Scipion del Ferro RPG Superstar 2011 Top 4 |
Hey guys, last two weeks I've been dealing with my wife/son, fourth of july stuff, and most of all finalizing my divorce. This Wednesday I signed the final papers for our stipulations. Only thing left to do is get my stuff she stole from me back. With the new work schedule, weekends with my son, and trying to find time to do errands, I've been left pretty exhausted.
If Eric wants to pick up again for a bit, I'm fine with that. About the only time I seem to be able to get on the boards is when I'm at work, and that's a tough time to update maps. If there's anything I can do to help him out via e-mail so his other games don't suffer I'd be glad to do assist.
If not, stuff should settle down once I find a rhythym and the fall out from the divorce is done.
Scipion del Ferro RPG Superstar 2011 Top 4 |
Gravefiller613 |
Hey man...it's a tough boat you're in. don't worry too much about us though. Sounds liek a lot of the community is sane enough to realise "life before gamming". Get your stuff done. Keep your mind clear and keep us updated. Things happen, but at least you have a venue that will talk about it with you. I humbly offer an ear if needed. Just don't think you need to handle all this alone.
We'll be here if needed.
Javell DeLeon |
Actually, it's no problem. That works for me. I never run spellcasters but I had a dead post character and figured what the heck.
Funny you should mention that, I was just about to post when I previewed and you posted. I rolled and accumulated 3. So no, I didn't do any better. :)
Javell DeLeon |
In case you're wondering about dathom, he did have this to say about his participation in another thread due to RL here
Just copied and pasted, to make it a bit easier.
Servayn Krolz |
hit points for 4th level
1d8 ⇒ 1
Ooh, the burn.
Servayn gains 1+2 (con mod) hit points to 29, +1 to his will save, +2 2nd level spells known and / day (chose haste and glitterdust) and 4 skill ranks (+1 perception, +1 diplomacy, +2 use magic device). His extra ability point at 4th level goes to Cha, raising it to 19. He gains the 'shield ally' class ability (+2 to AC and saves if eidolon is within reach of him).
Ember gains 2 new evolutions (he drops skilled-stealth and adds improved damage-claws and trip).
Javell DeLeon |
Hit points: 1d10 ⇒ 2
Kill me now. The crappy rolls continue to fly. You KNOW what I'm talking about Set. If it ain't Lothan, it's Kriger. I told you it was toying with me.
Dang Demon dice-roller.
Edit: Hey DW, any chance I can trade in all my Hero points for half hp's? (I think I'm gonna need hp's more than HP's. Just saying.) ;)
Javell DeLeon |
Well, I would definitely say reroll ones. If nothing else, at least that.
It's no big deal about myself. I'm just not a fan of Hero Points. I know they came in handy for me, but I can do without them honestly. So yeah, I had ulterior motives with the Hero Points. (It's easy to sacrifice something you care nothing for, in return for something, isn't it? Hm.) ;)
Seriously though, no biggie. But I'm most definitely not a fan of ones. I hate to see ol' Set get stuck with that. :)
I will mention from various other threads, that a couple use the "If you don't roll at least half, then take half." There is another that goes with "If you don't like your roll, then I(the DM) will roll and you have to take that." There is another that says, "You don't roll hit points. Everyone gets half plus one at every level." And then there are those that, "What you roll, is what you get." And another is "Roll a 1d4 + whatever number it takes to get to your max number."(Or something like that.)
Those are the only ones I know of, off the top of my head. In our RL group we just do the reroll ones.
Set |
For me, it's more about being fair than anything else. I wouldn't want an exclusive 'reroll a 1' rule, just because it would only benefit me, at the moment, and Javell, who rolled a sexy exciting *two* would be stuck with that roll.
Blowing expendable hero / action points on it also seems like it would encourage us to just sit on those puppies, to save them for hit point rolls. I don't think those re-usable resources were designed to be able to modify rolls that you character makes once and affects his character sheet forever. (Then again, using one to modify a failed saving throw could save you from having to rip that character sheet up and roll a replacement, so perhaps that logic falls down upon examination...)
Similarly, allowing a reroll of a low-roll, like a 1, just artificially bumps the curve for the low-roller. If I get to reroll a 1, and others who roll 2s or 3s don't get to reroll, my hit points will, perversely, end up *better* because I rolled worse.
.
IMO, the only 'fix' that feels equitable is to allow someone to choose the 'half HD +1' option (d6 = 4 hp / level, d8 = 5 hp/level, d10 = 6 hp / level, etc.), and require them to go back and modify their previous HD to that (which may result in losing some 'good rolls' from previous levels).
Or just ignore it, and accept that some levels are just flat-out gonna suck. At the moment, thanks to the max hp at 1st level thing, Servayn is still sitting at average hit points for 4d8+8 (which would be 27), and, factoring the max hp into the equation, he's only one hit point behind that average of 30.
Given how rarely he's been damaged, let alone severely damaged, I'm not hugely worried about it.
A '2' for Kriger is going to be far more detrimental to his success as a front-line fighter than a '1' is for my 'hands-off' spellcaster / pokemon trainer.
.
I reserve the right to change my tune and whine piteously if I roll a 1 or 2 again next level! :)
Javell DeLeon |
Totally agree on the Hero Point..um..point. :) Especially since I would have never mentioned it, if we weren't using Hero points. Yeah, I know, trying to squirm my way through a loophole that I'm trying to create. That's just wrong, I know. :)
Can't really disagree with Set(punk!):), but the only thing I will stand behind is, the "I hate 1's roll." (Heck, I might as well. Because honestly, I got nothing else.) :P
Javell DeLeon |
+1 rnk in Perception, Survival, Geography, Ride, Nature
+2 rnks in Stealth
+1 to Strength
Fort and Reflex up +1
Probably going to go with the hunters bond that's not the animal companion. Not sure if an animal companion fits Kriger or not. Also not sure if I want to keep up with that. Or if I would even remember I have an animal companion. I guess, at least, I wouldn't have to post it in character(see Ember). Of course, taking the other bond means I can completely forget about that one as well. :)
I wish they would come up with another type of bond. Heck, these cats have extra everything for every class, why not a couple of new bonds for the ranger? Instead of the same ol' same ol'? Not sure what they could come up with, but hey, that's why they work for Paizo and not me.
scranford |
Two things I hate are rolling 1's both for Hit Points, and for healing spells...especially at low levels.
In my table top games we just roll two dice and take the highest. Still a chance for a one, but the odds are much lower. Also roll an extra die for healing spells, and discard the lowest. ie...Cure moderate is 3d8 instead of 2d8 and discard the lowest. Not on Channeling Positive energy just real healing spells, since they're so limited in Vancian magic anyway.
Other Mastermind |
You're right about the bond... I'll look into it.
About the rolling:
For healing, drop lowest will be a hassle on PbP imo. I say we keep it as is, unless we would reroll 1s for damage...
For hp, I made some calculations on a napkin to compare the different systems.
2d, drop lowest avg:
d6: 4.33
d8: 5.67
d10: 7
d12: 8.33
As you can see, we increase the usual +1 increase on average between each dice, in favour of the bigger dice.
If we go constant+d(remainder), we have the opposite effect. The smaller dice get the upper hand in term of progression.
Average+1 means no randomness, but since we do it for monsters, it wouldn't be that bad. Except that you loose the little difference between players.
My proposal for this game is to go with roll twice, drop lowest. Let me know if you like it. If it's the case, you'll have to reroll them all, except if you kept a record of the rolls.
Other Mastermind |
Javell, have you looked into the archetypes from the APG?
In particular, the Guide or the Spirit Ranger
Javell DeLeon |
Yeah, I've checked those out. The Spirit Ranger is a no go for sure. That's not Kriger. But the Guide looks like it might be alright.
Intially, I really didn't like the Guide. Favored enemy is something I like, so, I really hate to lose that. BUT, having said that, I would have saved the Ranger's Focus ability for the Stag Lord anyway, if we were to do it all over. No way I would have wasted it on those other redshirt humans.
So, I think Guide might be pretty cool. So, if it's cool with you, I wouldn't mind adapting to that.
Per issue with hit points: I got no problem with that method. I don't have to reroll my other rolls, though. I got a 4 and a 5, so that's like half. I can deal with half. The 1's I hate(have I mentioned that yet?) and 2's aren't far behind.
Otherwise, that's fine with me.
@Scranford per/healing: Yeah, in our RL games, none of us like 1's on those either. We just reroll them.
Servayn Krolz |
My results are in Servayn's profile. He got a 5, a 7 and then a 1.
Rerolls;
2nd level - currently 5 1d8 ⇒ 6
3rd level - currently 7 1d8 ⇒ 6
4th level - currently 1 1d8 ⇒ 5
So, now it's 6+7+5, which is a 5 pt improvement (and better than the 'half +1' option as well). Very much better than I could have hoped for.
I included both rolls in my hp scrawl, in case we choose to roll this back later or something.
Thanks for the option, OM!
(Although, I imagine that some of the beasties may also get a bump, as well, to keep things competitive.)
scranford |
DW
I think the atmosphere, and story you were telling was great. Sometimes no matter how you present it however the wrong mix of players can be detrimental to the game. It's not that the players aren't good players, I just never saw a strong connection as a group. You presented a great reason for them all to work together...but sometimes the combination just doesn't work. I don't think it's anybodies fault, and if the game continues it could straighten itself out. Some of the more successful games I've been in started out very rocky, then a player change or two occurred and things took off.
Estelle didn't really have a problem with any of the other players, I just never connected with the group or with Estelle as a character for that matter. As I mentioned I haven't played in Eberron in several years, and thought I remembered a lot more about it than I did. I still like the setting and the game you are running, just my life got a bit busier, and I really don't have the time to research the Eberron books and give the character her just due.
I'm enjoying the games we're in together, and will certainly be interested in any new ones as well...just didn't connect with Estelle.
Dreaming Warforged |
I agree with you on the dangers of rule bloat, but somehow I'm not sure to what extent this relates to me in the game. I have thought of myself as not too tied up by rules driving story, though I would appreciate your impressions.
scranford |
** spoiler omitted **
DW
A perfect example. I was running a table top game and had a player that specialized in the whip. She used it to disarm traps, swing on things, grab things etc. I'd just set a difficulty level, and she'd make a CMB check to do it. Now in Ultimate Combat there is a feat tree to allow these things. I know I don't have to use these rules, but the fact that they are there...Is it fair to the other players who have to follow a feat tree to get abilities, that are now covered by rules.
I don't think I want a less crunchy game so much as I like a less tactical game...which you were running and the other player had a tough time with. Nothing wrong with the way he likes to play...just not my cup of tea.