EltonJ wrote:
I meant if you are having us roll (default) or houseruling it to something else. Here are her hit die rolls for 2nd and 3rd level. 2nd HD roll: 1d6 ⇒ 6 3rd HD roll: 1d6 ⇒ 3
Elton: how are we handling determining hit points above 1st level? updated PC to 3rd level and with feats: Just most of the crunch (sans gear) so far. 25 point-buy: Str 10 (0), Dex 16 (10), Con 14 (5), Int 12 (2), Wis 11 (1), Cha 15 (7) species adjustments: +2 Cha, -2 Wis Ability Scores: Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 9 (-1), Cha 17 (+3) Zeltron abilities: Empathy, Pheromones Languages: Basic Trained Skills: Acrobatics, Gather Information, Mechanics, Perception, Persuasion Bonus Feats: Point Blank Shot, Weapon Proficiency (pistols), Weapon Proficiencies (simple weapons) 1st level feat: Skill Focus (mechanics) +5 competence bonus 1st level talent: (Fortune talent tree) --> Gambler (x1) Against the house, only loses entire stake with natural 3 or less on d20. 1st level random starting credits roll: 3d4 ⇒ (4, 2, 4) = 10 x 250 credits = 2500 credits 2nd-level level-up: Bonus Scoundrel feat: Tech Specialist (can be taken by nobles and scoundrels as bonus feat) 3rd-level level-up: General Feat: Starship Designer
Gear: not purchased yet Physical Description: not done yet. will make Hero Forge mini. Personality Description: not done yet. Character Backstory: not done yet. Hit Points: 24 + 2d6
Trained Skills Acrobatics +9 (- ACP) (+1 level, +3 Dex, +5 trained, -?? ACP)
More mechanic than pilot (as she needs to be trained in mechanics to take the Starship Design feat). Also, though she is a scoundrel, she is going (nearly) all-in on the Fortune talent tree (taking the Gambler talent multiple times), so she is not a striker (so a scoundrel who focuses on the typical sneak attack route would be good to add to the PC mix).
Avatar of Interest wrote:
I suggest Engineer role as potentially ideal ship role for (one of) your character ideas (for being an electrician and having the terraformer background)
Starship consumables (fuel, restocking, docking fees, routine maintainence:
fuel cost: For a ship of colossal (or smaller): 1 day's worth of fuel (approx 1 kg) costs about 50 credits. Multply this cost by 100 for each size category above colossal. A ship uses the abvoe amount of fuel for 1 day in reakspace or hyperspce, or 1 hour of flight in atmosphere, combat or a single jump to lightspeed. Restocking: Consumables cost about 10 credits times the number of living creatures on board times number of days of operation Docking fees: about 20 credits/day in average spaceport. Long-term docking fees about 200 credits/month. Routine Maintainence: after 20 hyperjumps, costs about the same as 4 days worth of fuel. Without proper maintainence after 20 hyperjumps, roll twice when checking for system damage. Stock Ship prices (crew, passengers, cargo, consumables, emplacement points) (page 52 of SW Saga edition Starships of the Galaxy):
light freighter 20,000 credits (crew 2; passengers 6; cargo 100 tons; consumables 2 months; emplacement points 5) light fighter 30,000 credits (1 crew; passengers 0; cargo 50 kg; consumables 2 days; emplacement points 2) bomber 50,000 credits (crew 2; passengers 0; cargo 50 kg; consumables 2 days; emplacement points 10) shuttle 50,000 credits (crew 4; passengers 8; cargo 20 tons; consumables 1 month; emplacement points 5) superior fighter 50,000 credits (crew 1; passengers 0; cargo 50 kg; consumables 2 days; emplacement points 5) interceptor 100,000 credits (crew 1; passengers 0; cargo 50 kg; consumables 2 days; emplacement points 5) gunship 200,000 credits (crew 4; passengers 4; cargo 5 tons; consumables 1 month; emplacement points 20) heavy freighter 500,000 credits (crew 10; passengers 10; cargo 100,000 tons; consumables 6 months; emplacement points 5) corvette 1,000,000 credits (crew 50; passengers 200; cargo 2,000 tons; consumables 1 year; emplacement points 20) frigate 2,000,000 credits (crew 1,000; passengers 200; cargo 5,000 tons; consumables 1 year; emplacement points 50) cruiser 10,000,000 credits (crew 5,000; passengers 1,000; cargo 10,000 tons; consumables 2 years; emplacement points 100) battle cruiser 20,000,000 credits (crew 20,000; passengers 5,000; cargo 20,000 tons; consumables 2 years; emplacement points 200) Emplacement Points (page 38 of SW Saga edition Starships of the Galaxy):
I might edit to include required ones (such as life support, if that is listed as one) and some other ones. EltonJ wrote: What kind of ship are you thinking of? A YT class Corellian transport? Elton, is the Starship Designer feat from SW Saga Edtion Starships of the Galaxy allowed to be taken? If yes... I am thinking my zeltron gambler's goal to design her own 'traveling casino' came to fruition (for a larger ship, which she lost during a ill-advised bet against an unnamed NPC you can cook up), and (dependent on credits you decide we start with) created a new smaller such ship (which could be the PC's transport). I could work with the calculations I did for PC Wealth by level (expanding it if you decide to have us start at higher level than 3rd) as number of credits to work with to design the ship her second ship (that is the PC's transport), and of course the more decked-out one she lost from making the ill-advised bet. She has a -1 Wis modifier. I could work with how many credits (by RAW) a party of 4 PCs of our starting level would have earned by RAW (200,000 credits for a 3rd-level PC party) to design the ship she currently has). Some/all of the other PCs (not sure if makes sense for the jedi PCs or not) could be part owners (due to putting up part of the stakes she used that won the credits to pay for the construction of her new ship) or basic agreement from when they put in part of stakes, that they always have room and board above the ship, a percentage of the house's winnings, or something simiar. I could work with the ship she lost being worth a number of credits that a group of four 3rd-level PCs would earn by RAW to reach 4th level, which is back to the 'blackboard' (will edit in the value --> additional 90,000 credits per PC (in addition to credits for being 3rd-level PC) ==> 360,000 credits to design ship she lost) Mechanics, of course, will be part of her trained skills. Looks like her Charisma is dropping down to 17 so she will gain a bonus Int skil (for mechanics).
Another option for PC by wealth, Elton, is to use both, but in the following ways: Working with pooling the majority of the wealth by level (towards a starship purchase for the group) and taking that off the individual PC's 3rd-level wealth. I am posting this now, but will be editing it...as I need to read up on the credits cost of starships in Saga edition. So we could begin with the starting credits by class plus 1,000 credits/level (3,000 credits + rolled OR average credits for class OR rolled (but take average if it is better than what was rolled for startig credits)? I am going to make a coffee before looking up starship prices... Editing (in progress) fuel cost: For a ship of colossal (or smaller): 1 day's worth of fuel (approx 1 kg) costs about 50 credits. Multply this cost by 100 for each size category above colossal. A ship uses the abvoe amount of fuel for 1 day in reakspace or hyperspce, or 1 hour of flight in atmosphere, combat or a single jump to lightspeed. Restocking: Consumables cost about 10 credits times the number of living creatures on board times number of days of operation Docking fees: about 20 credits/day in average spaceport. Long-term docking fees about 200 credits/month. Routine Maintainence: after 20 hyperjumps, costs about the same as 4 days worth of fuel. Without proper maintainence after 20 hyperjumps, roll twice when checking for system damage. Emplacement Points (page 38 of SW Saga edition Starships of the Galaxy)
Phntm888 wrote: Question for other players: I am considering either Duros or Wookie. If I make a Wookie, will someone be able to understand me and translate if needed? Kalter Royce wrote: If we both get into the game, @Phntm888, I'll volunteer to learn wookie. We can work out the details later. If you get in and Kalter does not, I can drop my zeltran's Cha down by 1 point (before +2 species adjusmment) from 16 to 15, and use the 2 of the 3 points gained to bump Int up by 1 and take the Wookie tongue, if you make a wookie PC.
EltonJ wrote: There is a problem, Star Wars SE doesn't do wealth by level. I did the math (from pages 248-249) from the SW Saga edition CRB, to calculate how many additional credits 3rd-level PCs should have gained by reaching 3rd level from 1st level. the math calculations:
The rules work with 4 PCs. Note that the calculations work out to be the same PC Wealth by Level regardless of how many PCs there are. 1st level to 2nd level (0 XP --> 1,000 XP) A challenging/fair encounter grants 200 XP, split between PCs --> 50 XP per PC/such encounter. "As a general rule, a challenging yet fair encounter should net the heroes resources equal their average level x 2,000 credits, to be divided equally among them." For 1st-level PCs: 2000 credits/4 PCs = 500 credits/PC (per fair/challenging encounter) It takes (1000 XP / (50 XP per PC per fair/challenging encounter) = 20 encounters for a 1st level PC to reach 2nd level. 20 encounters x 500 credits (for a single PC) = 10,000 credits (for leveling from 1st to 2nd level). 2nd level to 3rd level (1,000 XP --> 3,000 XP) # of challenging/fair encounters to reach 3rd level from 2nd level = twice as many is it took to reach 2nd level from 1sts level = 40 encounters. The amount of credits each PC gains for encounters during 2nd level = 1000 credits per PC. 40 encounters x 1000 credits (per PC)/encounter = 40,000 credits. Therefore, using the rules as presented in the SW Saga edition Core Rule Book, the starting credits for a brand-new 3rd level PC is: 1st level: starting credits as determined by class.
For a total of starting credits by class plus 50,000 credits Do you want to use starting credits by class plus the 50,000 credits for our 3rd-level PCs, Elton? I did not include percentage of wealth that would be for consumables. (edit: I did, but without knowing the prices of actual consumables in the game.) If 10 %, that would make it starting wealth plus 45,000 credits. (plus 100 credits worth of consumables) If 20 %, that would make it starting wealth plus 40,000 credits. (plus 200 credits worth of consumables) if 25 %, that would make it starting wealth plus 37,500 credits. (plus 250 credits worth of consumables) If 30 %, that would make it starting wealth plus 35,000 credits. (plus 300 crdeits worth of consumables) If 40 %, that would make it starting wealth plus 30,000 credits. (plus 400 credits worth of consumables) if 50 %, that would make it starting wealth plus 25,000 credits. (plus 500 credits worth of consumables) Working with consumables are used up per encounter (and recuperated post-encounter), the consumables for the last encounter to reach 3rd level would be: 100 credits worth of consumables per 10 % reduction used above.
female zeltron gambler (scoundrel): Just most of the crunch (sans gear) so far. Level: 1 Ability Scores: Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 18 (+4) Zeltron abilities: Empathy, Pheromones Languages: Basic Trained Skills: Acrobatics, Gather Information, Perception, Persuasion Bonus Feats: Point Blank Shot, Weapon Proficiency (pistols), Weapon Proficiencies (simple weapons) 1st level feat: not selected yet. 1st level talent: (Fortune talent tree) --> Gambler (x1) 1st level random starting credits roll: 3d4 ⇒ (4, 2, 4) = 10 x 250 credits = 2500 credits Gear: not purchased yet Physical Description: not done yet. will make Hero Forge mini. Personality Description: not done yet. Character Backstory: not done yet. Hit Points: 20
Some clarification, please, Elton. 25 point-buy: As stated on page 18 (starting ability scores are 8 (at 0 points) with the default 25 point-buy SW Saga gives, and increasing a score to 14 costs 6 points) OR using the PF1E 25 point-buy (starting ability scores are at 10 (at 0 points) and increasing a score to 14 costs 5 points).
Seeds of my character concept: Ancestry: Human Heritage: Golarion Survivor Human (Golarion Lore, bonus language: Varisian, treats starknifes as simple weapons) Background: Time Lost (Trained in Society, History Lore, Dubious Knowledge skill feat) Class: Witchwarper Paradox: Gap-Influenced Anchor: Core Memories The New Hire background from the Player's Guide is the one that best fits my character concept. New Hire: Life is hard, and you’ve been down on your luck for a long time. However, you still have a few friends from the old days when you had credits to burn. One of those friends is a brenneri named Tarika; you and she had a lot of good times together, but she dropped out of your social scene to raise her daughter. Things went downhill for you after that. A few weeks ago, you were squatting in Downside when you ran into Tarika and she recognized you. She put in a good word with the Company and got you this job as a result.
GM Wolf wrote:
When I first read the Bestiary years ago, I worked with the bludgeoning from the force of the paw (think a bear swiping at you with its paw) - it does not poke you with it (piercing) but rather 'bats' you with its paw (B) and at the same time the claws of the paw slash through your skin.
Hi, Alan. Drake here. I played a starfinder 1E briefly a few years ago. I have not looked at the 2E rules set yet, but will peruse them and come up with the basics of the ABCs to throw my hat into the ring. I have read through most of the past two pages of discussion tab on your Threefold Conspiracy campaign. Supersuperlative wrote: Firefly-esque frontier romp. therealthom wrote: Gritty old west meets John Carter? Sounds like it will be a very fun campaign.
GMDQ wrote: If we decide a particular format isn't working out we'll switch to something else freely accessible without an account if at all possible. Some of the games I have played/playing in use slides. I can find it a bit frustrating (particularly accidentally selecting the map grid instead of a token). This usually results by trying to move tokens without first zooming in on the map to where the token you want to move is. A free to use VTT I have been using for years is owlbear rodeo. A free account gives you two rooms. You can have multiple maps on a free account. I tend to edit maps in Paint3D to make one larger map so using only of the two rooms (you get with free to use accounts) you do not have to 'lose' visual of where some players's tokens are, for when the PCs are in various different locations at the same time. Here is an example of how good a free account on owlbear rodeo is: I made the map of Sandpoint into an actual 5 foot grid space map using it. I will have to grant permission for you to enter the room (map). When I get back tonight, I will check it and grant permission to all who requested it.
"I don't carry lockpicks." (truth). "I'm not a thief." (bluff) He has two concealed weapons on him (silver dagger and cold iron kunai). His hand crossbow is hidden within his glove. His thieves tools are non-existent until he needs them (locksmith armor). Fortune shown on both the witch hunter and the supposed thief the day he saved him from being burned at the stake. Will expand backstory at a later date, when you have more for us to work with, Rizz. (relic raider/sniper) unchained rogue: race: maybe human alignment: have not decided yet (potentially true neutral, he has the shades of gray rogue talent) ability scores: not decided yet traits: not chosen yet skills: not decided yet (max ranks in Bluff, Disable Device, Perception, Sense Motive, Spellcraft, Stealth, Use Magic Device) (probably at least 1 rank in skills that cannot be used untrained, but not all the various craft, perform, profession, artistry and lore skills) class: unchained rogue archetypes: Sniper (replaces trapfinding & danger sense) Relic Raider (replaces uncanny dodge & improved uncanny dodge) Feats & Rogue Talents Lv 1 feat: Skill Focus (Use Magic Device)
Other class features Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. Curse Sense (+3 AC/saves) (+5 Perception/Spellcraft) (Ex): At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects). In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level). Deadly Range (60 feet) (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. Disable Curse (Su): At 8th level, a relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability once per day at 8th level. At 12th level and every 4 rogue levels thereafter, a relic raider can use disable curse one additional time per day. Debilitating Injury (Ex)
Gear (Used Lv 10 PC Wealth: 62,000 gold) +1 endless ammunition hand crossbow (18,400 gold) (2 lbs) (stored in glove of storing)
239 gold left to spend on mundane gear
GM_Drake wrote:
Ironperenti wrote: In an evenly matched fight there would be no need for a Crit confirmation as a roll of 18 (2.16% chance) would easily hit an equal opponent. So, I'm good with a 2% chance of a critical. I'd prefer damage be more planned so that you are forced to go power attack (-1/+1 untrained -3/+3 with feat). OCD observation: 18 on 3d6 is not a 2.16% chance. It is a 1 in 216 chance, which is a 0.4629629 % (with the 629 repeating). One of my personality quirks/perks/flaws is correcting friends and family members when they state something that is factually (not opinion-based) incorrect, so to prevent the probability of them coming off later in life as not being very bright to observers who know that such 'facts' they are uttering are flat-out incorrect when repeating the same incorrect info as 'facts'. That is if they listen to me and choose to learn from me regarding the subject manner. Some do, and appreciate my counsel. Some simply become annoyed at me for informing them the 'fact' they thought was a legitimate fact actually is not. I think part of why they might become annoyed is that my words make them realize what they stated as a 'fact' is something an uneducated/not very bright person would deduce as 'fact' (and instead of allowing themselves to be humbled when it makes them realize they just made themselves look like a fool, direct resentment towards me for voicing my observation that pointed out what they just said is incorrect). My intent is not to make them feel stupid, it is to educate them with the correct fact. My intent is so that they do not make themselves come off as being stupid in front of strangers (such as when someone on a city bus says an incorrect 'fact' as a fact and the majority of the people on the bus know that the person is blatantly incorrect about what he thinks is factually correct when it is not, and thus the other passengers on the bus view the person as not being very bright. I hope no offense was taken, Ironperenti. If you want close to 2% chance of scoring a critical hit between two evenly-matched combatants, without needing a confirmation roll, then I suggest rolling a 17 or 18 on the 3d6 roll being a critical hit, which is a 4 in 216 chance, which in percentage format is a 1.851851 % (with the 851 repeating) chance to score a critical hit against someone whose defense stat is evenly matched against the attack strength of the attack. I made a mathematical error in my previous post regarding calculating the DCs for damage effect rolls against the defender's Toughness, as I increased the DC for the attacker to damage the target, but that should have been lowering the DC by one degree for the attacker (which is the equivalent of increasing the DC for the Toughness save if the defender made the roll). @Ironperenti, if you would like me to, I can figure out the correct probabilities for using DC 11 as the baseline for Toughness saves (from the attacker's perspective probability) and/or using the baseline Toughness saves which uses a Toughness DC that is one degree higher for the defender (DC 14), which from the attacker's perspective would be one degree lower (DC 8). The reason I increased (instead of decreasing like I should have, as noted above in this post) the DC for Damage effect rolls to a baseline of 14 (instead of 11) is because in 3E the DC for Toughness saves has DC that is one degree of success (5 points in 3E, which is 3 points in the 4E beta test) higher than the DC for other defenses.
Ironperenti wrote: I have also thought about using an exploding d10 or even a d12 but we'll play with that later if you guys can stick with crazy me long enough. Sounds fun. I plan on sticking around with 'crazy' you long enough to see how that works out for our gameplay. One of my pet peeves as a GM of many years are players who rush to make use of content from brand new source books but think that GMs should not also be able to change the rules being used for the campaign to incorporate new rules introduced in the very same new sourcebooks. In my experience, those players are also the ones mostly like to habitually 'fudge' their dice rolls (attempting to use their hand to block other players and the GM from seeing the die roll and quickly picking the die up, thinking no one saw their blatant cheating) and lying about the number they rolled.
edit: Our GM posted while I was typing this up. @GM: You will see if using 16 or higher for critical threats, and needing to roll the DC required to inflict 1 Toughness hit point to confirm the critical hit, means that an attacker with an effect modifier that is equal to the target's toughness modifier (using base of 14 DC to inflict damage, as DC 14 is 1 degree of success higher than baseline of 11 for resistance DCs against attack rolls), that an attacker that has an effect modifier that is equal to the Toughness 'modiifer' of the target, only nets a critical hit 1.736111111 % of time (and is the ONLY way for such evenly matched offensive ranks (attacker) and defensive ranks (target) for the target to gain the Incapacitiated condition (working with them having enough Toughness hit points remaining before the critical hit that the loss of Toughness hit points from a non-critical hit would not incapaciate them). Needing 18 on the 3d6 dice roll to be a critical hit (with no confirmation roll needed): 0.4629629 % (629 repeating) chance of such evenly matched opponents for the attacker to score a critical hit and the the target gaining the Incapacitated condition:
That is 1 in 216 odds for such evenly matched opponents actually getting a critical hit on each other. That is the odds for their first attempt, with the overall odds getting worse the more attempts they make: odds of 1st attack not being critical hit: 215/216 (99.537037 %)
odds of 1st and 2nd attack not being critical hit and 3rd attack being critical hit: (215/216) x (215/216) x (1/216) = 0.4586861917 % (rounded of at 10th decimal point) That is 1 in 218.0139751216 odds (rounded off at 10th decimal point) of scoring a critical hit with the third attack. Using only natural 18 on the 3d6 dice roll to be critical hits (with no confirmation rolls required) would result in it taking an average of 10.8 attacks to gain the same probabilty of rolling a natural 20 on a single 1d20 roll. That also means it will take on average, 216 punches between two evenly matched opponents to cause an first hit incapacitating-inducing 'punch' (which in comic book format terms, is several comic issues between such punches) (Comic Issue Format to distinguish how different probability odds affects how often 'Big Finish' 'punches' occur):
If using 16 or higher on the 3d6 dice roll to be an automatic critical hit, that means about every 22nd (10 in 216 odds) hit is an incapacitating-inducing level 'punch' (which in comic book format terms, is one extended fight scene per comic issue with a 'finishing strike' 'punch' - which matches up to traditional comics fight scenes. If using 16 or higher on 3d6 dice roll and needing +12 Toughness baseline confirmation DC, that is 1.736111111 % odds of scoring a critical hit, which means about every 57.6000000037 (rounded at 10th decimal point) hit is an incapacitating-inducing level 'punch' (which in comic format terms is a fight that takes up the majority of the pages of the comic issue before the fight has a big finish 'punch'). Adding in (after seeing GM's post) to account for only 18 on the 3d6 dice roll to be a critical threat (with confirmation roll needed, using DC to cause 1 Toughness hit point to the target): 0.1736111111 % (111 repeating) chance of such evenly matched opponents for the attacker to score a critical hit and the target gaining the Incapacitated condition. That is 1 in 576 odds of such evenly matched opponents actually getting a critical hit on each other. @DQ: In 4E beta rules, every 3 points in difference from the DC is an extra degree of success/failure, not 5 point as it is in 3E. With using 11 as the base to figure out resistance save DCs, it will simulate using 10 as the base with defenders winning ties. With DC baseline of 11, it makes the attack/effect roll a 'exceed the DC' instead of a 'meet or beat' the DC to gain 1 degree of success. I like using 11 as a the base, as when the 'active'/'attack' ranks being the same as the resistance ranks, the one taking the action needs to roll 11 or higher (the top 50%) with the 3d6 rolls. Working with Toughness baseline DC being 14 (one degree of success higher than a baseline of DC 11):
Toughness DC 14 (if the effective ranks are the same as the defender's Toughness ranks): -rolling an 11 with the 3d6 effect roll nets 2 degrees of failure (no damage) - rolling a 12 or 13 on the 3d6 effect roll nets 1 degree of failure (loss of 1 Toughhness hit point) - rolling 14, 15 or 16 on the 3d6 effect roll nets 1 degree of success (loss of 1 Toughness hit point and target gains the Dazed condition). - rolling 17 or 18 on the 3d6 effect roll nets 2 degrees of success (loss of 2 Toughness hit points and target gains the Staggered condition). - A evenly matched effective ranks (total effect modifier) against a target with an effective resistance modifier equal to the effect modifier of the attacker cannot be incapacitated by the attacker...unless critical threats/critical hits are part of the 4E beta test rules. The following use rolling 16 or higher on the 3d6 dice roll as being a critical hit (closest equivalent to rolling a natural 20 on 1d20), which is 4.629629 % chance to roll a critical threat (without ranks in Improved Critical advantage) using 3d6:
- If the 4E beta test uses critical threats, which is the DC we use as the target DC to confirm a critical threat? - The DC required to inflict 1 Toughness hit point (DC 12) (12 or higher needed on 3d6 confirmation roll)
- The DC required to score one degree of success (DC 14) (14 or higher needed on 3d6 confirmation roll)
- The DC to score the degree of success below inflicted the Staggered condition (DC 17) (17 or 18 needed on 3d6 confirmation roll)
Since using 16 or higher on the 3d6 dice roll being a critical threat, even using the lowest DC (enough to inflict 1 Toughness hit point) to confirm a critical hit, means that two evenly matched effective modifier of attacker and Toughness modifier of defender, only scores a critical hit 1.736111111 % of the time. With that in mind, unless the GM wants critical hits (without the Improved Critical advantage) only happening 2% (rounded off) of the time between two evenly between a stong guy with effect ranks against tough guy with toughness that are equal to each other), I suggest making rolling 16 or higher on the 3d6 dice roll an automatic critical hit without any confirmation rolls needed. Note: By keeping confirmation roll needed (with DC 12 baseline confirmation roll), it effectively makes needing effect modifiers to be at least be equal to the toughness modifier of the target for an an attack between to evenly matched opponents to land an incapicating 'punch'. Jimmy Olsen will never be able to score a critical punch on Superman, if critical confirmation rolls are needed. If they are not needed, then Jimmy (punch effect modifier +0, Luck advantage) still could not score a critical hit (working with Clark being Clark or not moving out of the way as Jimmy punches at Superman to let out stress, knowing he will never hurt his super pal), as Superman has (Protection 4, Impervious Toughness 18).
edit: When I previewed this post, I saw that our GM had posted while I was typing this up. I need the baddies' Will Defense scores for Freefall's Teleport Attack. Are the following examples correct? Example 1: Gust uses Kaikias the Blasting Wind (+10/+10) against one of the imps. DQ (Gust) does the following: Kaikias the Blasting Wind attack: 3d6 + 10 ⇒ (5, 4, 1) + 10 = 20 vs DC 16 (base 5 + 11) He previews post to see if his attack roll was successful, if it was not, he adds the flavor of the missed attack. If it was successful, he then scripts for the effect roll. In this example, the 20 succeeds by the DC by 4. Question: Does getting extra successes on the attack roll affect the successes of the effect roll? Kaikias the Blasting Wind effect: 3d6 + 10 ⇒ (4, 3, 3) + 10 = 20 vs DC 14 (base 3 + 11) In this example, the effect roll exceeded the DC by 6, netting 3 successes. The imp loses all 3 of its 3 Toughness Hits (hit points) and becomes incapacitiated (unconscious). Example 2: BD (Atlastic) does the following: Atlastic does his Big Finish against a goatman. Big Finish attack: 3d6 + 10 ⇒ (4, 6, 5) + 10 = 25 vs DC 17 (base 6 + 11) He previews to see if his attack was successful. If it was not successful, he then adds flavor of the missed attack. If it was successful, he then scripts for the effect roll. In this example, the 25 exceeds the DC by 8 (with 3 successes). See question in example 1 regarding if extra successes on attack roll affects successes of the effect roll. He succeeds, and his total of 12 on the 3d6 dice pool roll does not trigger the Improved Critical of his Big Finish (which would have had a +5 bonus on the effect roll in Atlastic's favor). Big Finish effect: 3d6 + 10 ⇒ (5, 3, 4) + 10 = 22 vs DC 21 (base 10 + 11) He scores 1 success on the effect roll, so the goatman loses 1 of its Toughness Hits (hit points) and gains the dazed condtion. The above was using passive defenses (using 11 as base). See spoiler below regarding how ranks of Improved Critical convert to 3d6 dice method (keeping the closest equivalent odds the advantage has in d20 dice method). converting 1d20 odds to 3d6 odds: As shown in my earlier post, rolling 16 or higher on 3d6 is the closest equivalent to rolling a natural 20 on 1d20. For simplicity's sake, extending the low result of the bell curve only for lower half of result totals, since they generate the exact odds for the the numbers generated for the 11 to 18 results. net 3 (1 in 216 odds)
net 6 (1,1,4), (1,4,1), (4,1,1), (1,2,3), (1,3,2), (2,1,3), (2,3,1), (3,1,2), (3,2,1), (2,2,2) ==> 20 in 216 odds of rolling a 6 or lower==> 10 in 108 odds ==> 1 in 10 4/5 odds; Odds in percentage format: 9.259259% (with 259 repeating); Closest equivalent is rolling 2 or less on 1d20. net 7 (1,1,5), (1,5,1), (5,1,1), (1,2,4), (1,4,2), (2,1,4), (2,4,1), (4,1,2), (4,2,1), (1,3,3), (3,1,3), (3,3,1), (2,2,3), (2,3,2), (3,2,2) ==> 35 in 216 odds of rolling a 7 or lower ==> 1 in 6 6/216 ==> 1 in 6 1/36 odds; Odds in percentage format: 16.2037037 % (with the 037 repeating); Closest equivalent is rolling 3 or less on 1d20. net 8 (1,1,6), (1,6,1), (6,1,1), (1,2,5), (1,5,2), (2,1,5), (2,5,1), (5,1,2), (5,2,1), (1,3,4), (1,4,3), (3,1,4), (3,4,1), (4,1,3), (4,3,1), (2,2,4), (2,4,2), (4,2,2), (2,3,3), (3,2,3), (3,3,2) ==> 56 in 216 odds of rolling a 8 or lower ==> 1 in 3 48/56 ==> 1 in 3 6/7 odds; Odds in percentage format: 25.925925 % (with the 259 repeating); Closest equivalent is rolling 5 or less on 1d20. net 9 (1,2,6), (1,6,2), (2,1,6), (2,6,1), (6,1,2), (6,2,1), (1,3,5), (1,5,3), (3,1,5), (3,5,1), (5,1,3), (5,3,1), (1,4,4), (4,1,4), (4,4,1), (2,2,5), (2,5,2), (5,2,2), (2,3,4), (2,4,3), (3,2,4), (3,4,2), (4,2,3), (4,3,2), (3,3,3) ==> 81 in 216 odds of rolling 9 or lower ==> 1 in 2 54/81 ==> 1 in 2 2/3 odds; Odds in percentage format: 37.5 %; Closest equivalent when rolling 1d20 is tied ==> rolling either 7 or less or 8 or less on 1d20. net 10 (1,3,6), (1,6,3), (3,1,6), (3,6,1), (6,1,3), (6,3,1), (1,4,5), (1,5,4), (4,1,5), (4,5,1), (5,1,4), (5,4,1), (2,2,6), (2,6,2), (6,2,2), (2,3,5), (2,5,3), (3,2,5), (3,5,2), (5,2,3), (5,3,2), (2,4,4), (2,4,2), (4,4,2), (3,3,4), (3,4,3), (4,3,3) ==> 108 in 216 odds ==> 1 in 2 odds; percentage format: 50%; Exact equivalent is rolling 10 or less on 1d20. Odds of rolling a 6 (or 15) with 3d6 ==> 10 in 216 ==> 1 in 21 3/5; in percentage format: 4.629629 % (with the 629 repeating); Closest equivalent of rolling a specific number on 1d20 (such as 20). Odds of rolling a 7 (or 14) with 3d6 ==> 15 in 216 ==> 1 in 14 6/216 ==> 1 in 14 1/36; in percentage format: 6.9444444 % (with the 4 repeating); Closest equivalent roll on 1d20 is a specific number (such as 20), Note: Using 6 (or 15) total on 3d6 is better equivalent than 7 (or 14) total on 3d6, since rolling a 6 (or 15) has the smallest absolute value difference to 5 %.) Odds of rolling a 8 (or 13) with 3d6 ==> 21 in 216 ==> 1 in 10 6/21 ==> 1 in 10 2/7; in percent format: 9.7222222 % (with the 2 repeating); Closest equivalent roll on 1d20 is rolling one of two specific numbers (such as 19 or 20). Odds of rolling a 9 (or 12) with 3d6 ==> 25 in 216 ==> 1 in 8 16/25; in percent format: 11.5740740 % (with 740 repeating); Closest equivalent roll on 1d20 is rolling one of two specific numbers (such as 19 or 20); Note: Using 8 (or 13) on 3d6 is better equivant than 9 (or 12) on 3d6, since rolling rolling 8 (or 13) has the smallest absolute value difference from 10 %.) Odds of rolling a 10 (or 11) with 3d6 ==> 27 in 216 ==> 1 in 8 odds; in percentage format: 12.5 %; Closest equivalent roll when rolling 1d20 is tied ==> either rolling one of two specific numbers or one of 3 specific numbers; Note: As rolling a 8 (or 13) is the better equivalent for rolling one of two specific numbers, using a roll of 10 (or 11) is better used to represent one of three specific numbers on 1d20. Matching up 1d20 rolls to 3d6 totals (starting with highest rolls) 1d20 (20): 16 or higher on 3d6
1d20 (20): 16 or higher on 3d6
Without ranks in Improved Critical advantage, rollng a 16 or higher with the 3d6 dice pool is a critical threat (since rolling 16 or higher with 3d6 is the equivalent of rolling a natural 20 on 1d20). With 1 rank of Improved Critical advantage, score threats with 15 or higher on 3d6; 14 or higher with 2 ranks; 3rd rank in Improved Critical costing 2 power points (instead of 1) due to using 3d6 dice pool, 4th rank in Improved Critical advantage costing 2 power points (instead of 1). The additional cost in power points for the 3rd and 4th rank in Improved Critical is for GMs who want the advantage to not gain considerable more effect using the 3d6 dice method.
@Lia: Will you reconsider adding the Ancestry Paragon variant rule for our characters? You will see from the spoilers below, that if you add the Ancestry Paragon variant rule, the story/thematics of Taumata becoming more like a true conspirator dragon becomes more significant throughout the campaign. Starigati's Ancestry Feat Plan, without using Ancestry Paragon, to include Accommodating Mount:
Lv 1) Natural Ambition --> Meld into Eidolon Lv 5) Lv 9) Lv 13) Draconic Scent (With GM's approval, Taumata gains the benefit of this feat instead of Starigati) Lv 17) Draconic Veil (With GM approval, Taumata gains the benefits of this feat instead of Starigati.) (The benefits have similarities to the Conjure Disguise ability of conspirator dragons) Starigati's Ancestry Feat Plan, if using Ancestry Paragon: Lv 1) Natural Ambition --> Meld into Eidolon Lv 1) Draconic Resistance (With GM's approval, Taumata gains the benefit of this feat instead of Starigati.) Lv 3) Breath Weapon Lv 5) Accomodating Mount (GM's permission already given that Taumata gains the benefits of this feat instead of Starigati.) Lv 7) Dragon's Flight (With GM's approval, Taumata gains the benefit of this feat instead of Starigati.) Lv 9) True Dragon's Flight (With GM's approval, Taumata gains the benefit of this feat instead of Starigati.) Lv 11) Draconic Scent (With GM's approval, Taumata gains the benefit of this feat instead of Starigati) Lv 13) Draconic Veil (With GM approval, Taumata gains the benefits of this feat instead of Starigati.) (The benefits have similarities to the Conjure Disguise ability of conspirator dragons) Lv 15) Wing Buffet (With GM's approval, Taumata gains the benefit of this feat instead of Starigati.) (Conspirator dragons do not have Frightful Presence, which is why I did not choose Majestic Presence for one of the dragonblood feats. Only 3 of the 8 new dragons from Monster Core have Frightful Presence, with the others having a different aura or special ability.) Lv 17) Lingering Breath (With GM approval, Taumata gains the benefit of this feat instead of Starigati. Also, with GM approval, instead of causing the terrain to become hindering terrain for 1 minute, it has the effect of mist for 1 minute, which is the effect and duration of the smoke breath weapon of conspirator dragons) Lv 19) Form of the Dragon (With GM approval, Taumata gains the benefits of this feat instead of Starigati.) (As Taumata will already be Huge, instead of changing her form, she gains mechanical benefits of the 8th rank of Dragon Form, effectively gaining closer to the full abilities of being a conspirator dragon.)
3d6 bell curve:
3 (1,1,1) 1 in 216 odds
As can be seen by the numbers generated at the ends of bell curve, rolling a total of 5 or lower on the 3d6 is the closest equivalent of rolling a natural 1 on 1d20; and rolling a 16 or higher on 3d6 is the closest equivalent of rolling a natural 20 on 1d20. So if we do move to passive resistance DCs, our GM might want to lower the resistance DCs of NPCs (including super villains) from 3E (or earlier editions) stat blocks by 4, so our characters have the (closest to) same chances of rolling a 'natural 20' (highest possible effect against baddies' defenses that can be attained in 3E & 2E) with our attack and effect rolls against such NPC stat blocks.
@Jubal (Sigil): With respect, please keep this in mind for future posts: If I post something that could affect the way we decide to handle the dice generating number method for how we play, there is a good and valid reason that I did so. It will prevent headaches for both of us if you keep this in mind. This applies to any such posts I make, be it for this campaign or other campaigns, as well as for other ttrpg rules sets. I mentioned the consideration for using 8 for the base (instead of 10 or 11) for passive resistances in case our GM is pulling stats from 3E (or earlier) editions (which were designed with the 1d20 method as the core mechanic, not the 3d6 mechanic of the 4e beta test). As most source material is 3E (or earlier editions), that oversight (if no one caught it) could have had an unexpected negative impact on our gameplay dice rolls while fighting foes with high defense ratings. There is a significant difference between "You need to roll the highest, or close to highest number(s) possible on the die/dice pool roll to hit the Big Bad", as opposed to "Even if you roll the maximim number result on your attack die/dice pool roll, you can never hit the Big Bad". There was a very good reason I brought up the observation in the first place. 'marginal benefit' can also be worded as 'slight advantage'. Thanks for echoing my point. :) You taught me nothing new about the fact that using 3d6 instead of 1d20 weights rolls towards the middle of the bell curve of the number totals generated. As I mentioned, the highest-possible number achieved using 3d6 is 2 less than what is generated on 1d20, which the designers have used for 3e and 2 e (I do not know if 1e was a d20 based game as well). Using my observation and advice from my earlier post, if our GM decides to go with passive DCs using 10 or 11, he is now aware that if he is using pre 4E resources that he might want to reduce their resistance DCs by 2 to compensate. Actually, he might want to lower their passive resistance DCs by more than two, considering the bell curve of using 3d6 to generate our attack and effect of our actions.
GM_Drake wrote:
GM-Lia wrote: Note that if Myrp is riding Tuamata and an encounter starts, both only get 2 actions per round per the Players riding Players rules introduced in Howl of the Wild. That said, if it's something that they do often, at higher levels, we can adapt Centaur ancestry feats to allow those penalties to be reduced. Thanks, Lia. I was going to plot in the summoner's Steed Form feat for other PCs to ride Taumata without a penalty to their action economy, but the summoner feat only has benefit when the summoner rides the eidolon. The relevant centaur feat to allow for that is Accomodating Mount I have updated Starigati's summoner feat plan to incorporate Accomodating Mount in at 10th level (delaying his increase to large size until 12th level, replacing Towering Size). As he is growing at each level increase (but within the same size category until he gains the Hulking Size feat), he eventually gets big enough that it easy to accomodate one of the small-sized riders in the group without the rider needing to use an action to remain on, so when he becomes large-sized, he will be able to acommodate one of the medium-sized group members of the group. Updated summoner feat plan for Starigati (and Taumata):
* = evolution feat Lv 1: Meld into Eidolon; (bonus evolution feat): Glider Form*
The benefit of Myrp (or Jikah) riding him, is while Taumata is using the Avoid Notice exploration activity, the rider can use another exploration activity (and benefitting from Taumata's stealthy movement, as they do not need to make a separate Stealth check (as long as they are not making noise).
@Seth: I think there are still two player slots left for the weekly dedicated hour (on Wednesdays from 8:30 pm Pacific to 9:30 pm Pacific). Is that a weekly time slot that works for you? If you scroll up/through the posts look for my posts via my Preacherelius profile - it includes lists of who (so far) is in the Wednesday night game, including campaign traits each PC has. @Trawets71: GM Wolf posted two days ago that the other table (for the players posting in here that the dedicated weekly Wednesday time slot does not work for), that he could make it a standard PBP without the dedicated weekly hour.
I am interested. I have not played the computer game for years. I bought the ttrpg book (and the atlas) years ago but never ran/played in a WoW ttrpg game I do not have access to the Advanced d20 Magic book, would that be an issue? I do not remember off-hand all the races and classes. Initial (4 I think) of each side (Horde and Alliance) Horde: orc, tauren, undead (called something else, correct?), and troll? Alliance: human, dwarf, elf, gnome? new horde race: blood elf
new race: goblin (could choose either alliance?) Classes paladin
new Dragonblood feats from Dragon Codex For ones who are not familiar with this youtuber, he makes well presented videos, that you can pause the video with the full feats/ancestries/etc. write-ups on the screen, if you prefer to pause to read the rules entries. He also does some entertaining concept character build vids, such as this one. Continue the theme of suggesting PF youtubers, the best Golarion lore youtuber I have come across is Mythkeeper.
Reminder: Using default rules, Taumata and Myrp get only 2 actions each while Myrp is riding Taumata. Normally a rider PC has to be at least 2 sizes smaller than the PC that is the 'mount'. Roll both their initiatives and use the lower of the two results. The two PCs act in either order on the same initiative count. Pretty sure the RAI is for a bipedal rider riding a bipedal 'mount'. As Taumata does not have the mount special ability, the restriction of 2 actions per PC is in effect. Since Taumata has a quadruped form, the rider PC only needs to be 1 size smaller. From the centaur ancestry: Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.
How It's Played video about Draconic Codex book At time stamp 5:40, updated draconic exemplars chart (from Adamantine to Executor). Conspirator Dragon: occult tradition, speed: climb; cone of poison; saving throw: Fortitude New ancestry feats for kobolds and dragonblood. New canon regarding first clutch of dragon deities. If you have ever wanted a dragon wearing a witch's hat: time stamp 0:48.
@Elton, if we have more than one class, are we allowed one archetype per each class or flat-out one archetype regardless of how many classes we have? I am thinking of a spirit walker mesmerist. If we are allowed one archetype per class, I am working with the mesmerist died and his power to affect undead helped him reclaim his own body as a reanimated medium. I have not decided on race yet. Is the (spirit walker) mesmerist/(reanimated medium) medium a viable option as a character for your campaign? edited: Reread character creation rules...so also asking if you will allow the mesmerist and medium classes from OA? |