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Post by GM / Malinous on Nov 25, 2011 1:43:51 GMT -5
We're not here yet, but an update on other things happening:
(1) I haven't mentioned him much, but he's been in the back of my mind as an NPC: you're father's primary servant is an old, grey-haired elf, who has been around forever, Alfred. He also would have served as your primary tutor when you were younger and frequent go between for your Father, who is obviously very busy. So, for example, if you had regular questions about how the warded stone progress is going, your actual questions would likely have been directed to Alfred, who would be much more tolerant of a repeated question!
(2). The ward on the stone has proven hard to break for several reasons: (a) Counselor Madeara is very busy. (b) There are a number of defenses in place in the Kaer to detect powerful magic, and such things tend to be questioned. If he admitted to the stone, it would be turned over to the guard, who would probably not be able to un-ward it. So he has to rely on subtley and skill. (c) The wardstone has been reinforced, with additional defenses. (d) The wardstone is reinforced by blood magic. Akin to a blood charm. Very unusual, but it certain boosts the difficulty of cracking it. Especially without unforseen consequences.
But progress is being made!
(3) OUT OF GAME: post-tournament, I'd say you are guaranteed 4 full weeks of relative downtime. So you can plan accordingly. I'm not sure how far I'd extend it, but you can rely on at least 4 weeks!
Follow ups probably for the rules thread: (4) I think I'm going to go to default rules on aggressive/defensive as I mentioned elsewhere (with no penalty to resist taunt/steel mind/parry, avoid blow, riposte, initiative, wound balance, most attribute-only tests like dex-terrain checks, recovery tests or things that use recovery tests (like woodskin, fireblood, healing potion)).
(5) For money making skills, I think I"ll up the progression to standard earthdawn sequence. I.e. Rank 1: 10 silver/unit (first 4 weeks, then per month) Then 20/30/50/80/130/210/340/550/890 (10th) So the world's greatest crafstman can make roughly 10,000 in a year if they do nothing but work their trade!
It's still relatively small in the scheme of things, and I doubt anyone except Mal will end up with craft/profession/other money making skills higher than 3, but if they do, it's there!
(6) Based on play so far, conditional declarations are fine as long as they're relatively clear, i.e., "if this happens than this, if that happens then that" . . . and specific skill use need not be declared . . . the really important thing is that your actions are relatively easy to expect and that your combat options are declared. We can be pretty lenient, as long as it's not something like "I move to attack" and then you just move away on your turn!
(7) As a guideline, you're limited to two ready/draw/pull out/put away/sheathe type actions in a round. I.e., in one turn you can: 1. ready a sword and ready a shield 2. Draw a sword, attack, and sheathe the sword 3. Sheathe a sword and pull out a firestarter
But you can't: 1. Put a firestarter back in your bags, ready a sword, and ready a shield 2. Sheathe your sword, pull out a potion, drink it, and redraw your sword in one turn.
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Post by ehren on Nov 25, 2011 15:18:21 GMT -5
1) I think Mes is going to be upping both Alchemy and Physician... both are pretty useful for the group, and our long term plans
2) off your (7), would it be okay to drop the firestarter, then ready sword and shield. I see dropping an object as more of a "free" action that wouldn't impede donning/doffing other equipment.
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Post by GM / Malinous on Nov 25, 2011 16:37:00 GMT -5
yeah, dropping it would be fine. Although picking up an object will be harder than pulling it out of your belt, you can't just use the ground as another bag spot!
[2 More Possible Rules changes] These would come as a pair: (1) Use bleeding wounds. [In book] (2) Every other point of strain is stun damage. The first point in any combat is physical damage/normal strain.
May or may not cause extra book keeping. If you're like me, you track strain by fight, and it won't add book keeping. It's pretty easy to go "I took 5 strain! that means 3 of it is physical and 2 of it is stun!). It might be a *touch* more book keeping, but it should cause fewer instances of "Mawaris has not yet been hit in combat!" "Oh, a blow just connected, he's dead."
I see these two as balancing out. You're likely to be further from dead when knocked unconscious, but if you took a wound, you'll likely keep taking damage after being knocked unconscious. Which adds more realism but, taking the two changes together, won't make the game any more lethal.
It also allows for faster healing where most of the damage the character took in a fight is strain. [Once Mawaris starts taking 25 strain in a combat :-p.]
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Post by ehren on Nov 25, 2011 19:22:10 GMT -5
So, the stun counts for knocking you out, but not for the D in WUD?
It'll be more bookkeeping, but as long as we're not getting into more than 1 fight a day i don't think it'll matter.
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Post by GM / Malinous on Nov 25, 2011 20:18:10 GMT -5
We're going to get into more than one fight in a day :-p. But it's really not that hard, since you only have to think about it when your either (a) Over your death rating or (b) whenever you heal - and whenever you heal, yo'ure already doing something else.
Since if you've taken 15 strain since you last healed, it's self-evidently 8 physical and 7 stun. AT least if you're trackign strain per fight and not just total, which seems to be how most of us are doing it.
The stun damage would work just like stun damage does, yes. If you take 500 Stun damage, you're going to be in a coma for a loooong time. But you don't die.
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Post by ehren on Nov 25, 2011 20:59:20 GMT -5
but, we've only had 1 fight/day so far. so, it was pretty easy to heal post fight.
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Post by ehren on Nov 25, 2011 20:59:56 GMT -5
by easy to heal, i mean, the book-keeping was easy, not necessarily the amount of damage.
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Post by GM / Malinous on Nov 25, 2011 23:12:44 GMT -5
Actually, I don't think that's correct: I think we had 2 fights the first day of the campaign.
Then we had a few days to recover. Then we had two fights when we went back.
and then we had 1 fight the first day of the tournament, and 2-3 fights the second day, so far!
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Post by GM / Malinous on Nov 25, 2011 23:13:36 GMT -5
I seem to recall Mawaris going into the bar alley fight with 0 recovery tests, after rolling like a 1 and a 1. :-p.
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Post by ehren on Nov 26, 2011 0:37:44 GMT -5
yeah... true... but, i went into the bar alley fight with zero recovery tests and zero damage. So, i slept and got my daily 2.
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Post by GM / Malinous on Nov 26, 2011 1:04:46 GMT -5
Chat Log says that Mawaris only made 2 recovery tests prior to the ambush. You made one that healed you to full health. I'm pretty sure we went to the bar for the first time the same day as our very first fight. If we'd rested for the night first, Mawaris would have made 4 tests.
The test on waking up is mandatory, he couldn't have avoided it!
So to date, we've had one day with only one fight, and 3 days with multiple fights in the day :-). Which I think indicates that the paperwork isn't a worry, at least!
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Post by ehren on Nov 27, 2011 2:20:37 GMT -5
Maybe after we're through the tournament, some of the people who we've taken to the bar, and gained respect from know some information about Cinder, The Dagger, what happened to Little Boy Blue. I think we should try to subtly work that stuff into conversations - and by "we" i mean 'War (cuz he has a CHA).
Hopefully, our work making friends will help both now, and in the long run. If not, at least we'll have drinking buddies.
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Post by Mawaris on Nov 28, 2011 4:49:10 GMT -5
Maybe after we're through the tournament, some of the people who we've taken to the bar, and gained respect from know some information about Cinder, The Dagger, what happened to Little Boy Blue. I think we should try to subtly work that stuff into conversations - and by "we" i mean 'War (cuz he has a CHA). Hopefully, our work making friends will help both now, and in the long run. If not, at least we'll have drinking buddies. Sounds like a good idea to me. Charisma check, step 6 (d10): 10+6 = 16 Woo, good roll! Though I really ought to get the... Conversation skill, I think it's called (don't have an ED book on this continent), someday. Maybe after I increase my artisan skills, whenever I get around to that.
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Post by Mawaris on Nov 28, 2011 5:08:04 GMT -5
Did I end up needing to use Blood Share at all to heal Ehren before his final round? I haven't read the fight threads yet (and may not take the time to until I return). Effects how much I need to heal and how much karma I need to get back.
Otherwise I had 7 damage remaining and need 6 karma back.
Recovery Tests for healing after the tournament (step 6, d10): 1 2 9
After being fully healed I'll complete my training on both of my circle increases.
I'll also be doing Karma Rituals post tournament. I'll do these more or less like I've been doing them, except I'll be doing them as if repeating highlights of the tournament.
I believe a +2 on these post tournament was mentioned, so I'm including that.
First Karma Ritual: Highlights of the final round. Acting, step 9 (d8+d6): 6+3 = 9 Dancing, step 9 (d8+d6): 4+6+1 = 11
Second Karma Ritual: Highlights of my rounds. Acting, step 9 (d8+d6): 8+8+7+2 = 25 Dancing, step 9 (d8+d6): 2+4 = 6
Third Karma Ritual: Highlights of the rest of the tournament. Acting, step 9 (d8+d6): 1+4 = 5 Dancing, step 9 (d8+d6): 1+6+2 = 9
I'll update my character sheet later for circle increases and such. Assuming nothing else happens for a few days I'll be increasing some talents as well.
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Post by GM / Malinous on Nov 28, 2011 10:36:44 GMT -5
The Purse for winning the tournament is 100 Gold.
Other tournament winnings total: 150 (first round)+200(second round)+150(third round)=500 silver So that amounts to 1500 silver, split 3 ways, so 500 each for the whole tournament! Nice!
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Post by GM / Malinous on Nov 28, 2011 10:37:37 GMT -5
And Mawaris can have 40 more silver for Karma Rituals entertainment :-p.
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Post by ehren on Nov 28, 2011 11:51:08 GMT -5
I figure I'll post the rest of my recovery tests here. My plan is pretty much just like Joel's, I conduct the karma ritual (need to get back 2 karma... and I've already spent the LP for it)
Once I'm healed, I'll work on getting to 2nd circle wizard. (I don't have the LPs at the moment to acutally get there - fingers crossed on Tourney LP awards) (Although, with the 100 i have saved and the 100 from the 1st day test write up... I could get anticipate blow 1, and durabilty 1... which is probably more useful than read/write magic 2)
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Post by ehren on Nov 28, 2011 11:53:36 GMT -5
1st Day post tournment - Recovery test 1: d10 (3) = 3 (13 left) Test 2: d10 (4) = 4 (9 left)
2nd Day - Test 1: d10 (4) (5 left) Test 2: d10 (4) (1 left)
3rd Day healed.
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Post by ehren on Nov 28, 2011 12:48:59 GMT -5
At the post tournament party, I think we should smooze the crowd and work them for information. (we still need more to go on about Cinder - whom I'm sure we haven't forgotten)
I figure 'War could do his Karma Ritual/performance recreating key scenes from the matches at the party.
Also at the party, I think we should continue to cement the relationships we've been building with our opponents. Make sure they get the proper respect/recognition (and they get bonus LP for it?). [To dredge the past a little bit here, I was thinking of treating them kinda like Iskra's "other" companies - well trained and equiped people that we can call on to provide support when we're grossly out numbered... so, I want to build those relationships early & have them be pretty strong before we become political movers and shakers.]
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Post by ehren on Nov 28, 2011 12:52:26 GMT -5
Just saw the updated LP numbers. On day 3+, I'll meditate and increase talents/train to 2nd circle wizard. I'm also going to buy a 2nd 2nd circle spell, so I'll update my character sheet for the money that will cost as well.
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Post by GM / Malinous on Nov 28, 2011 22:04:21 GMT -5
Sounds good. General attitudes after our socializing are likely:
Orek Vael[/u]: Friendly leaning loyal Ork Cavalryman. Everyone has heard of him. Made an Orphan by horrors. Determined to become a great warrior. Raised by the Black Company afte rhis parents were slain. He is perhaps a little too quiet and a little too humble, if he ever hopes to lead. But everyone says his mind is sharp and his instincts are good, and he is well liked, and favored to win. For the last 10 yeas, he has trained hard every day to earn a place in the Company that gave him a home.
Reginald Hightower[/u]: Enemy Human Swordmaster. Son of Counselor Hightower. He is, of course, in his mind, obviously the best. And everyone should know it.
Luuk [/u]: Neutral leaning friendly An ambitious young ork cavalryman. He plans to enter the Black Company, and go far!
Elias Verdant[/u]: Hostile Elven Beastmaster/Nethermancer. Sneering son of Counselor Verdant.
Lt. Valon Goldheart[/u]: Neutral leaning postive Dwarven Warrior. Son of Counselor Goldheart. Well liked by most!
Nunc[/u]: Neutral leaning friendly A Young, Hotheaded troll skyraider. Out for Honor and Glory.
Enodd (known to his friends as 'Odd).[/u]: Neutral leaning friendly A Windling Archer. Light hearted and friendly. Everyone laughed when they saw him go into the testing tent. . . . now people simply look . . . bewildered! There will be even more drunk windlings tonight than usual! In fact, you're pretty sure the party has already started on top of a nearby tent!
Kam Stormpeak[/u]: Unfriendly: Overly influenced by Reginald and Elias. If he didn't like you so much, it would be hostile :-p. Troll Skyraider. (Eldest Son of Counselor Stormpeak). Very serious. Associates with Hightower and Verdant, because he feels he ought to associate with other potential future leaders, and they were quick to play on his sense of dignity. Lightbrown Hair/beard. Has a triangular scar on his left cheek acquired from battling and defeating one of the horrors [Horror construct, technically, but the people don't realize that most *real* horrors are circle 8+ threats] that had snuck into the Kaer and was lying low.
Mak Stormpeak[/u]: Friendly leaning towards Loyal Troll Air Sailor. The Younger Twin Son of Counselor Stormpeak. A rebel, he chose to study the discipline of the Air Sailor. It took his father a year to speak with him again. This is his chance to prove he is no lesser student of battle for his choice. Always noticeable for his bright red hair and energetic behavior. Although he has been known to quarrel just for the fun of it!
Mi'Ven[/u]: Friendly T'Skrang Swordmaster, Daughter of Counselor Mor'ven. A T'Skrang's T'Skrang. Always getting in trouble.
Carl. [/u]: Neutral leaning friendly A Young Dwarven Soldier (non-adept). He is determined to make a name for himself and he hopes, some day, to see the world. He signed on for 2 years with the guard, and his time is up. He wants to see the world, and he knows he won't do that working for the city.
K'Than. [/u]: Neutral leaning Friendly An Earnest T'Skrang Swordmaster-student, from a family of low social standing. Determined to join the Black Company and prove himself.
Arlon [/u]: Neutral leaning Friendly A human swordsman (non-adept). Who hopes joining the company will bring him enough money to support his wife and young child.
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Post by GM / Malinous on Nov 28, 2011 22:27:35 GMT -5
A note on alchemy & craft weapon: You can rent the use of an alchemy shop for 10 silver a day. Same for a forge.
You can reduce the d/c by 1 for each extra day spent, to a max of 3 extra days spent.
The mats are 50% of the finished cost. You can't gather in the Caer! For alchemy, buying the mats reduces the difficulty by 1. You can further reduce the difficulty by 1 for each 10% of the base extra spent.
So if you pay 80% of a potion cost, you reduce the difficulty by 4. If you spent 4 days crafting a healing potion (base 13), that would reduce the difficulty to 13-3(3 extra days)-4(paid for mats)=difficulty 6.
And here are some advanced rules on shops: For 500 you can get the Kit (-3 penalty)(Normal)
A Kit can serve as the base for a shop. But if someone has the kit with them, the shop is useless.
For each 500 spent on shop tools, you can reduce the penalty by 1 (to a max of 0), but the new equipment is immoble.
In other words, the shops are somewhat modular, (3 pieces, each costing 500, reducing the penalty by 1) and the kit serves as a base, so if you own a kit, it basically reduces the cost of a full shop by 500.
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Post by GM / Malinous on Nov 28, 2011 22:42:02 GMT -5
I'll spend Karma on weaponsmithing. If you want me to improve a weapon, the DC is 9+Weapon Damage Step. I currently have Per 7, Skill 2, . . . so I roll 1d8+2d6, average 11.5. If I roll a . . . 7 or less, I ruin the weapon.
I may spend 300 on forge weapon to make it useful . . . 2d8+1d6! It costs 125 base + 30 silver per attempt (3 days). If you're interested.
Oh, apparently a forge only costs 100 silver? Really? I'll totally buy that then! With 25 silver craftsman tools it looks like.
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Post by GM / Malinous on Nov 28, 2011 22:47:55 GMT -5
My FOURTH Post:
I'm willing to contribute 250 of Mal's money to a general "potion crafting budget" for Ehren if he wants to start working on potions. He can spend that on kit, shop, or making potions. It seems easier than asking Ehren to to make potions one at a time.
Otherwise, I'd just drop 150 into booster potions from a local alchemist (cost 50 each).
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Post by GM / Malinous on Nov 28, 2011 22:53:26 GMT -5
Mal will spend: 6 Karma tests over time (60 LP) 125 Silver: Forge + craftsman tools (the forge will have to be stationary). I'm guessing I add the space/buy a share of a local Forge, rather than set up a stove in our residence.
Two Weeks: Forging a Hammer (7+2=9, success!) Week 3+4: 3 days durability (600 LP total) 1 day forge weapon (300 LP) 3 days attempting to forge Weapon my battle hammer: 7+7+5=19! Success! (10 LP for the Karma) Silver Spent: 125 (250 total)
LP Spent: 970! I can make 2 more forge weapon tests working 5 day weeks, like a normal person!
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Post by Mawaris on Nov 29, 2011 6:15:24 GMT -5
I'll be spending LP (and time) as follows to increase talents, in the following order if anything matters for timing:
Rank 1 Durability, 100 LP Rank 1 Spell Matrix, 100 LP Rank 1 Heartening Laugh, 100 LP Rank 1 Disguise Self, 100 LP Rank 2 Durability, 200 LP Rank 3 Durability, 300 LP
900 LP total
My character sheet is updated for these and for all other circle 2 advancement.
There's also several circle 2 spells I want to learn as well, though I don't have the book with me and I can't remember what all of them are (although I recall there being at least 6 total (including my free one) that I thought would be really good to know). I'll need to know what I might need to do to find these and what it will cost.
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Post by ehren on Nov 29, 2011 11:49:30 GMT -5
I think we should focus on getting the "neutral leaning freindlies" to be freindlies. Also, try to get Kam away from those obvious "bad" influences. Besides throwing money around, do we have any ideas of how to move the attitudes of these NPCs? (Maybe we could "practice" with them a bit? - I know I got to like them during the fights, and the Bars after maybe it'll work some more)
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Post by GM / Malinous on Nov 29, 2011 14:44:15 GMT -5
You're relatively popular in the Kaer. And these are low level spells, so they're easy to find.
100 silver * circle of the spell to pay someone to teach you a spell (other than the 1 free one that comes with levelling).
And 20 LP per second circle spell, for spells after your first *two* of that circle.
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Post by GM / Malinous on Nov 29, 2011 21:21:07 GMT -5
Heavily dependent on the individual people. Mak and Mi'Ven probably pretty straight forward especially if you buy the drinks :-p. The rest would be extremely difficult to increase directly. The new members of the Black Company are likely to be busy training, and other than Orek, I'm not sure you fought any of them :-). The rest tend to have other responsibilities and social circles outside of yours.
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Post by GM / Malinous on Nov 29, 2011 21:29:19 GMT -5
Did Mes want to start working on making potions in his spare time/investing in the alchemy equipment? Healing potions would be tough to make, but boosters are useful and not that tough to make! 10 Silver per day to use someone else's shop. Close Salve potion raw mats only cost 100 each, DC 9! Only a 40% chance of wasting your money! :-). Hmm. Because I'm charging more for mats than the book would, my inclinations is that you only ruin the potion on a pathetic result. On a poor result, you can keep tinkering for another day to get it just right!
But if you spend 4 days on it, that's 40 silver + 100 silver for raw materials, Target Number 6! That's a savings of 60 silver!
It'll help when you can gather your own mats :-p. A lot.
I'm willing to put 250 silver into a general "making potions" budget, for use for making potions or buying an alchemy kit or shop :-).
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