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Keeper Bolog

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  • RPG Biography
    D&D Dungeon master of ~5 years. Indefinitely insane Keeper of Arcane lore since less than 1 year.
    Love ttrpgs, recently discovered CoC 7e and fell in love with the system. Trying to corrupt my players to switch :)
  • Current games
    Finished Curse of Strahd (D&D 5e)
    Running Blackwater Creek atm CoC 7e. Looking forward to run Masks of Nyarlathothep :)
  • Location
    Romania
  • Blurb
    Never anger the Keeper.

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  1. Currently how I am running it if A is shooting at B in melee I cancel the bonus die from point blank and the penalty die from being in melee. It seems logical to me for it being hard to shoot if you get punched in the face at the same time. So with both canceling each other out it becomes just a normal roll instead of bonus because of point blank But I am curious what other people are doing as well so thanks for the reply!
  2. Hello! I would like to know how you handle Firearms in Melee Combat... By the rules you get a Bonus Die if you are within 1/5th of the shooters Dex from the target. This I presume also means for when you are face to face in melee with the enemy. How does this interact with "Firing into Melee Combat" penalty die? Do they cancel each other out and the attack is without bonus or penalty dice? That is how I have run it until now. The rules are not too clear for me and that's why I am asking here! 😄 What would be the correct interpretation of the rules in this case? Also how do you differentiate between 1/5th of Dex from the target (Point Blank) and face to face with the target (in Melee Combat)? Thanks for the replies!
  3. Haha the Goliath bit is awesome! Thanks mate for the tips, i`ll try to incorporate some of this into my future games. Stuff like this would work well with my Masks pulp game
  4. This is really great! I should indeed ad more flavor to the scenes rather than have them be fist fights in an empty void! Next game I will try this out, thanks !
  5. Thats nice! I might try that out but use my Pathfinder Dry Erase Flip-Mat instead. I already hand them the pre-generated Maps most scenarios come with, but I find that that does not really do much in combat. Maybe I care too much about the combat part of the game tho and shouldn't.
  6. A really well made playtrough of Masks! Glass Cannon are hitting it out of the park with this show its 10/10 They made me want to run Masks myself and we are currently at almost the end of the England chapter 😄
  7. Hi Keepers and Cultists Help me make combat more interesting in my Pulp Cthulhu games. We use Theater of the Mind so Combat isn't using grid maps or stuff like that, I find that it feels kinda meh tho the way I run it. The players are either in melee or closer or far away from someone, this to me makes all the 1/4th of DEX and MOV ratings feel pointless. How do you handle movement and combat? Should I use gridless maps with Minis just to give the players a ideas of the fight area? How do YOU handle Movement (running during your turn, walking, etc) and combat in your games? Also how do you handle monsters/cultists in theater of the mind? I often forget which cultist attacks the player and how much HP he had vs another cultist attacking another player. Most often it doesn't matter they are either dead or alive but with creatures with more HP it would be more fair to know which one has 5 hp and which has 15hp and so on ... Any advice is appreciated 🙂 Thanks!
  8. Greetings! I return with yet more stupid questions, sorry for this I am fairly new to the CoC 7e hobby ^^ Now the question: How do you deal with Sanity rolls , specifically FAILED sanity rolls that leads to a bout of madness while in combat? For example if out of 4 player characters only 1 of them succeeds their sanity check and goes into a bout of madness that player is practically useless during the entire fight, especially if a "run away" or "feeling relaxed" bout of madness gets picked. How do you make that player feel engaged during the combat? And do your goons atack him if he just stands around drooling insane or doing random things instead of defending himself? Advice appreciated! Thanks a lot!
  9. This sounds great! I already "pre-warned" my players that I won't allow knockout shenanigans and that they should mostly do it only during surprise and can always take the optional rule back but your idea is awesome, will probably use it!
  10. Thanks for the reply! Yes I know that I can use the regular CoC rules for knocking out (Major wounds) or as you suggested BRP rules (altough I don't have that rulebook). I guess ultimately I need to "fix" my combats in theater of the mind so it's more clear who is in melee and can get knocked out and who is out of range. You said something about a live play of The Two Headed Serpent, I`ll give that a look and see how they handle the combat without a grid, cheers!
  11. Hi Keepers, how do you handle Knockouts in Pulp Cthulhu games? From my limited experience most enemies are human or human-ish creatures that have skulls or vulnerable spots so they are open to being knocked out. My fear is that this can end fights very quickly which for Pulp Cthulhu seems kinda .... boring? Maybe this is just my D&D brain wanting more complex combats but I would love your advice on this and how you guys handle it. For example I am currently running Masks of Nyarlathothep and most enemies are human cultists, knocking them out easily with just one hit would be boring for the whole campaign... Maybe I still need to get used to the Theater of Mind combat and how to handle movement without a battle map like D&D, any tips to help with that? Thanks for all the advice and sorry for my probably dumb questions 🙂
  12. Hi All, what does 1/2 or 1/3 uses per round mean mechanically in Call of Cthulhu? I know that the rules say the following: "1/2, 1/3: Can be accurately fired every second or third round." but how does that play out mechanically? The 1st round of combat the players with the handgrenade that has 1/2 uses "prepares" to throw it and the 2nd round throws it and hopefully hits? Or does he get a penalty die ? It isn't very self explanatory mechanically sorry for perhaps this stupid question. Thanks!
  13. I like this, Thanks! This also gives more use to the further reading of Mythos Tomes, because after the Initial Reading you don't really care about the Mythos Tome unless 1. you want more mythos points or 2. you want to use it as reference, something usually that other NPCs or Library Uses can also handle unless you specifically hide things inside Mythos Tomes which imo is bad design locking things behind skills... I already decided to only tell my players what spells I realistically want them to have when they have an initial reading. Stuff like Call Azzatoth, that is basically a campaign-ender if you call the god to your location, will not be revealed because it doesn't make sense in a campaign like Masks of Nyarlathothep to call Azzatoth... (just an example)
  14. Yea this is basically how i handle it , wanted to be sure since it seems that more often than not the players instantly become believers, at least with the prewritten scenarios I ran up until now they always encountered some weird monsters before having the chance to read a mythos tome
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