mosker
4th Level Troll
Posts: 374
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Post by mosker on Jan 12, 2023 8:51:15 GMT -5
Eh, Mosker did you take a talent when you got to 2nd-level, because you could upgrade Tinker and it not cost any different if you took an new talent (technically 300 AP) or (upgrade 600 AP). Hence better to upgrade with a level up, than buy... O.k. I misread the rules, again after I had originally planned on doing what you suggested. Thank you. Tinker is my free upgrade with second level. Mental discipline is the purchase. The fact that this section appears twice in the book....is still no excuse. ...and yes, in this case, now that I think about it, I dipped a box in tar with a great deal of attention, skill, practice, and ability to learn.
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gringnr
2nd Level Troll
Posts: 93
Member is Online
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Post by gringnr on Jan 12, 2023 14:23:59 GMT -5
will try to complete spending XP today. Hope I'm not holding up procedings too much.
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Post by nialldubh on Jan 12, 2023 15:18:40 GMT -5
Sailing onwards with ease! 
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Post by nialldubh on Jan 14, 2023 10:30:01 GMT -5
Bit later posting...
Neighbours had brought in workers to put a firewall in loft, in some of these older houses the loft just goes through from one house the next house.
Still after five days of work they are gone and I go up to see if it looks fine to find the geniuses have throw two heavy rolls of insulation on top of my trapdoor and not being a clairvoyant I not know what other surprises they had in store other than dirt falling on my head. So, spent last two hours WASTING MY TIME! But I fine and not bother about it.
Just need to communicate that to someone!
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apn
5th Level Troll
Posts: 557
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Post by apn on Jan 14, 2023 12:14:04 GMT -5
/Rant
I feel your pain. I went to work yesterday with gale force winds blasting about and a fence dividing my property and next door was swinging about on its last legs. Obviously at 0430 I'm not going to get the drill out and had to go to work hoping the fence wouldn't go as it would damage next doors car.
Seeing as its on the left side of my house I figured some kind of damage, insurance claim, banging on the door etc but... phew! Fence still partially intact when I got home and aside from scuffing the dirt on the neighbours car left no dents...
So out came the drill and about half an hour later, struggling to hold the fence up in the wind and in place, it's anchored properly. Then I noticed that the dividing line between properties as seen from my garage and the driveway suggests the fence is 100% on next doors property (who rent it from the owner) and I just fixed their fence for them.
Glad that it didn't come to any drama then trying to prove that the fence is 100% on next doors land (and presumably the owner put it there) but a bit miffed about fixing someones fence for them.
Houses. Neighbours. Nnngh.
If there is one element I dislike intensely, its wind. Snow, rain (can be annoying), heat, dry spells all cause bother in their own way (dry spells dried up the dust and dirt in the drains and blocked them, cost me some money sorting that!) but wind is the worst. Trees down, fences over, bins all over the place, rubbish blowing about everywhere... On the motorbike high winds are horrible to ride in as you lean into them, then have to correct. Leaves you a nervous wreck.
Have also had 'fun' with neighbours who do what they want without asking you. Don't get me started on other peoples kids doing what the hell they like because their parents don't mind so long as they don't have to deal with them...
/Rant over.
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Post by nialldubh on Jan 15, 2023 7:32:26 GMT -5
lol, and the list goes on! 
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mosker
4th Level Troll
Posts: 374
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Post by mosker on Jan 17, 2023 19:40:40 GMT -5
One more for to pluck sea rules from: Super short rules, with a little bit of tactical hex action (The Fantasy Trip vibe). Short enough to be designed for solo-play. On the to-do list is playtesting the game and a new adventure the author was soliciting help for on FB. Pay-what-you-want: www.drivethrurpg.com/product/312548/Sword--Musket
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mosker
4th Level Troll
Posts: 374
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Post by mosker on Jan 23, 2023 9:42:06 GMT -5
Let's go really OOC: apn, I've been thinking about what very very very little I know about your day job, and am just wondering if this whole adventure is some sort of of wish-fulfillment/projection/nightmare-something?
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apn
5th Level Troll
Posts: 557
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Post by apn on Jan 23, 2023 17:58:56 GMT -5
Let's go really OOC: apn, I've been thinking about what very very very little I know about your day job, and am just wondering if this whole adventure is some sort of of wish-fulfillment/projection/nightmare-something? Day job is train driving (Passengers, I used to drive Freight trains as well). It's about as dull as you can get (looking out the window at rails, signals, stations and the scenery. The scenery isn't bad... for the first hundred times or so.). I guess RPGs are my 'escape' and brain exercise. Don't get me wrong, you need to use your brain and concentrate for the job but it's not very interesting apart from when things go wrong. Then you have to know your stuff, but 99% of the time it's go stop, go stop, go stop...
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gringnr
2nd Level Troll
Posts: 93
Member is Online
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Post by gringnr on Jan 24, 2023 12:17:04 GMT -5
AKki's advancement as of 1-24-2017
AP remaining from last spend: 54 New AP: 2962 Total: 3016
New Expenditures:
160 WIZ 16 -> 17
110+120+130+140+150+160 SPD 11 -> 17
130+140+150+160 LK 14 -> 17
130+140+150+160 CON 13 -> 17
140+150+160 STR 14 -> 17
130+140+150+160 IQ 13 -> 17
AP Spent: 3000 AP Remaining: 16
Okay, I've double and triple checked my math, I think this is right.
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Post by nialldubh on Jan 24, 2023 15:34:43 GMT -5
Eh apn, they just need to roll the guns to aft, not get them to the top deck. Is there no some porthole/windows at the rear of the deck there on?
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apn
5th Level Troll
Posts: 557
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Post by apn on Jan 24, 2023 15:42:48 GMT -5
I'd have thought the only windows on the rear of a ship would be the Captains Cabin. You could certainly clear space and poke through the windows with them but it might shatter the windows with all that banging and blasting.
A few strength checks (or Klarrrrchur going downstairs and plucking one under each arm) might get them on the top deck, otherwise it would be some wheeling, pushing, lifting, pushing, steering, pushing and trying to squeeze through a narrow doorway to the Captains Cabin...
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Post by nialldubh on Jan 25, 2023 7:52:37 GMT -5
Sure fine with me. You seen the Russel Crow film 'Master and Command,' and they dismantle the walls and use his cabin in the battle?
Darn, just goggled it, he just died of ai heartattack?
Or he not dead, think their still deciding?
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apn
5th Level Troll
Posts: 557
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Post by apn on Jan 25, 2023 7:56:47 GMT -5
I was going to post this in its own thread to avoid stepping on the toes of the person who posted the alternative way of SRs but figured I'd instead post it here to get some feedback... I've been toying with a change to the way we do saving rolls in our play by post (but wouldn't do anything until the players are onboard). The basic principles are:- Per 7 points of Target number or attribute, roll 2D6.
- Any 'remainder' is applied as adds.
- A roll of 1 implodes, a roll of 6 explodes. Count the ones and sixes up. If you have more 1s than 6s roll the difference and reduce the dice roll total by that amount. If you have more 6s than 1s, roll the difference and increase the dice roll total by that amount.
The player (or whoever makes the Saving Roll) then rolls 2D6 with the usual DARO applied and adds to their total. No implode/explode applied to this check but a 3 fumbles and a double explodes.Compare the two totals. If the player (whoever saving) equals or exceeds the target number, the check is successful and every +5 increment over the target number is an increased level of success, possibly granting more information, getting over that wall faster or figuring out how to disarm the trap in record time or whatever. Why?It makes things a little more... Chaotic. You might think that L5SR is way out of reach unless you somehow roll doubles but the GM might roll low and you might roll high on the stat check before you roll the 2D6 DARO to add to it. Alternately it gives a little extra excitement to standard L1SR that you might accomplish in your sleep. If the GM rolls 4D6+6 (20 Target Number for L1SR, 2D6 per seven points plus 6 adds) the range could go from -14 to 54 for a Level 1 SR and probably somewhere in the middle. Because of the increased risk that such a wild variation in checks would bring I would probably add the target number as a bonus to AP earned and a bonus of +AP (maybe 1 to 5 points) per level you 'go over the top'. Example:Felix the Thief was in trouble. He'd seen Raggit the town guard chase after Bellhop an' them others and slowed to check what he'd grabbed. The satchel looked worn, beaten up. The fella in the coach had been nervous though, clutching to it. With a classic bait n switch the attention had been diverted long enough for the street thieves to snatch the satchel and make off, laughing as they went. The whistles had gone up and the laughs faded, turning into a foot race. Then Haswell, that sour faced Guard wi' the mean dogs had showed up and Felix had run like his tail was on fire. Still, he knew these streets like the back of his... He turned and saw the high wall at the end of the alley.
With dogs barking and snarling as they dragged Haswell along Felix knew he had to get over that wall. Where had he turned wrong? No matter - they were nearly on him!The GM rules this is a DEX check with a L2SR (target 25) and rolls 6D6+4 to generate the target number (2D6 per 7 points plus 4 adds left over).
Roll... 6d6+4: 4,3,1,2,1,5+4 = 20 less 2 implodes... 2d6+0 5,2+0 = 7 giving TARGET NUMBER 13"Easy!" thinks the Thief, looking at the gaps in the brickwork and running up to the wall with fingers searching, the satchel swinging over his back.Felix has 17 Dex and rolls 4D6+3 normally, but also has a Talent +5 of Climbing. This effectively boosts his Dex to 22 for the purposes of Climbing so he now rolls 6D6+1.
Roll... 6d6+1: 4,6,6,3,1,4+1 = 25 we have two implodes (1s) and two explodes (6s) which cancel each other out. Then add two dice for DARO check...2d6+0 3,3+0 = 6 DARO plus 2d6+0 6,1+0 = 7 (13 from the DARO check to add to 25, TOTAL 38 for the talent check).
With a check total of 38 Felix easily clears the wall and his total is +25 more than required. The GM rules that not only does he get up the wall, he does so in so little time that...The guard and his dogs round the corner to look down the alley and... there's no one there. He's sure the kid turned down, and the dogs weren't wrong... were they? On the other side of the wall Felix keeps running and finally slows, opening the satchel and gasping at the paperwork within... This meant trouble. BIG trouble... he glanced around nervously... This was bad. He needed to go see the 'Snadger'. She'd know what ta do... Clutching the satchel to his chest the young Thief stuck to the shadows and jumped at every sound as he made his way across the City...Extra Crunch?Maybe, but after a few goes it will be natural. Things could have gone better for the 'wall' and worse for Felix, its just how the dice fall. That L2 SR he would normally make on any other roll than a Fumble with Dex 17 and a +5 Talent (so long as it wasn't a 3 then auto success) but with the dice being kind, he easily cleared it. Had the GM ruled that the weather was foul (heavy rain) and visibility poor then the target number might be 35 (L4) or 40 (L5). With an effective Dex of 22 (Dex 17 +5 talent) that would require a roll of 13 or 18 on 2D6 DARO and chances are it would fail. With this new Chaotic way of doing things, they aren't so clear cut as you might think...
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Post by nialldubh on Jan 25, 2023 9:02:53 GMT -5
Fine by me...
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