Jump to content

Baba

Regulars
  • Content Count

    37
  • Joined

  • Last visited

Community Reputation

14 Good

About Baba

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. We’re closing in on the grail quest now, and I’m not sure how to handle it. I didn’t expect any of the characters to be especially grail-worthy, but now we actually have one who is extremely devout, although still no Galahad. One thing we HAVE done, is limiting the wasteland to Listeneise. In spite of Boorman it didn’t feel right to us to let it cover the whole map. (Galahads story seems a bit weird: He has lived his entire life in the grail castle, next door to the grail. The very first time he leaves his home as an adult, he just stays in Camelot for a couple of hours, before he
  2. In our game some vassals rebelled in Salisbury during Anarchy. Very treacherously, they struck Sarum at night without warning, from within. The PKs were there, but didn’t manage to stop it - they DID manage to escape with the child heir Robert though. The new count Bryn married Jenna to make his rule «legitimate». He also promptly swore fealty to Ulfius. The PKs were landless for some years, and had to search for homes for their large families, hooking up with Nanteleod. In 509 they helped a now grown Robert retake Sarum and behead Bryn. A second generation PK eventually ma
  3. Perhaps, but... in Malory, all the knights seem to be smiting each other with swords if on foot, or with spears if on horseback. And use shields. That’s my impression, anyway, even though I haven’t counted weapon occurences. In this case I think I would rather look for inspiration in the stories than in actual historical warfare - and then it doesn’t feel quite right to see the onehanded sword demoted to a fallback weapon.
  4. I’m curious about the armor values in 6th ed. In our campaign, we houseruled them a bit lower.
  5. I like it! It’s fine as it is, but I think I would want to tweak it a bit: I would let both do critical damage (6th ed crits, though, and no major wounds unless they go unconscious), to make sure that they actually take damage, but give them armor from their shields. This way it’s possible for them to reach their unconscious rating and take major wounds simultanously, like Ector and Percivale in the woods before the grail heals them, or even kill each other, like Arthur and Mordred. If they didn’t get armor from their shields, then that seems like an unfitting advantage for
  6. That will probably vary a lot from group to group, and I think there’s a lot of wiggle room before the players get too starved or too spoiled. But you seem to be following the same pace as us, or maybe a bit slower. Our first dead player knight went down at Netley Marsh in 508, gaining 1000 glory and ending up at 9761. He was the most glorious PK at the time, but the others were also close to getting famous after 24 years and many great deeds. * Our experience with that first generation made us adopt a few glory houserules. The main thrust of them was to reduce passive yearly glor
  7. So that means... If I’m a knight on horseback facing three footmen. And I choose to ignore the third, to better beat down the two others. Against no. 1: I’ll get -5 (two opponents) and +5 (height), so no modifier. He will get -5 for height. Against no. 2 it will be the same. No. 3 will get an unoposed attack against me, but seemingly still at -5 for height? I could choose to try defeating alle three at once, but then I would get an extra -5 on alle the rolls.
  8. I was thinking the same thing. My personal taste: I think the system has the best «feel» with skills between 10-19, and then progressively more off the higher a skill gets. Always failing in skills you «should» be somewhat familiar with feels weird, never failing and critting half the time also feels weird. At our table we have done two things about that: We give some small freebee points to skills under 10, both at character generation and later. And we have lowered the «baseline» values of weapon skills. Now, the characters don’t push all of their points into weapon
  9. After pondering the new passion rules a bit more: One of the main thrusts of the changes to the passion rules seems to be encouraging use of the whole scale of values? Three things I have not been quite happy about with the 5.2 passion system: 1) Your passion value is supposed to represent the strength of your passion. But if it does, then you should probably be affected negatively by your passion MORE often if the value is high, and in 5.2 that is the other way around. Lancelot goes mad all the time, but it's hard to see how the system could help us emulate his bouts of madness - u
  10. Hm, you're right, I didn't notice that. But there is something odd here: Shouldn't a coat of plates give better protection than a reinforced mail? Maybe the rules in the npc stat block and the pk stat block use different rules drafts.
  11. I’m excited! This looks good! The changes I spotted, and what I think of them at first glance: Stuff I liked Slightly lower armor ratings? : The armor of the pregenerated knights adds up to 12. I guess what they wear is equivalent to at 14 point partial plate in 5.2? Lower armor rating seems like a good thing, because combat between knights may not just be about waiting for the crit, and because you're not quite as safe ignoring the 3d6 damage footsoldier stabbing at you. Crits give a flat +4d6 instead of doubling your dice: I like this a lot. The footman's crit becomes act
×
×
  • Create New...