kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Jul 25, 2008 10:10:10 GMT -5
I do not make a distinction between People, Armor, or Weapon SPITE. I just ask that it makes sense how a PC wants to implement SPITE. Usually a PC declares, "I want to wear out the enemy's armor." or "I do not want to kill him, just wear him out. Can I use my SPITE damage to reduce his Strength?" Technically, the PC could target weapons. I've even played with the TOSS House Rule - "Trigger Or Store Sixes". Where a mighty warrior does a GREAT BLOW by storing 5 Sixes from a single combat. The GREAT BLOW does ×2 weapon damage for one round. Although, I have not found very many battles lasting long enough for a GREAT BLOW. When I use TOSS, SPITE is just a -1 CON trigger. Sorry missed the reply when it first posted. The mechanic of chosing whether the target's flesh of armor are targeted with SPITE damage may be a handy Warrior Talent, though I want to avoid something like the GREAT BLOW. I'll have to see what my "martial artists" want to do in the running campaigns before I explore into this direction.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Jul 25, 2008 10:19:23 GMT -5
Experience Level to MR Matrix (low to medium lethality)
1st: 30-35 2nd: 35-40 3rd: 40-45 4th: 45-60 5th: 60-75 6th: 75-85 7th: 85-95 8th: 95-105 9th: 105-115 10th: 115-125
And, yes. Yes various kinds of non-human characters in the game are going to have more or less Str. than a human. If they're stronger more than likely the non-human will be starting out at a higher level of experience. The GM can go extremely lethal and design his tunnel-crawl to the level of the strongest PC, in a Warrior's case the highest experience level, in the expected group, but I suggest only doing this as the exception not the rule in the course of many games. It does prove to be lethal. And I have found even with this or that very able character, even the "reduced" MR's done in appropriate numbers, one encounter per player-character, will cause enough wear and tear to make things a bit dicey here and there.
For bigger monsters, such as a giant or troll, base the level off of the second-highest level of experience if there is some variation among the party members then I suggest taking multiplying the suggested MR by the number of PC's facing it.
But as you know, there is a bit more to GM'ing than just assigning MR's.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Jul 25, 2008 10:33:33 GMT -5
Pirate Specialist Type in bullet form.
o... Charisma must be the PC's highest Attribute when developing a Pirate. o... A Pirate has the Pirate Talent instead of Roguery. o... Pirates may learn Spells as a Rogue does. o... A Pirate may add his accumulated Gold pieces to any Morale-based Saving Roll that is not an automatic failure. All of the moneys must be divided among the troops and sailors rallied by the roll at the end of conflicts or there will be open revolt against him. Let's hope the reward of the rallying cry is worth the ends.[/b]
|
|
|
Post by Mhegrrrim Skulltosser on Aug 9, 2008 19:03:48 GMT -5
For your games, how does the Pirate Talent work?
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Aug 26, 2008 8:56:24 GMT -5
I don't want to go into too much detail Skulltosser, but pretty much anything the player can convince the GM that sounds "piratey"
|
|
|
Post by Mhegrrrim Skulltosser on Aug 26, 2008 22:07:11 GMT -5
Fair answer Kopf. So I'll ask another question You determined MR 30-35 to be low to medium lethality for a level 1 character. My 5ed characters have always found a decent challenge fighting MR 25 for medium lethality. What did you concider when building the MR ranges?
|
|
koraq
4th Level Troll
Posts: 355
|
Post by koraq on Aug 27, 2008 7:36:35 GMT -5
I take it you don't multiply those MR's by the amount of characters, right?
Interesting things in this thread! Me like.
|
|
|
Post by mahrundl on Aug 27, 2008 16:09:00 GMT -5
I don't want to go into too much detail Skulltosser, but pretty much anything the player can convince the GM that sounds "piratey" So they'll do better if they are willing to put in the 'arrrrd yarrrrds'? ;D
|
|
|
Post by Mhegrrrim Skulltosser on Sept 1, 2008 17:43:46 GMT -5
Your question Koraq is precisely why I asked mine. Imagine sending 3 MR 30 monsters against 3 L1 characters wielding 3d and 6 hits. If we're lucky the PCs will have +12 add combined! In technical terms it looks to be: 12d+45 (3 Monsters) versus 9d+12 and 18 hits (3 PCs) Magic helps (as always). Creative players can make this less challenging as do ranged combat.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Oct 15, 2008 15:44:29 GMT -5
Fair answer Kopf. So I'll ask another question You determined MR 30-35 to be low to medium lethality for a level 1 character. My 5ed characters have always found a decent challenge fighting MR 25 for medium lethality. What did you concider when building the MR ranges? I work in the PC's expected medium armor value, their personal adds, and then a "plus 6" modifier. This calculus has worked for my games granting some really bloodied nose fights, which 50% end with one side or the other getting some really fantastic rolls after a few rounds.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Oct 17, 2008 8:17:20 GMT -5
I take it you don't multiply those MR's by the amount of characters, right? Interesting things in this thread! Me like. SorryKorraq, just noticed your question. No I don't multiply the MR's by the amount of characters. I use a "Tunnel Hack," basically a random amount generator, usually d3 to d6, applied to encounter table, matrix. This variable number of encounters makes the running of the game somewhat a surprise to myself as well as the characters.
And thank you for the notice of the rules.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Nov 9, 2008 20:49:35 GMT -5
Using 7.5 edition rules, the experience system can get a little too easy, especially if you're running a heavy roll-playing session as well as a role-playing session. I rule that player's only tally points for successful SR's, and of those, only the ones completed without the PC's level being added.
The new spells listed in the Codex Incantem (...err whatever it's called) are not available to PC's through their normal guild studies. Finding the spells through play is exciting and Wizards are powerful enough with just the regular spells listed.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Nov 24, 2008 21:38:14 GMT -5
I do not make a distinction between People, Armor, or Weapon SPITE. I just ask that it makes sense how a PC wants to implement SPITE. Usually a PC declares, "I want to wear out the enemy's armor." or "I do not want to kill him, just wear him out. Can I use my SPITE damage to reduce his Strength?" Technically, the PC could target weapons. I've even played with the TOSS House Rule - "Trigger Or Store Sixes". Where a mighty warrior does a GREAT BLOW by storing 5 Sixes from a single combat. The GREAT BLOW does ×2 weapon damage for one round. Although, I have not found very many battles lasting long enough for a GREAT BLOW. When I use TOSS, SPITE is just a -1 CON trigger. I've been trying to wrap my mind around this sort of mechanic for more than a few months, Skulltosser. In practice, I would only use it as a Talent for a Warrior or highly unique "Specialist" Type. It adds too much time to a combat if everyone is declaring where their own Spite damage goes. As you know, I work hard for proper timing in my sessions.
|
|
|
Post by Mhegrrrim Skulltosser on Nov 28, 2008 14:05:47 GMT -5
Kopfy, you are great at managing timing. After playing with Dragonwulf at the convention I can see a point to speeding game play up. The key is to keep players from bogging down into non-action.
I've been playing around with martial arts as Talents for a while. T&T's combat system is generic enough to make traditional RPG martial arts irrelevant. Karate and pugilism tend to be pure fighting and don't fit well with Talents. Ninjitsu and Judo make wonderful Talents.
I've also tried martial arts as a super power (ala PowerTrip). Works great for specialized maneuvers like the Touch of Death.
|
|
kopf
3rd Level Troll
Posts: 211
|
Post by kopf on Dec 26, 2008 9:51:39 GMT -5
Thanx for the compliment Skulltosser. Especially in the context of a small convention or a group of newer players, timing is everything I feel. The occasional rule discussion, between myself and another old-schooler, like the couple 'Lander' provided me with during BuffaloCon, and you were able to reluctantly mediate, also is a selling point, showing the newcomers that there is more to the rules than 'freeform narrative' and/or 'fudging' going on. But the strength of T&T, I feel, is in the ease of pick-up and playability.
"... at managing timing...I can see a point to speeding game play up. The key is to keep players from bogging down into non-action..."
Last few months. I have been experimenting with getting into more details as well, if only in my head so far. My steady but varying, err organic groups of recurring players, are usually onto their second set of 4th to 5th level characters. The first time around, with 7th ed, at about 7th to 9th level, the players are less interested in my sweeping stories than jimming with this or that aspect of the game, meaning new characters. This time around I intend on having a bit more salty-bits for the PC's to chew to keep them thirsty. So I am going to be taking some of the observations I had of how you handled games, well expertly stage managed with Makk. Don't take that the wrong way, you did some amazing work there, I noticed and was more than a bit impressed.
"...I've been playing around with martial arts as Talents for a while. T&T's combat system is generic enough to make traditional RPG martial arts irrelevant. Karate and pugilism tend to be pure fighting and don't fit well with Talents. Ninjitsu and Judo make wonderful Talents..."
I happen to be working something probably not entitled "Wrestlers World," for TAG (or TROTT, Tom's Rip-Off of T&T as Peryton calls it, but the rules matrix is totally different of course). As I am not a wrestling fan, just a fan of campy wrestling movies and D.ick the Bruiser (from the Motown!), so mapping out the "Talents" is a way of making it a bit of fun. Elements of this are probably going to bleed over into the T&T campaign. I might look at old AD&D "Oriental Adventures" campaign for inspirations on new Specialist Types of NPC's for the players to encounter.
"...I've also tried martial arts as a super power (ala PowerTrip). Works great for specialized maneuvers like the Touch of Death..."
So how do you vary between the 'form' of martial arts and the specific Talents, in either straight T&T or the PowerTrip? If you've posted about it in another topic already, feel free to point me in that direction.
|
|