly things like that.

If you want, we could roleplay out those training sessions, but I don't think its necessary, and would personally like to move onto more important matters.

I'll leave it up to you guys how you want to proceed. Should we skip ahead to the end of the training, or do you want to play it out?

*Edit - By skip ahead, I mean i will summarize the training she gives you in a nice summary post.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Either or it does not matter to me I am flexible. Dylan would probably ask to be supplied with a crossbow for a ranged weapon. He will buy it himself if they don't supply it.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

I'm game for a summary. Are our characters going to benefit from this training somehow? Sometime during the two days of training, Ryder will suggest that Dylan needs to go check on the orphans, and offer accompany him (as an excuse to see Inara).

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