Of Battle, Wolves and Winter.

Game Master GM Drachenfels

A grim world of perilous adventure.


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Quote:
Hey, it's f-ing magic...it should be awesome

Totally agree.


The Great Enchanter

Off Topic: I LOVE GRETTA! Haha, read her last post. Good stuff! This character is bound for greatness...


Legendary Merchant of Pins

Drachenfels...he will still be rolling the normal attack chain dice as d100s. I was suggesting a success roll for casting just like the standard rules. Then pursuit to a success, he then rolls the d100s for his attack's success v. their defense


The Great Enchanter

I'd hate to hamper Albrecht with having to succeed twice. Would seem a bit unfair? Still I see the idea you're getting at.


It's not so much hampering as it is just keeping it the same. The success rolls equate to just checking damage. And we can always play it by ear with each spell.


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Legendary Merchant of Pins

But considering that he has the potential to make ridiculous attack rolls if he succeeds, I would imagine he will be okay with it


The Great Enchanter

Sounds good! :)


Male Human Entertainer

The only problem I see is when he gets two dice and is actually able to unleash Tzeentch's Curse and all it's glory. If we make it so he only roll once to obliterate a foe it takes away that fear. Then again, if he rolls 5d100's he has all kinds of chances to roll doubles....


Legendary Merchant of Pins

Technically it's only because he doesn't have a high enough magic characteristic yet. It's the same in the regular rules. Anyone with a magic characteristic of 1 has no chance of causing Chaos. That's for the more powerful wizards


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The Great Enchanter

Oh, Albrecht will find a way. The man has a knack for 'causing chaos', hah!


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I really would like to have a seen Albrecht from a different order. The other ones are so cool that if I get a chance I might roll one. We've yet to see Albrecht the Grey Wizard, which I know ODV has wanted to try.


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The Great Enchanter

It would be cool, though I think he rolled everything random and Albrecht ended up being a Bright Wizard. Fate it seems.


Snotball God

taps foot and picks nose waiting......


Legendary Merchant of Pins

Sometime we should do a campaign with all wizards and their witch hunter-in-training watchdog.


Legendary Merchant of Pins

I think Gretta's fumble should have been launching that last button into Caspar's eye, lol.


The Great Enchanter

Haha, Pinvendor. That would have been funny!

Lackey: Your scene is coming up sir :)


Snotball God

continues to tap foot and eat his prize.


The Great Enchanter

Lackey, you're up! Your commanding officers have summoned you to investigate a disturbance. Read up and start posting when you can!


I had planned on being Albrecht the Grey in this play by post but did it randomly and got Bright... Again. Don't worry I have plans...

Spoiler:
*cough* attempt to learn more than one lore *cough*

Me and Pinvendor have discussed this before and how the books never say anything against the idea.


The Great Enchanter

As you guys will see in my latest combat post, I'm wanting to provide everyone with as much information as they need to totally resolve combats. I encourage everyone to challenge themselves and be fair to the nature of the event.

Are you trapped in the tunnel and being trampled? Toughness. Do you think your character would run in horror when facing the undead? Will power.

I've set up the scenario. I leave the fun to you! Extra XP as always for inventive roleplay.


The Great Enchanter

I'm going to simplify the saving throw rules. On your character sheets you'll want to add a new stat for your saving throw and it's what you will use anytime you lose a combat.

TOUGHNESS + WOUND TOTAL

Here is Gretta for example:

WS 25 | BS 28 | S 28 | T 28 | AG 38 | INT 36 | WP 35 | FEL 45 | A 1 | W 10 | SB 2 | TB 2 | M 4 | Save: 38%

So if your toughness is 40 and you have 12 wounds, then your permanent Saving Throw is 52%.

PASS: Near death experience, but alive to see another day.

FAIL: Possible death. Depends on the nature of the event and the story. Definitely some kind of critical hit.


Legendary Merchant of Pins

Drachenfels, questions before I post Lutke's actions.

In this tight spaced one person wide tunnel...are you saying that even the people who stated they went inside are also fighting undead or is it just those outside?

I ask because I would love to try and assist Caspar with my "Corrupted" Heal, but if I am technically in combat with another undead, I would be then making myself a free-to-hit target for two undead monsters. I am pretty sure Lutke won't survive that.

That being stated, since you're putting Caspar in a "critically wounded but alive" status and we're not keeping track of rounds, will there be time to assist Caspar if I "try" to remove the undead threat before rushing to his aid?


The Great Enchanter

That is correct. There are NO undead in the tunnel at this time. I should have clarified. But it's near impossible to run into the tunnel for shelter because Donkey is there kicking up a storm and everything is in chaos and panic.

And go ahead and resolve your combat action as you see fit. Instead of a combat, then perhaps do a series of rolls like I did for Gretta, where you try to reach Caspar.


The Great Enchanter

Though, reading the recent updates I can see that Donkey is moving down the tunnel now. There is a path of escape! But Caspar is outside...


The Great Enchanter

ALBRECHT: I don't often struggle to understand rules, but I still boggle at your magic system. While I enjoy the fact that we're now using d100's, how do you get 9 casting dice? That seems excessive. I think we may just want to use a simple system: Casting Dice = 1st number of WP. You roll vs WP as your attack. Count successes. Ignore the doubles rule, and we'll use any fumbles or exceptional roles in your spam to augment your attack.


The Great Enchanter

NOTE: May not be able to update much today. Our cat looks like she got hit by a car so we're taking her to the vet. Then I'll need to get back home and get ready for work. Still, everyone that hasn't resolved your combats/actions go ahead and do so. Lutke, as I said you can use your action to try to get to Caspar using whatever rolls you see fit.


Legendary Merchant of Pins

I feel I must point out that Caspar rolled the incorrect saving throw...

He should have rolled 1d100 v. 39 instead of 29...but with that 89 it wouldn't have changed the outcome any. *shrugs*


The abundance of dice is because of casting higher than the target number. I think its wonky too but it shouldn't happen often, and as spells get more and more difficult its less likely to occur. But ok.

I however REFUSE to ignore the doubles rule. Magic can be crazy rad, but it NEEDS to have the opportunity for miscasting otherwise where's the danger?

If instead you want me to roll casting dice/attacking dice as the first digit of WP, ok, but then the Magic characteristic has no purpose.

I'd say roll once for casting using my magic stat, then the attack based on WP? I guess?


Legendary Merchant of Pins

Maybe we should moderate to casting 'overage' divided in half, rounding down? That would still allow some benefit to making two rolls but not crazy ridiculous attack rolls if Drachenfels is offended by such a thing, lol.


The Great Enchanter

I'm not offended per say, but I don't see how anything can defend against 9 attack dice. That'll obliterate anything I throw at Albrecht. Most of the stuff I'm putting against you guys has 3 defense dice at most.

My suggestion:

* Roll d100.

* # of attack dice is equal to your first number in Will Power.

* To Succeed you must roll lower than your Will Power.

* Each Magic Characteristic point is +1 Dice.

* Casting Numbers:

1-4: No minus
5-8: -1 Attack Dice
9-14: -2 Attack Dice
15-20: -3 Attack Dice

^^ We can adjust those numbers if you want. Just a quick chart.

* For Doubles: Any double in your spam attack role will count. So if you did 5d100 and one of the rolls came up a double, then that would be a minor manifestation? Or we could have it if two sets of rolls were doubles? What do you think?

I think this fixes a lot of the issues and keeps it simple.


Legendary Merchant of Pins

I don't understand this latest magic update...what is he rolling a D20?

The main rules require a D10 rolled against a casting number which he has to roll higher than, so that is going to make his magic spell target numbers wonky if you are wanting a descending D20 roll


The Great Enchanter

I see your confusion. I fixed my update.


Legendary Merchant of Pins

Wait what? The magic numbers that represent even more powerful spells will practically never succeed if you remove Attack Dice. That's not a fair representation of the magic. The enemies defense shouldn't be increased because the spell is more awesome. That's very befuddling.


Legendary Merchant of Pins

Truthfully, your system is much more confusing than what I proposed and didn't require a chart not already available in the rulebook...


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Legendary Merchant of Pins

If you don't want to give him any bonus for having to succeed on two rolls, that's fine. Just have him roll casting then his attack roll based on WP....no more thought required


The Great Enchanter

Really? The system I'm proposing is exactly the same as what we're doing now, heh. Roll under a stat. First # of your stat is the dice you roll. Count amount of successes. And like in the current rules, you get + dice for things like 2 handed weapons, so then would Albrecht get a + for his Magic Characteristic score. The - attack dice as spells get higher in level is to signify the difficulty of casting such advanced spells. But we can augment those numbers and make them less extreme.


I disagree that it keeps it simple. I think keeping a actual casting roll will eliminate any further chances of confusion later.

If the harder the spell is to cast, why would I want to get decreased attack dice? Then the odds of ever getting the spell to work will be ridiculous. Especially since its just success that is dealing wounds not spells any more. Ya dig?

Why would I ever want to cast Fire Ball or Fiery Blast aside from they might hit more guys than normal, with the risk that, say for Fiery Blast (a 22 casting cost) will decrease---

Now, wait a second. This means that I COULD cast these crazy spells RIGHT NOW, just with a negative?

Meaning. Albrecht, as of THIS MOMENT, can cast Fiery Blast with a -3 dice meaning,

3d100 ⇒ (46, 40, 12) = 98 vs 50 = 3 Successes.

Instead, I can always cast flames of Uzuul and guarantee more successes.

I think that'd be fine, I guess, but with the LITE rules not having anything to do with wounds etc, makes it no point in trying to cast higher level spells? I just want to roll as many dice as I can essentially.


It makes it difficult to cast higher spells, but there's no point in the system we're using.


The Great Enchanter

I must not have read your rules carefully enough, but I'm totally confused by what you two are proposing :)


Drach, all I'm saying, is that with that our current system, there's no reason to cast higher level spells that do more wounds etc, because we only count successful rolls.


The Great Enchanter

Well, I'm not going to force it on you if you really hate it that much. Do what you feel is best. Just tone things down a bit. 9 attack dice at your early level in the game is crazy. What happens when you become a talented Battle Mage? 24 attack dice? ;)


The Great Enchanter

Just try to keep yourself on par with the party. I want your magic to be epic (and before with how we were doing things it wasn't), but we must strike a balance. I don't really care what the rules are as long as they fit in the context of the game and feel fair to everyone: GM, players and the poor NPCs you're going to roast :)


That is what would happen, and that is ridiculous. I agree. But for the WH magic system miscasting HAS to happen. So I need to use Mag Stat, for rolls. That's that. It's easy, not hard to read, the only person who has to deal with it is me. I'm going to do that for casting.

Then using my WP to determine success rolls is fine. Especially since we want to get all victories etc done in one post, I would say that STRONGER spells would give MORE attack dice.

So for fiery blast, still need to attempt to roll over a 22 on however many dice, but because its 1d10 blasts instead of just one like fires of uzhul, maybe add 1d10 Attack rolls? So a higher spell is then harder to cast, and has the chance to be more powerful.


The Great Enchanter

While we are talking rules, which way go you guys prefer the saving throw system?

* standard saving throw of T+wounds everytime?

* or having the -5% modifier to that total for each success?


So, for instance. I'm fighting an undead. SCARY I know. Let's say my Mag Stat is 3. I wanna attempt to cast Fire Ball. Needs a casting number of 12, and I can hurl 3 fireballs. So I roll to cast...

3d10 ⇒ (2, 9, 5) = 16 Ok it succeeds!

Since I get to do 3 balls of flame, it gives me 3 additional attack rolls. WP being 50 that's 8.

8d100 ⇒ (39, 63, 93, 44, 61, 58, 13, 9) = 380 vs 50.

Now, that seems like alot, but I won't be at 3 Mag forever, if at all. None of my previously Albrecht's ever got there I believe.

As for saving. I think -5% per success makes more sense. Kind of reflects just how brutal an attack was?


The Great Enchanter

ODV: How about this? Instead of the extra fireballs adding extra attack dice, how about they just hit extra targets? Roll 1d3 to determine and we apply the success damage to any targets in that radius?

I just want to get away from huge strings or attack dice. I think if instead we flip it to targets effected that'll fix things.

you score 3 successes and there are a group of undead. Roll 1d3 and you get a 2. You'll hit 2 skeletons and they both need to roll defense against 3 successes.

Sound fair?


Well, that spell has the option to hit one or more targets. So if I elect to hit more than one target I'd imagine I'd just make a normal success roll against multiple targets. Like:

I choose to hit 3 instead of just one, so, against each guy I get 5 dice from WP and 1 From the spell, 6 success rolls vs each one of them?

That's fine, and I hesitate to believe Albrecht has a chance to truly get to massive AoE spells haha. But like I said. I have...

Spoiler:
PLANS


So what yer offering is I roll one string of successes

5d100 ⇒ (7, 89, 96, 37, 19) = 248 3 successes

And then three undead roll their defense to match it?

3d100 ⇒ (6, 40, 93) = 139 Let's say they have 30 def. so 1 success

3d100 ⇒ (87, 66, 53) = 206 0

3d100 ⇒ (13, 52, 34) = 99 1 Success

So two are beat by 2, and 1 is beat by 3.


The Great Enchanter

Haha @ the spoiler! But I trust you. I know you're not a power gamer. Just keep in mind enemies have defense pools between 3-5 (at this time). If you're throwing 200 attack dice pretty much expect to be destroying everything short of a Chaos Dragon from the northern wastes. And what fun is that? ;)


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All the fun. I know what I am gonna do, it'll work, fear not!

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