Jump to content

Arcadiagt5

Member
  • Posts

    319
  • Joined

  • Last visited

Everything posted by Arcadiagt5

  1. I have one player testing out Earth Shield for the first time in the current fight. My current thinking is that if it stops a special or a critical hit cold on a normal* parry during this fight it will be a regular part of her repertoire from then onwards. * If her shield has infinite hit points, then any level of successful parry stops any hit cold. Mind you it does cost 3RP, and you can still miss a parry, but you pays your points and you takes your chances.
  2. I enforce the calendar restrictions on holy days pretty hard so early season adventures get exciting if the players over commit there and I then run other adventures later in the season. Enough so that one player has been sacrificing a lot of POW to maintain enough of a reserve for that. One thing I don’t think I’ve seen really mentioned in this thread is the depth of flexibility offered by the common rune magics - as noted (spoilers for Pegasus Plateau & Grove of Green Rock in this thread a sufficiently creative team can get a lot of tactical advantages from those spells. (As an aside re Spirit Block though, it isn’t a spell you want if your goal is to defeat a spirit - there’s a clause in that spell (I forget the exact wording) that can cause a spirit to break off the combat which may not be desirable depending on why you're fighting the spirit in the first place). That said, even with the (relatively) high access to Rune Magic, my players will use Spirit Magic all the time. Enough so that I've started adding decrementing counters to the Roll20 turn order to track when the spells will run out. When they do run out in long fights I have one player in particular who will choose to skip attacking for one round to recast - Bladesharp is integral to her fighting style and she's made the call that swapping one round of “attack and defend” for one round of “cast and defend” is worth it.
  3. Added a handout to the shared game explaining how I set up the turn order.
  4. As it happens @dvdmacateerdoes have such a test game set up. :)
  5. Oh this will be excellent to have - I've been using a convention of adding * for occupational skills and # for cult skills to the skill name (which is occasionally risky) but this will be much better. Because of the recent update (HUZZAH!), the NPC sheet now handles criticals and specials correctly. Which, speaking as an eternal GM, I am very grateful for. However this means that you have to set up the special damage type (S, I, C) in the dropdown just to the left of the HP column, or the roll template won’t work anymore.
  6. Reads further and this just changed my mind. Not sure what to think now…
  7. I just accidentally ruled this way in my last session on Sunday, but this is a logical rationale for it that I intend to remember. Thank you. Yes, I was searching to see if there was discussion of this previously. Why do you ask?
  8. Oddly enough I've had varied experiences with the Roll20AV. For one game it never worked, and we use voice on Discord, and that was the game that was initially all players in Canberra. Conversely, we've always used it for the Perth games & barring the times when Roll20 has been failing on a larger level, it's usually worked well enough.
  9. For something similar I stole...er... adapted a table in Yozarian's Bandit Ducks into a single handout.
  10. Got mine yesterday and at least one of my players has one too. From my reading, it seems reasonable that True Axe would be a logical version of True (Weapon). I'm waiting for an appropriate moment, preferably when a spit take is possible, to suggest that to my Babeester Gor player who likes using a Dagger Axe. The expression on her face when she reaches “6D6” in her mental calculations (won’t take long, she's a physicist) should be glorious to behold.
  11. Mostly the same because I didn’t really get to play a lot of the earlier editions - I mostly transitioned to RQG from Pendragon.
  12. Not as far as I know. However, the convenience of this is enough that my suggestion to my players will be “Add your first action, then when it happens select the token action again and enter the SR of the second action.” Then it’s relatively simple for me to drag the updated action into order. Ive also set up fixed items in my turn order for Declaration of Intent, Movement of Non-Engaged. I also set up dynamic items for Current Round (an incrementing counter at the start of the order) & decrementing counters for Spirit Magic (at the end of the order). These update by +/- 1 whenever they reach the top and I hit next. Anyone interested in seeing screenshots for how these are set up? I can do that when I get home from work.
  13. And.... added to both my games as token actions. Which means that they can't appear until a token is selected. The image below shows how to set up a common macro to appear as a token action only.
  14. Agreed. After reading the general reactions of this thread I'm happy with the use of long, thin, rectangular wardings as “ tripwires” but that angled shape just doesn’t feel Gloranthan to me. I'm not going to allow those.
  15. HUZZAH! Ordered and mentioned in the private discord servers for the games that I’m running that it’s now available.
  16. Terris is riding Snow, his hippogriff from The Pegasus Plateau adventure. Also in the air, although their companions are fighting on the ground, are Chiselwing and Hawkbeak.
  17. OK, I stand corrected. Slightly boggled, but corrected.Measuring the area to assess RP cost would be a little more complicated though.
  18. Correct! The characters have nameplates shown in the screenshot, and somewhere along the line I've gotten into the habit of bolding adventurer names and italicising NPC/place names in my session write ups. OK, that seems fair. I was just worried if there were concerns from a game design/balance perspective that I was missing. Of course if they use certain spells a certain way often enough, then NPCs will learn from them sooner or later. And as their reputations rise, NPCs will start routinely looking up to see if there are hippogriffs up there… How? By my reading of the spell it’s defined by the placement of exactly four wands. That certainly allows the long thin tripwires that they’re using, but I can’t see how you get an L shape with only 4 points.
  19. Background: OK, so I'm in 1627 Fire Season and running the 2nd year of Grove of Green Rock with three adventurers mounted on Hippogriffs courtesy of the Pegasus Plateau. To change things up a bit, I swapped the listed 2nd year opponents for a pack of Broo... many of whom have wings (of various sorts), and can fly, along with some on the ground to keep the two adventurers who can't get up into the air busy. Warding: Here's where things get interesting, because they knew the battle would be at night (they were here last year after all), they laid out Warding's as shown in the attached screenshot. The yellow boxes are essentially tripwires - about 50m by 2m designed not so much to keep the attackers out, but to set off an alarm when the attackers arrive (the 1D3 damage is a bonus, but largely irrelevant in the eyes of the adventurers - knowing which direction the attackers would come from was the point). The blue boxes are almost "fighting boxes", semi-prepared positions where the defenders can hold and intercept with a little bit of countermagic & another 1D3 damage. Find Enemy: The other thing they did (in addition to personal protections like Shield, etc), was that at the first sign of trouble (like, oh, the glittery reflecting broo with draconic wings coming into view and lighting up the sky), every other adventurer cast Find Enemy on the airborne Terris. As written this creates a repeater effect where every adventurer can locate the enemies that Terris can see from the various castings. This was really clever, and I allowed it, but I am left wondering if either application of these common rune spells is possibly outside the spirit of what was intended for them. Thoughts, comments, queries?
  20. In one of my games Orgorvale Summer is now, effectively, a spirit cult that will have Shamans rather than other Rune Priests. So a new PC is a Farmer from the area turned Assistant Shaman & sent to aid/support the cult founders. EDIT: Which is a neat way to turn the regular adventuring activities of the Assistant Shaman into direct cult and shamanic duties.
  21. Looking forward to these! Thank you for your continued efforts on our behalf. Some testing done today, I'll try to do more over the weekend.
  22. Do we have even a rough guess on the Australian ETA yet? Doubling the price to order from the US is kind of ouchy.
  23. Oh that's excellent. I do note from some testing that it has fixed skill values so will require maintenance whenever a skill improves after experience, but still really useful I think. Thanks!
×
×
  • Create New...