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Post by Mhegrrrim Skulltosser on Mar 18, 2007 12:05:27 GMT -5
2) Is there a play by post or mail (free) place to play? I have a game currently running over at playbyweb.com You can find it under adult and the game name Exploring Hatu. If you want to join the game, set up a free account and create a character name. Then submit the character. I am pretty happy to have new players. Right now, there is just two of us playing multiple characters. Let me know if you plan to join. I'll keep an eye out for your submission.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 18, 2007 12:10:51 GMT -5
Is it a T&T game. And I would be interested on playing but one character. Also what kind of play is there, intrigue, crawl, mass battle?
Tried to setup a game on the advertisements and was indirectly told that I was an old foagie (which I probably am compared to the site's clientèle.
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Post by mahrundl on Mar 18, 2007 14:37:23 GMT -5
RPGuru,
Without being able to see the 'to hit' numbers that you're referring to, I'd assume that it is probably the target number for the saving roll. So Dexterity + amount rolled on 2D6* must exceed the target number, like any other saving roll.
* As with any saving roll, the DARO (Doubles Add and Roll Over) rule applies, and a roll of less than 5 on the 2D6 is automatically a failure.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 18, 2007 16:43:16 GMT -5
Ah so you add your DEX to the 2d6 rolled. That makes it a bit better. Do you add your DEX bonuses twice, as per the rules?
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Post by mahrundl on Mar 19, 2007 8:38:47 GMT -5
No, the 'double your DEX adds' is for determining damage - you add twice your DEX adds to the damage you roll if you hit.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 19, 2007 9:19:50 GMT -5
Sorry just new to this whole thing, could someone give me a checklist of melee combat.
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dalton
4th Level Troll
Posts: 282
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Post by dalton on Mar 19, 2007 9:32:29 GMT -5
These are the stages of a T&T combat, but they are a summary only as you need the full rules to get the most benefit from them. I would recommend purchasing the T&T pdf rules for $10 as they are well worth the price. 1. Surprise Attack. One side gets an attack and the other side gets no defense. In such cases, the combat round obviously doesn’t last 2 minutes. 10 seconds is more like it. 2. Magic. T&T magic doesn’t usually take very long to cast. Wizards get their spells off right at the beginning. Remember that the Wizard must make an INT Saving Roll on the spell level for the spell to work. Magic that does damage always counts as part of his side’s HPT. 3. Missile Combat. Arrows and such things travel very fast. Except in unusual circumstances, you only get one missile per combat turn. Make a DEX SR (or perhaps a similar roll using your “Marksmanship” Talent or the like) to see if the missile hit. If you miss the SR, you get no points toward the melee total. If you make it, your points count no matter what. 4. Choose Your Melee Target.The GM may specify which foes the characters face, or the players may get to choose their own targets. 5. Roll Your Combat Dice. Figure in your combat adds. Do magic and missile damage to the foe. Take magic and missile damage from the foe. Go hand to hand. This is the part of the combat round that could take up to 2 minutes. If your combat is fairly simple, it shouldn’t take much more than 2 minutes of real time either. 6. Calculate Your HPT. If you have a party, you get to count all the damage that actually happens—points of magic taken, missile damage, and hand weapons. Get a total. Your opponent is doing the same. 7. Figure Hits of Damage. The low total is subtracted from the high total. The losing team or player takes the difference in hits. Also count spite damage at this stage. 8. Adjust for Armor. Armor takes damage for fighters. The winners need not worry about it. The losers get to soak off some of the hits of damage on their armor if they can. (Armor doesn’t affect spite damage.) 9. Adjust Attributes.Figure the effects of poison or magic that might have altered any attribute scores (i.e., STR, CON, etc.). A weapon has to hit before poison can do any damage. 10. Evaluate the Round.Bookkeeping. Update your character stats and get ready for the next round of combat. Decide what you’re going to do on the next round. Inform the GM. If the combat is over, start healing the wounded and searching the dead. If the combat continues, go back to Step 2 (the element of surprise is gone, so don’t go to Step 1), and run through the sequence again.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 19, 2007 10:03:42 GMT -5
Thanks a Million Dalton. I am planning to buy the rules after this saturday. Planning to run a module at the cigar shop club. If the fish bite then I will buy it. Just hate it when you get this super cool rpg and NO ONE to play it.
All dressed up and no one to kill?
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dalton
4th Level Troll
Posts: 282
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Post by dalton on Mar 19, 2007 12:28:15 GMT -5
No problem,
Now, for our own games, we use "Pip's" vs "Spite" in that if you have the ability for it, a character can buy spite damage with pip's. This means that you count the natural sixes you have rolled, and you have the ability to buy spite damage at a cost of 1 pip per spite, then you treat it like the normal rules. For starting warriors, they get normal spite abilities and they can improve that with experience. For rogues, they need double the pips to purchase a single point of spite damage, and they also can improve that. Wizards do not get the spite damage ability.
When we play, a wizard can cast a spell and roll for his normal combat dice unless the spell description says otherwise. A wizard is also limited in what weapons he can use as well.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 22, 2007 10:00:20 GMT -5
Talonfire, signed up for your game. Any updates?
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Post by Mhegrrrim Skulltosser on Mar 22, 2007 21:32:01 GMT -5
Is it a T&T game. And I would be interested on playing but one character. Also what kind of play is there, intrigue, crawl, mass battle? It is more a crawl with a dash of intrigue. Normally, I set up several red herrings and see where players want to go. I am also playtesting my new Psychic Specialist type. I submitted this new Specialist to Hobbit Hole #10. Right now, I actually have three real players!! Killrook, Tarek, and Taurus DeMinos. Talonfire, signed up for your game. Any updates? I posted just last night. The game went inactive during a last minute business trip out of the country. That really put a damper on the game, but I hope to make up for lost time. Normally, I'll provide proper notice. Now if you are not one of the above named players, then playbyweb is running slow on sending me a link. If you give me your character's name, I can go ahead and add it to the game.
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