Zahra al Asmar |
Also … back in September … wow, this game has some longevity! Thank you all for sticking with my weird little world.
How could we not? It’s super engaging, unexpected, and fun!
Dounia Mehar Mehek Ghali |
Tymythy-son-of-Stywyrt |
So... number 5 was familiar to Tymythy somehow, even though he can't read the language. This isn't 2e so there's no Recall Knowledge action, but would some roll help Tymythy remember where he had seen symbols like that?
Tymythy-son-of-Stywyrt |
The tiles did look like buttons. There was a slot near the top of the recess. Four doors lay inside them. The words were engraved into the tiles and back-filled with enamel. It was fine workmanship.
This one, I didn't quite get... tiles = buttons, clear enough. Slot near the bottom, I guess those tileset-wide slots on the picture, in each cardinal direction (lighter lines suggesting the bottom part of the slots, the north one with a line of small red dots in it)? The picture suggests those, at least. But four doors? In each of the four slots? Or four total, one in each slot? Right side for a single tile each? Are we supposed to pop out tiles and put them into the slots in right order?
Cairee Featherfriend |
I think this is all of the clues we have.
Tile 1: ?? / Sciolingua (language of scientists and lawyers)
Tile 2: ?? /vyhteinen (gnomish)
Tile 3: ?? / konsuma (goblin)
Tile 4: "snake" or "dragon" / Language?
Tile 5: ?? / valatudh (ancient human)
Tile 6: "Bring your Compassion, Take my blessing" / uyar (high elven)
Tile 7: "To Take" / Hlewmylan
Tile 8: "To Have or possess weakness" / khuchtei (orcish)
Tile 9: "Of a time" or "when" / Dwarven
GM Corey Homebrew |
On a generalized note (and not meant to have an effect on this situation), I see the language Sahrodhurone (or desert common) to be a very messy language. It is probably made up of hundreds of minor dialects with different tribes mostly able to understand each other. When people talk about complex ideas and they are from different tribes they may need to make possibly untrained linguistic rolls.
Hlewmylani (Tymythy's first language) is similar for the tribes of the east.
I also feel that certain languages should allow people to make linguistics rolls untrained when they are highly related to others. For example: the elven languages for the High, Grey, and Wood elves; or, Limaninite and Sahrodhurone (the two desert languages that share a few words).
GM Corey Homebrew |
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A Game Within A Game - consequence countdown
Each team member must make a roll each round - no one rolls twice before everyone else has gone.
You must be trying to improve your teams situation (i.e. climb check to ascend the rope; con check to run fast; initiative check to be quick; str check to lift someone into the hall; etc) I will set the DCs. Be creative (give me a reason why a perception or knowledge check would be helpful and I'll use it).
Nat20 = you gain 2 progress points (PP) and loose 0 consequence points (CP)
Success = you gain 1 progress point and loose 0 consequence points
Failure by less than 4 = you gain 0 progress points and loose 1 consequence point
Failure by more than 4 = you gain no progress point and loose 1 consequence point
Nat 1 = you gain no progress point and loose 2 consequence points
Your consequence number starts at 10
Your progress number starts at 0
Get your progress to 10 before your your consequence number hits 0 or there will be !consequences!
Bad news = Dounia's failed DD roll costs the team 1CP
OK news = Zahra's successful climb gives 1PP and costs 0CP
You are all now at 1PP 9CP
Tymythy-son-of-Stywyrt |
What is the DC for helping haul up the ladies? Tymythy's +1 to Str isn't very good, so if the DC is high I wouldn't want to generate all the CP myself trying and failing. Or is the DC dependent on the quality of the post where the roll is made?
GM Corey Homebrew |
Some DCs will be round based and some will be skills based.
Example:
climbing up a rope will always be DC10.
Disabling the trap doors will always be the same DC.
Running down the hall rolls/lifting people up rolls/etc will be DC12 in round 1 and increase by 1 each round as the pressure mounts.
Certain things won't be possible in the same round. One can't climb the rope if Tymythy is already lifting someone else on it or someone has just started climbing it and gets stalled.
Tymythy-son-of-Stywyrt |
Failure by less than 4 = you gain 0 progress points and loose 1 consequence point
Failure by more than 4 = you gain no progress point and loose 1 consequence point
What's the difference between these two? Zero vs None ;^)
Tymythy-son-of-Stywyrt |
Oh, was Zahra's one sucessful climb check enough to get her up? If so, we could combine our meager strength to help lift Cairee and Dounia ;^) Gotta leave some CP potential in case the brass door won't just open on demand.
GM Corey Homebrew |
Oh, was Zahra's one sucessful climb check enough to get her up? If so, we could combine our meager strength to help lift Cairee and Dounia ;^) Gotta leave some CP potential in case the brass door won't just open on demand.
Yes, she can assist you on one of your rolls in lieu of making her own.
Tymythy-son-of-Stywyrt |
Almost feels like a chat rather than board thread with both of us online at the same time... one more question. Should we play this in "combat" rounds, so only one major action at a time, wait for everyone to get to go, only then make another roll?
Tymythy-son-of-Stywyrt |
Nothing, a typo - just list them as failures. I had a few versions of this that have higher DCs, fewer CPs, different skill results, and I mixed them up here.
This might be well just as it is, considering some skills as least (like Climb) give extra penalties for bigger failures on their own, so a double-whammy from failing a Climb by 7 (fall on off the rope, take damage, and get more than 1 CP) might be too punishing.
GM Corey Homebrew |
Almost feels like a chat rather than board thread with both of us online at the same time... one more question. Should we play this in "combat" rounds, so only one major action at a time, wait for everyone to get to go, only then make another roll?
I think so
Cairee Featherfriend |
] Since Cairee made a second Climb check, and it’s not like Dounia can pass over her on the rope, and and since we both failed, here’s a second roll.
Cairee rolled a 12 on her second try, and Corey said it’s dc 10, so I don’t think we need a strength check from Tymythy for her to get through the grate?
Tymythy-son-of-Stywyrt |
Anyway, the way I see it is:
Round 1: Cairee tries to climb up. There's no reason for Tymythy to suck his thumbs until he sees whether Cairee rolls well or not - he will try to help. And they both fail.
Round 2: Cairee tries again, and again, Tymythy helps as waiting would be weird. This time Cairee successes and Tymythy crits.
How these should be counted is up to Corey, of course. Perhaps successes and failures stack (2 CP from the first round, 3 PP for the second), or the best/worst is counted (1 CP from the first round, 2 PP for the second) since we are approaching the same problem from two different directions, using two different rolls.
GM Corey Homebrew |
Sorry, untangling the posts and editing my response:
If you don't declare a roll as an 'aid another' roll it will get counted as a consequence/progress roll.
If you declare a roll as an 'aid another' roll it will effect the intended roll and only the main roll will be counted for PP/CP.
So far ...
Round 0: Dounia fails her DD roll (0PP/-1CP); Zahra passes her climb roll but makes it conditional in that she will climb up after Cairee (+1PP/0CP)
Current status (1PP/9CP)
Round 1: Cairee fails her climb roll (0PP/-1CP); Tymythy fails an attempt to lift Cairee up (0PP/-1CP); Cairee gives way to Zahra who climbs up the rope (points already counted); Dounia is on her second round of working the doors (points already counted)
Current status (1PP/7CP)
Round 2: Cairee passes her climb roll (1PP/0CP); Tymythy crit succeeds in hauling her up - Cairee gets up super fast! (2PP/0CP); Dounia is still working on the device (points counted); Zahra - no action yet declared
Current status (4PP/7CP)
Round 3: Dounia gives up on the device and climbs the rope, her perception check will be round 4 (1PP/0CP); Zahra to declare for round 2 and 3; Cairee and Tymythy declare for round 3
Current status (5PP/7CP)
Tymythy-son-of-Stywyrt |
A comment... not significant, really, but I find the "PP goes up, CP comes down" tallying confusing. Was already wondering where we had screwed up so mightily ;^)
GM Corey Homebrew |
A comment... not significant, really, but I find the "PP goes up, CP comes down" tallying confusing. Was already wondering where we had screwed up so mightily ;^)
A good comment - We'll make it a race to 10 then, making the current count: 6 progress/3 consequence
Tymythy-son-of-Stywyrt |
Oh, should I take it that it's OK to aid another using different skill checks if it fits the situation? Didn't think of it that way - the ladies were Climbing, Tymythy was doing Str checks, I thought we were doing our own things, but if we can combine forces like that, all the better.
Dounia Mehar Mehek Ghali |
I'll keep my action for round 4, even though it was a s**#e roll. Maybe somebody can aid me on that?
Round 5, Dounia will try to get to the door/plaque and figure it out.
Race to 10 makes more sense, thanks.
GM Corey Homebrew |
Oh, should I take it that it's OK to aid another using different skill checks if it fits the situation? Didn't think of it that way - the ladies were Climbing, Tymythy was doing Str checks, I thought we were doing our own things, but if we can combine forces like that, all the better.
I like the idea of that and we do have prescedent earlier on in the game. I will take final call on wether the use of the roll is creative enough.
GM Corey Homebrew |
Here is the house rule I've been working from. They refer specifically to perception checks:
If you make a generalized perception check (i.e. I look for anything 'out of place') the DC will be higher and you will notice the most basic stuff about the space/thing being perceived first.
If you are more specific (i.e. I look for signs of life) the DC will be lower and a really good roll might give you info you weren't looking for.
There are a few things I will allow a full party to roll perception on (i.e. a thief coming out of the shadows to backstab a party member) but, for the most part, I only allow two rolls on the same thing - a main roll and an assisting roll. If you want your own roll then look for something specific.
eg. The party climbs into the cave and someone makes a perception check for 'anything odd' and a second person rolls to aid the first. A third party member wants to check for traps specifically so they can have their own roll but they will most likely only find information about traps. The next person asks to 'check for secret doors'. I might rule that is too much like checking for traps and MAY turn their roll into an aid another to check for traps. A fifth person asks if there are any strange smells. That would be its own roll.
!MOST IMPORTANT!
If you want to find traps I need to read the phrase 'I check for traps'. I will not give people a passive roll to find them (unless under extraordinary circumstances). Only a nat20 on a perception check where you haven't said that phrase will give me an excuse to have you find one. Please fire off an [OOC] comment if you like but I need to see that phrase.
-unless-
You have a special ability or talent that allows you to find traps within a certain range (i.e. Dwarves with stonework traps or the 'trap spotter' thieve's talent)
-
Addition:
I would apply a similar 'aid another' to other skills.
Moving a boulder? I'll take as many 'aid another' rolls as you want.
Pulling a steak out of the ground? Maybe no 'aid another'.
Forcing a door? One 'aid another'
GM Corey Homebrew |
Oh, should I take it that it's OK to aid another using different skill checks if it fits the situation? Didn't think of it that way - the ladies were Climbing, Tymythy was doing Str checks, I thought we were doing our own things, but if we can combine forces like that, all the better.
I took a look at our earliest play - I allowed Tymythy to 'aid' Dounia's Disable Device to pick the manacle locks when they were all in the cage. He used 'proffession: trapper' because the manacles weren't unlike iron bear traps