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Arcadiagt5

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Posts posted by Arcadiagt5

  1. 8 hours ago, Rodney Dangerduck said:

    We use Strength, Mobility, Bladesharp and Befuddle a lot.

    Also Shield, Earthshield, Charisma.

    I'd say about 50:50 overall.

    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.

    • Like 2
    • Haha 1
  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.

    • Like 4
  3. 12 minutes ago, StephenMcG said:

    Is it worth having a game set up where folk can create macros and other people can see them work and copy them for their own games.  A sandbox?   It would need some to create the games it folk and make them GMs so that they can see behind the scenes...

    Would this be valuable, or a waste of time?  It might also be a place for @dvdmacateer
    to test things out, should he want?

     

    Stephen

    As it happens @dvdmacateerdoes have such a test game set up. :)

  4. 1 hour ago, dvdmacateer said:

    Adding markers for Occupation and Cult skills. Currently in the test game for Agility, Magic and Melee Weapon skills.
    dots.png.d57432bf8806b35afd22b7fd0969b63b.png

    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.

     

    4 minutes ago, Glyph said:

    this one image.png.5de4f896bcc56b43f6b48f4f2dd4d678.png

     

    I'm using Edge as the browser (in case that makes a difference..)

    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.

    • Like 1
  5. On 4/17/2021 at 1:19 AM, David Scott said:

    If you put a down a sword with Bladesharp 4 on it down and pick up another sword, the spell does not transfer, including damage and skill.

    If you put a down a sword with Dullblade 4 on it down and pick up another sword, the spell does not transfer, including damage and skill.

     

    Reads further and this just changed my mind. Not sure what to think now…

  6. On 4/16/2021 at 6:18 AM, Kloster said:

     

    P.S. Note, it does not matter if this is a house rule or not because Dullblade also affect the target, by removing 5% to his weapon skill by level of the spell, so the POW vs POW roll is mandatory.

    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?

    • Like 1
  7. 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. 

  8. 2 hours ago, Bill the barbarian said:

    I was thinking of making life easy for my players and take all the common spells and make handouts of them. There are only 12 after all. To be neat I put them all in a folder. So I open them up, and all is good, but if I should close one, the only way to reopen it is to exit the game and the re-launch. Is this normal and is there a way to avoid this or can one just not close a handout. 

    The players have not arrived yet, so it is all made out to me. 

     

    For something similar I stole...er... adapted a table in Yozarian's Bandit Ducks into a single handout. 

    • Like 1
    • Haha 1
  9. 3 hours ago, RandomNumber said:

    AusPost delivered mine this morning.  Thanks to lockdown I was at home to receive it and enjoy the moment.

    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. 

    • Haha 2
  10. 2 hours ago, Marc said:

    I tried this, and it works great, with one exception.  If you try to add a second entry on the Turn Order for a token, it just replaced the one that was already there.  An example where this would be used is a character that can shoot a bow  multiple times in a round.  Is there any way to add multiple entries for a single token?

    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. 

  11. 20 hours ago, dvdmacateer said:

    This macro will popup a dialog asking for a strike rank and will add the token to the end of the turn order.  As far as I am aware there is no way of sorting the turn order with a macro. 

    &{template:turnOrder} {{name=@{selected|token_name}}} {{sr=[[?{SR|0} &{tracker}]]}} {{sr2=?{SR|0}}} 

    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. 

    Token Not Macro.PNG

  12. 9 hours ago, RandomNumber said:

    Chaosium website is showing it in the Australian warehouse and took my order with local postage today. Remember your coupon. So the lag was about three weeks on this occasion. Not bad, really.  Looking forward to getting hands on.

    HUZZAH! Ordered and mentioned in the private discord servers for the games that I’m running that it’s now available.

    • Like 1
  13. 19 minutes ago, lordabdul said:

    Thanks! I suspected that it might be a character but couldn't read the nameplates in the screenshot... also you said that character was airborne? Using what? The Flight Rune Spell is pretty expensive when you want to lift yourself...

    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. 

    • Like 2
  14. 33 minutes ago, lordabdul said:

    What's a Terris?

     

    21 minutes ago, PhilHibbs said:

    I assumed it's a character's name

    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. 

     

    6 hours ago, Jeff said:

    I never have any problem with Players making creative use of Rune Magic or Spirit Magic in play. Just don't assume that is how the NPCs operate. And certainly don't assume that is how people normally make use of magic. They are adventurers - let them run with it!

    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…

     

    7 hours ago, Akhôrahil said:

    As noted (by me) in the Egregious Munchkinnery thread, you can even create a long, thin, angled or L shaped area out of a single Warding.

    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.

  15. 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? 

    Roll20 Screenshot.PNG

    • Like 1
  16. 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. 

    • Like 2
  17. 17 hours ago, dvdmacateer said:

    I am working on adding the ability to drag roll buttons to the macro bar and  critical and special damage for mounts/allies and the NPC sheet.  For those of you with access to the test game I would appreciate some help testing these changes.  I have added two threads in the game forum for issues  found with these changes.  Please only post issues or comments regarding those updates in the appropriate  thread.  For any other issues or requests please create a new thread. 

    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. 

  18. 2 hours ago, Psullie said:

    @Arcadiagt5 @Runeblogger It is more of a hack, but it works.

    1. Open the Character Sheet the switch to the Chat View on the side bar

    2. Click the desired action, Attack or POW x5 and see the result, then click in the chat box and press the Up arrow on your Keyboard, this will display all the code that you just executed, select it and copy to clipboard.

    3. Go to the Attributes & Abilities tab on the Char Sheet and Add a new ability, name it and click the Pencil icon to edit. Paste in your code and select the Show as Token Action, and press the checkmark icon to save your Marco.

    Done. 

    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!

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