Greeeit's page

Organized Play Member. 170 posts (707 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


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Captain Morgan wrote:
I know morlocks usually have lower intelligence modifiers than wisdom as NPCs, but that doesn't entirely gel with their presentation as expert crafters. Their iconic abilities lebf themselves more to Dex and intelligence. That's just a personal opinion though.

I felt a lot of their text implied they were pretty simpleminded, and that their tinkering was more instinctual than any indication of great intellects.

In the previous version the tinkerlock heritage shuffled their ability boosts around to help int builds, but with paizo giving all ancestries the option to boost like humans that heritage had to go.


While playing a campaign, we adopted one of the poor lads after getting attached to him and we figured he'd make a great backup character if only there was a morlock ancestry. A few weeks later I now have an alpha version of the ancestry, and would love to hear what people think. It's still needs some polish and probably a fair bit of rewriting, but for now I'd like to get some feedback on the mechanics of the ancestry. Thanks in advance for your time. ^^

Alpha morlock.


Round 2
Still unable to see any enemies through the wall, all Aenon can do is keep ready for enemies sprouting from the walls.

Unarmed attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


This sounds awesome, why havent more people thought of this?


Ey, welcome back Goddity, glad to have you back.

Go for it ADM, as long as we get playing I'm happy with anything.

Oh, if you can, I think we should perhaps change the name of the recruitment thread to something more along the lines of "Ongoing recruitment for evolving game" to make it clear that it's an unconventional game, not just a campaign with a high player dropout.


Sweet


Explain the concept, say we've made a base set of rules and that we're looking for more players to make the game more fun. Or something like that.

Oh, and don't forgot to lie and tell them we're far more amazing than we really are.


I think we should take advantage of the fact that we aren't using our recruitment post. Start a new one with a name like "Continuous recruitment for evolving game" and make it clear that new players are welcome, even after game start.


Yeah, sorry, been a bit busy he past few days.


@Momo If you're using the magical bow (which I think is a composite +2 strength longbow) you add up to two strength.


I think I misunderstood C4. I read it as "All stats start at one, you increase stats one point at a time". If it means you have points equal to your level + 5, it contradicts C2, and we need to do some changes.

Personally I'm in favour of keeping c2 as is, because I like the simplicity of it. If we want to start out more powerful, we could always increase C3 to give out more starting points.


So what is our plan moving forward?


I may have forgotten it, but it does work out. Body is your physical strength and dexterity, while Vigour is your body's resilience.

The mental boost is sort of a 'mind over matter' thing, where you keep going on sheer willpower alone.


Go for it


To be fair, by M11 and M12, I'm not allowed to respond. This one's all on you mate :p


With how things are done now, I think we need to reword things to make vigour and health to distinct things.

With that in mind, I propose the following amendments:

GP 8) Health is a pool of points, damage dealt to a character removes points from this pool. If a characters Health pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current health below any other stat, takes a penalty to that stat equal to the difference between the stat and current health, or the characters total taken damage, whichever is lower.

C 5) When calculating Health add your vigour and the average (rounded up) of your mental stats. (Spirit, Mind, Charm)

I also still feel we should be playing and testing this system as we make it, as I feel that it would be more in spirit with how the game was intended to be played.


We probably need some sort of build-monster-by-challenge-rating system, to keep things working, but I have no idea how that would work. I say we just go for it and see what happens during play.


So, since a flat dc defense is pretty dumb I suggest the following ammendment:
Gp 10: To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.


Sounds about right


Ancient Dragon Master wrote:
CC #4 PC Stats start at one, you spend your 'level' only in excess of one

Ate


Ancient Dragon Master wrote:
Proposing CC #4 level points are only spent in excess of 1

How do you mean?


Just a heads up, I think I may have snagged us a new player ^^


Ancient Dragon Master wrote:
Aye to all. sorry about the small amount of posting, now I can only post on Friday, Saturday and Sunday with any regularity if this means I have to be removed, I'll give the thread to one of you.

I really don't think we can afford to loose any more players, rule 11 has to go :p


Once more, I am forced to bump


aye to the amendment on 9, but I'm not sure if social and physical attacks should do the same kind of damage.. but then again, maybe they should.

Aye on 4.

Nay on 8. A character with negative vigor would be dead or retreated, so having to add when negative wouldn't be necessary. But I agree that the straight penalty is not a great solution, how about this instead:

8) Vigor is a pool of points, damage dealt to a character removes points from this pool. If a characters vigor pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current vigor below any other stat, takes a penalty to that stat equal to the difference between the stat and current vigor, or the characters total taken damage, whichever is lower.

I've gotta say, I hate the phrasing of this proposal, but I think it will work. Characters with massive vigor will have a "shield" before they start taking stat penalties, and characters with low vigor won't take huge stat penalties for just taking one damage, as they would if vigor worked as a stat ceiling.

Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can be one of the following:
6a) - Enacting, amending or repealing a Game Rule.
6b) - Enacting, amending or repealing a Meta Rule.
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) Every player must post once a day
12) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
13) A player may never craft a GM response to their own post.
14) In order to vote on and suggest proposals, you must have created a character and made on post to the gameplay thread.
15) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
16) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
17) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Vigor is a pool of points, damage dealt to a character removes points from this pool. A character gets a penalty to all other stats equal to the vigor damage he has taken.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To hit an attack, a character needs to beat a skillcheck of 15

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.


Greeeit wrote:

I agree to 1 and 2, but I'll have to say nay on 3.

I've been playing a lot of renown explorers lately, and in it you can defeat enemies both by talking and bashing their faces in. So I was thinking, maybe we have some sort of verbal combat system, where charm is the impact of skills like bluff and diplomacy. I have no idea if this would work, or if it's even worth trying, but maybe it could make for some more interesting social encounters.

Ops, forgot to amend the rules.

Also, should we make an effort to reach out to people who've taken an interest in the past? I still feel that for this type of game, three players may be on the short side.

Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can be one of the following:
6a) - Enacting, amending or repealing a Game Rule.
6b) - Enacting, amending or repealing a Meta Rule.
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) Every player must post once a day
12) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
13) A player may never craft a GM response to their own post.
14) In order to vote on and suggest proposals, you must have created a character and made on post to the gameplay thread.
15) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
16) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Vigor is a pool of points, damage dealt to a character removes points from this pool. A character gets a penalty to all other stats equal to the vigor damage he has taken.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks and mind for magical attacks.
10) To hit an attack, a character needs to beat a skillcheck of 15

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.


I agree to 1 and 2, but I'll have to say nay on 3.

I've been playing a lot of renown explorers lately, and in it you can defeat enemies both by talking and bashing their faces in. So I was thinking, maybe we have some sort of verbal combat system, where charm is the impact of skills like bluff and diplomacy. I have no idea if this would work, or if it's even worth trying, but maybe it could make for some more interesting social encounters.


So, I think I'll start this off with some cleanup:
I suggest we repeal gameplay rules: 5, 7, 8, 9, 10.

They either contradict other rules or the ones I am about to suggest.

I suggest the following gameplay rules:
1) We have a fourth rule category called character rules, that tell what rules govern characters and their creation. these rules are separate from gameplay rules that tell how the game is played.

2) We add another stat, called Vigor (We could also use spirit for its intended purpouse). This stat represents the health and energy of a character. Vigor is a pool of points, damage dealt to a character removes points from this pool. A character gets a penalty to all other stats equal to the vigor damage he has taken.

3) A character starts with 5 skill points that can freely be distributed.

4) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks and mind for magical attacks.

5) To hit an attack, a character needs to beat a skillcheck of 15 (because I have no idea how to do defense yet)


Yeah, but I have no idea to what xD


Current Rules:
Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can be one of the following:
6a) - Enacting, amending or repealing a Game Rule.
6b) - Enacting, amending or repealing a Meta Rule.
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) Every player must post once a day
12) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
13) A player may never craft a GM response to their own post.
14) In order to vote on and suggest proposals, you must have created a character and made on post to the gameplay thread.
15) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.

Gameplay
1) Characters consists of the 4 stats (Body, mind, spirit, charm)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) Each character shall have a 'level' which determines the upper limit of their power. They may have skills that sum up to their level + 5. New characters start at level 1. Existing characters without levels shall become level one and reduce their stats accordingly. When stats are gained, level increases to match.
6) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
7) your first five points are In stats. Your stats start at one at a 1:1 trade in value. When you train (As in previous arrow wall example) you gain +1 to a designated sub-skill that is added when you go against certain types of obstacles. (Example: John would gain a +1 on Body (Reflexes) in future, not a straight +1 on body)
8) The level cap applies to stats as well as Skills
9) you can designate up to 5 Sub-Skills as trained these start with a 1 in them
10) Magic is based on Mind, Physical is based on body, Boosts are based on Spirit
11) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
12) Anybody can learn magic
13) Each characters stats shall be summed to determine the character's 'level'.
14) New characters shall begin at level 10.

Setting
1) we do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

So I sat down and (to the best of my abilities) put together what we've agreed on so far. It's sort of a mess, to be honest, and it really needs a thorough rework (at least for consistency's sake). I think we also need to get a lot better at clearly stating when a suggestion is accepted or rejected, cause trying to piece things together was a nightmare.

On other notes, ADM, you really have to start playing the game with us at some point, otherwise I don't the point of this all.

@goddity I'm not sure about getting a gm, I think I'd like to try the Gm-previous-then-post-actions a bit further, I have high hopes that it could be a lot of fun.


aye to R3 and R4


which rule 5 and 6 are we talking about? I think I've lost track.


So we're stuck?


Guess there's only one way to solve that.


So with things going ... erm ... strangely, we seem in need of more players. I am not at all ashamed (but trying to be discreet) about doing a bump.


1 person marked this as a favorite.

Which means godity 3 passes, meaning ADR has to get his arse over to the gameplay thread before he is allowed any more suggestions. ^^

Also, with TST sorta out I think I'll give finding some more players a shot.

Also also, should we have our own recruitment thread that's actually connected to the campaign?


I guess this just means we need more people then ^^


Since there is no gm, is this a ganeformat suited for more than 4 players? I feel we could do with a couple more, how about you?


Just to keep rules from disappearing in the void i propose a time limit.

Gr1: A player has 24 (48?) hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.


I feel that players (when propper character creation is introduced) should start off about as powerfull/ slightly more powerful than your average person and then grow in power.

I'm assuming that these questions are in regard to the nation of Midland, and outside her borders, things will be much different.

- The Midland high council of mages
- Being pesants, most people don't really care who rules as long as they aren't actively being oppressed. The mages also tend to pop by and create rain etc. so they are generaly in favourable standing with the common folk
- Err... There may be alot of kings and empires around, they may be uncomfortable with what is in practice a ruling body of commoners.
- Valisi was originaly buildt around he tower of a great arch wizard hundreds of years ago, and the council and city naturaly grew from that.
-24 hours
-depends on what time of year it is
- 7 days
- around 30 days
- 365 days
- Surroundoing nations have larger armies, but Midland have elite battlemages, giving them an advantage.
- Traders, powerful wizards and local rulers have the most money, hence they have the most power.
- The battlemages are the leaders of the midland armies. Some of them are responsible non-magical army divisions, others, called Arbiters, are responsible for law enforcement. Each Arbiter has at least a platoon of non-magical law enforcers working for them.
- The poor are worked hard, but they are not subject to systemic mistreatment.
- Most people walk or ride, magical transportation is limited to those with arcane training. Ships and carriages exist, but are often an unnecesary expence for the poor.
- In Valisi there is the tower of the old mages. The ancient site where the first council of mages gathered.
- Josi's day is set around late spring and celebrates the end of winter and a hopefully bountiful harvest. The winter solstice also celebrated, as after this day, the days just get brighter. There is also a celebration of the new year around early spring and a harvest festival. I think Midland might have really harsh winters, leaving its people wanting a good celebration whenever they can.
- Drink, sing and dance
- The world was willed into existance by the almighty hand of perpetual change. At least that is what the metaites believe.
- Nope, no gods.
- Varying forces of nature are tapped into and guided to perform magic.
- When you die, you are dead.
- Monsters have always been around
- The worlds magical nature is the strongest

Bleh, too many questions :p


Aye to G8 and G7.

I believe that the current problem with higher than average stats is better solved with a proper set of character creation rules and consistent skill rules than a hard stat-ceiling. So I'll have to say nay on g4 and g5

Don't think I quite understand g6


I think we need to take a step back, put together the gamerules and see how things fit together, cause I'm pretty sure there are some inconsistencies lurking around


Someone's being impatient, huh? xD

Aye to G3 and Goddity 3


I'm all for the first part, but I'm not sure if I agree that we should use a 'die + bonus vs Dc' system. I feel it may be disruptive to the 'dm a post, write an action' posting style we have to have a back and forth about rolls. Unless the player and dm are both allowed to roll for the character in question.


The Sesquipedalian Thaumaturge wrote:
and would prefer to have more information about "the metites" before voting on Greeeit's proposal.

I was thinking about naming them "metaens", "metaites" or something along those lines, but felt it would make the joke too obvious. They're just a nod to the fact that their world, and how it works is subject to perpetual change :p

Goddity wrote:
At the moment. I imagine someone will make a rule regarding that eventually.

In that case I guess I'll have to bow to common sense and vote for G1 =/


Just to be clear, are the words stats and skills being used interchangeably?


Well, seeing as there are no rules for character creation, and no indication of what a point in a certain stat is worth. Until those are in place, I'm keeping my slightly above average charm.


Goddity wrote:
If no one objects, I'm going to create a character, allocate my 5 stats, and start posting in gameplay.

Way ahead of you ;)

TST proposal: Aye


I'm with Goddity, not really sure what you mean with #2

I'd like to suggest a setting rule:
- The main religion in the world is the church of the metites, they worship the hand of perpetual change.

On another note, how will we drive plotlines along without single gm to come up with a plan? Or will we go for a more evolutional approach where we just throw some rules into the bucket and see what stories pop out?


Ayes to the spreadsheets, ayes to startin!! Ayes everywhere! Viva la ...something.

What I meant was that if we're going with a gm-less gameform, the player responding should probably have to put up a "I am writing a reply here" flag, to avoid duplicates.

As for the character actions, I was thinking it would be a good way to force distribution of GM duties. So if you want to take an action, you have to do some GMing for the previous poster.

*EDIT*
I feel that the spreadsheet probably should give some notion of what the proposal text for each proposal is.

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