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gochie

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Everything posted by gochie

  1. My Orlanthi/Humakti initiate is the most powerful adventurer our table has probably ever had. He's Orlanth Thunderous, which means Thunderbolt and a nifty guided teleport, which has been basically acting as a free Divine Intervention if there was ever a party wipe (or free win during a thieving mission). Edit: The current campaign I'm GMing has an Ernaldan Assistant Priestess as the "support/healer" character. Has done great work so far.
  2. I believe that gods act through their worshipers, and don't smite mortals on their own accord. That said, if a duck summons the powers of Orlanth to fly, a witnessing Yelm cultist might very well take it upon themselves to Spear it down.
  3. Bite damage seems to depend on the size of the beast/mouth/teeth. I would probably go with 1D6 or 1D8.
  4. You can officially be a Humakti and Orlanthi...
  5. Literally one of the worst films I've ever seen... lol. Conan the Barbarian for me.
  6. That's how I know it's in the works; I asked if I could make it for the JC. :S
  7. This is actually being worked on currently... Or in the plans at least.
  8. A hard decision no doubt, but I found Smoking Ruin more detailed and unique overall.
  9. I would do a resistance roll (ie. the REAL opposed roll). Divide both skills % by 5 and match them on the resistance table. Player (or passive character?) rolls on the resistance table to see if they beat the opponent.
  10. I'm pretty sure that is how it should be (as intended). SR is just the order of the actions taking place in the round (only with sorcery is it also *kind of* a measurement of time on top of sequence. So if you're super slow, well you're just going last.
  11. No. Strike rank is hard to explain, but generally don't look at it as a measurement of time--just a measure to determine who goes first in a round. Again, since it's so strange, sometimes it is a measurement of time (like sorcery magic SR, and missile attacks to some extent). For missiles where it is possible to attack more than once per turn, you have to add 5SR to the normal SR to ready the missile/weapon between each attack.
  12. Nice idea! Can you cast it more than once on the same player? IE. casting Poison Purge III three times in a row removes 9 POT?
  13. We use Discord with a Dicebot. Roll20 is a good option too, but takes waaaaay more work to setup properly. I feel like it's worth it if you're big on battle maps, otherwise I would just use Discord to start. I also made fillable PDFs for our adventurer sheets that players upload back onto Google Drive after each session.
  14. Sorry, yes, I meant a spirit spell. It just seems so deadly to NEED a Chalana Arroy cultist around when poison attacks are fairly common, and so fast-acting. Also the fact that even resisted poison deals half damage makes it deadly no matter what. Perhaps making resisted poison damage healable? Or maybe I should just make the vast majority of poisons take longer to kill someone (like in real life?) and then players will have time to seek-out a CA healer.
  15. I feel like there should be a "heal poison damage" spell or something, if that's the case. Or have Rune magic heal poison damage, but not spirit magic.
  16. I think you have it right: Crit = lower weapon HP by full damage amount (can bring weapon HP to negative, but any damage past 0 also goes through to the location). Special = any damage over the weapon's HP lowers the weapon's HP correspondingly (and goes to the location). Normal = if any damage goes over the weapon's HP, lower the HP of the weapon by 1 (and the extra damage goes to the location). I should note that I will definitely NOT be using the rule for crits, as they already do a ton of damage. I don't think a sword crit with no STR bonus should automatically 1-shot an iron sword, so I will keep it the same as a special hit.
  17. gochie

    Whip

    Would you guys add any STR bonus to a whip or net attack (not an entangling attack of course)?
  18. Invisible: unable to be seen; not visible to the eye. Easily argued that normal vision is the only sense affected by anything "invisible". The sound bit might make someone invisible to Troll, depending on how it works. I always just thought of it as the shadow immediately around the caster absorbs any outgoing sound, which I guess would also absorb any echo bouncing off the caster. In this case, a troll would see a random man-shaped hole where there should not be--unless the caster is in an open space where the background is too far for troll sense to echo off of, then the Darkwalker would be truly invisible to the troll.
  19. Depends if sound just goes through the person or if it's absorbed by the person. To a troll, the second would look like a man-shaped hole, while the first would be invisible 😊
  20. You would see someone "dark walking" with any vision that works in the dark, including dark sense. Invisibility on the other hand, keeps anyone's attention away, which means any sense or sight would not let someone "see" you. I should note that this was confirmed in the official core questions thread.
  21. I don't think they actually look like that. Seems more like a symbolic image than anything.
  22. Let's remember that YGWV, and if you don't like the official rules, house-rules are very easy to implement if you're the GM (or a player with a high fast talk skill).
  23. Even worse... Ignoring the skill % increase, you would need a ton of rune points to make crush even come close to True Sword. The great troll with a greatsword and True Sword deals between 67-82 damage on a crit, but only 53-55 damage with a maul and Crush 1. Even with Crush 5 (which is pretty huge), the Troll will only deal 57-67 damage. Needless to say, I will houserule that True (weapon) simply adds the normal weapon damage to the crit damage.
  24. It's clear that the newest official ruling by Jason (and quoted by Scotty) says you max all 3 damage rolls on a crit with a crushing weapon. So: max weapon damage, max STR bonus, max STR bonus.
  25. That is.... just a wild amount of damage. A dark troll with a +2D6 bonus automatically deals 40 damage on a crit with a maul, without magic. A great troll with +3D6 deals 52 (!), every time. What's even crazier is Jason's ruling on True (weapon), which doubles the double damage from slashes/impales, effectively making it 4x damage. The great troll with a greatsword and True Sword deals between 67-82 damage on a crit, but only 68 damage with a maul and True Maul. And get this, a lowby human with a greatsword, True Sword, and no STR bonus still deals 32 damage on a crit, every time. So with true (weapon), a slashing or impaling weapon is still better for a troll than a crushing weapon.
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