More Anything Goes

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dmw71
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Re: More Anything Goes

#321 Post by dmw71 »

I'm glad you questioned this, especially the critical miss rule because I missed a very important step in the process. See below:
Alethan wrote:1. We don't get the additional hit points for a new level until after the 6 hours rest? Is this going forward from RIGHT NOW? Or is this applicable to the XP update from yesterday that caused several people to move up in level (and get more hit points, thus bringing them back from the brink of death)?
Everything that has happened, has happened. Even if there are characters that have leveled but not rolled their new hit points yet, those will be applied immediately. All future experience point awards and level gains will fall under this new rule.
Alethan wrote:2. What about weapon proficiency development? Automatic upon obtaining the appropriate level?
Yes. Any change or improvement earned by advancing a level will go into affect after a night of sleep.
Alethan wrote:3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties?
I missed a critical piece here. On a natural 1, a second attack roll is necessary. If that roll is also a 1, then
your weapon needs to make the saving throw.
Alethan wrote:Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
Yes, it is possible for weapons to be repaired. The cost will vary from location-to-location and smith-to-smith, but the cost will be negligible. I'm thinking, though, that damaged weapon will be rare and it will likely be easier to simply replace a weapon instead of going through the trouble of finding a qualified smith able to repair it. My goal, really, is to prevent a character from being left high-and-dry in the middle of a combat by simply "breaking" their weapon.
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Re: More Anything Goes

#322 Post by dmw71 »

dmw71 wrote:
Alethan wrote:3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties?
I missed a critical piece here. On a natural 1, a second attack roll is necessary. If that roll is also a 1, then your weapon needs to make the saving throw.
Updated.
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Re: More Anything Goes

#323 Post by tooleychris »

hate to throw wrenches in the gears but, personally, if using this formula for damaged weapons instead of broken, I would change it to roll a 1, make second attack, if THAT misses then save vs damage. Current implementation would make damage pretty rare and well... weapons DO get damaged. The penalty for a natural 1 SHOULD be at least close to the rewards for a natural 20, IMO. JUST throwing some thoughts around...

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Re: More Anything Goes

#324 Post by Alethan »

dmw71 wrote:I'm glad you questioned this, especially the critical miss rule because I missed a very important step in the process. See below:
Alethan wrote:1. We don't get the additional hit points for a new level until after the 6 hours rest? Is this going forward from RIGHT NOW? Or is this applicable to the XP update from yesterday that caused several people to move up in level (and get more hit points, thus bringing them back from the brink of death)?
Everything that has happened, has happened. Even if there are characters that have leveled but not rolled their new hit points yet, those will be applied immediately. All future experience point awards and level gains will fall under this new rule.
Alethan wrote:2. What about weapon proficiency development? Automatic upon obtaining the appropriate level?
Yes. Any change or improvement earned by advancing a level will go into affect* after a night of sleep.
Alethan wrote:3. If an attack roll is a 1, then there is a base 50% chance the weapon will become damaged, causing the indicated penalties?
I missed a critical piece here. On a natural 1, a second attack roll is necessary. If that roll is also a 1, then
your weapon needs to make the saving throw.
Alethan wrote:Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
Yes, it is possible for weapons to be repaired. The cost will vary from location-to-location and smith-to-smith, but the cost will be negligible. I'm thinking, though, that damaged weapon will be rare and it will likely be easier to simply replace a weapon instead of going through the trouble of finding a qualified smith able to repair it. My goal, really, is to prevent a character from being left high-and-dry in the middle of a combat by simply "breaking" their weapon.
*effect

(sorry... couldn't help myself)

(Also... thank you for the answers. All clear on my end now!)
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Re: More Anything Goes

#325 Post by tooleychris »

tooleychris wrote:hate to throw wrenches in the gears but, personally, if using this formula for damaged weapons instead of broken, I would change it to roll a 1, make second attack, if THAT misses then save vs damage. Current implementation would make damage pretty rare and well... weapons DO get damaged. The penalty for a natural 1 SHOULD be at least close to the rewards for a natural 20, IMO. JUST throwing some thoughts around...
EXCEPT for lances. Those are a dime a dozen. You can find them EVERY WHERE!

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Re: More Anything Goes

#326 Post by dmw71 »

tooleychris wrote:hate to throw wrenches in the gears but, personally, if using this formula for damaged weapons instead of broken, I would change it to roll a 1, make second attack, if THAT misses then save vs damage. Current implementation would make damage pretty rare and well... weapons DO get damaged. The penalty for a natural 1 SHOULD be at least close to the rewards for a natural 20, IMO. JUST throwing some thoughts around...
I'm cool to continue to tweak the rule, but what I don't like is making the result of the second roll fluctuate depending upon the armor class of the target.

It wasn't until the massive troglodyte battle that I realized how defective the original critical miss rule was. In order to hit Grim, a trog had to roll a natural 20. Using the original rule, if a trog rolled a 1 against Grim, if they didn't roll a natural 20 with the second roll, they're checking for a weapon break. Hypothetically speaking, another troglodyte using the same weapon, with the same level of skill, would avoid a break situation much easier if attacking Fimmion and his 9 AC.

There's something about this second check that I do not like.

While I agree weapons will get "damaged" during normal use, we'll assume that type of wear and tear is the kind that characters can fix or maintain during their off-time. True damage, where a weapon will be come less effective, I'd just assume keep relatively rare.

---
Alethan wrote:*effect

(sorry... couldn't help myself)
Dammit! I can never remember to keep those two straight. :lol:
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Re: More Anything Goes

#327 Post by onlyme »

dmw71 wrote:
Alethan wrote:Is there any way to repair said weapon? If so, what kind of costs might be involved in that?
Yes, it is possible for weapons to be repaired. The cost will vary from location-to-location and smith-to-smith, but the cost will be negligible. I'm thinking, though, that damaged weapon will be rare and it will likely be easier to simply replace a weapon instead of going through the trouble of finding a qualified smith able to repair it. My goal, really, is to prevent a character from being left high-and-dry in the middle of a combat by simply "breaking" their weapon.
tooleychris wrote: EXCEPT for lances. Those are a dime a dozen. You can find them EVERY WHERE!
I was about to mention that... replacing a lance is a ***** ...
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Re: More Anything Goes

#328 Post by onlyme »

So... my vote is to get the heck out of lair and crash for the night at the dragon inn... then Ewell's sword becomes as useful as his lance was.
oh, and he can become his normal invincible self with a few more clw's...
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Re: More Anything Goes

#329 Post by dmw71 »

dmw71 wrote:
Rukellian wrote:I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules.
I'm honestly not familiar with all the changes made to magic users in 2E. I understand there are specialists now, but I will need to read up on how they work. Let me look into it and you and I can finalize the details. Seeing as how you haven't actually cast a spell yet, I am fine changing your collection up (but would like to stick close to your original chef/alteration design).
I think I'm good here now.

Specialist Wizards
"Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here:

A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist's school. Thus, a 1st-level illusionist could have two spells--one being any spell he knows and the other limited to spells of the illusion school.

Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time--for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.

Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell (see Table 4).

Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell can be selected by the DM or he can allow the player to pick. No roll for learning the spell need be made. It is assumed that the character has discovered this new spell during the course of his research and study.

When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same."
Rukellian, we can chat about Fimmion and his starting spells, but let's finalize that list before too much longer.

You should have five total spells in your spellbook and, as a 2nd-level magic user, can now memorize and cast three 1st-level per day (one must be from your specialty). Once you reach 3rd-level, you will add two (not just one) 2nd-level spells as long as one of them is in your specialty.
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Re: More Anything Goes

#330 Post by Alethan »

I concur the secondary roll should not be dependent upon an opponent's AC for exactly the reason you gave.
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Re: More Anything Goes

#331 Post by dmw71 »

onlyme wrote:So... my vote is to get the heck out of lair and crash for the night at the dragon inn.
I hope to be able to update the next action thread on my commute home -- I'll be leaving for the train shortly.
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Re: More Anything Goes

#332 Post by Alethan »

dmw71 wrote:
onlyme wrote:So... my vote is to get the heck out of lair and crash for the night at the dragon inn.
I hope to be able to update the next action thread on my commute home -- I'll be leaving for the train shortly.
For Pete's sake, HURRY MAN!!!!

:D
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Re: More Anything Goes

#333 Post by Rukellian »

dmw71 wrote:
dmw71 wrote:
Rukellian wrote:I think what happened earlier was that I presented you with a spellbook wishlist of sorts, and you okayed most of the spells. They were Light, Burning Hands, Enlarge, and Spider Climb. Being an alteration specialist, my character had some extra copies of some of the spells in his book. Not exactly sure how that translates though when dealing with your house rules.
I'm honestly not familiar with all the changes made to magic users in 2E. I understand there are specialists now, but I will need to read up on how they work. Let me look into it and you and I can finalize the details. Seeing as how you haven't actually cast a spell yet, I am fine changing your collection up (but would like to stick close to your original chef/alteration design).
I think I'm good here now.

Specialist Wizards
"Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here:

A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist's school. Thus, a 1st-level illusionist could have two spells--one being any spell he knows and the other limited to spells of the illusion school.

Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time--for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.

Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell (see Table 4).

Whenever a specialist reaches a new spell level, he automatically gains one spell of his school to add to his spell books. This spell can be selected by the DM or he can allow the player to pick. No roll for learning the spell need be made. It is assumed that the character has discovered this new spell during the course of his research and study.

When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same."
Rukellian, we can chat about Fimmion and his starting spells, but let's finalize that list before too much longer.

You should have five total spells in your spellbook and, as a 2nd-level magic user, can now memorize and cast three 1st-level per day (one must be from your specialty). Once you reach 3rd-level, you will add two (not just one) 2nd-level spells as long as one of them is in your specialty.
Okay, edited my character sheet to reflect my starting spell choices and the components swapped out for them.
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Re: More Anything Goes

#334 Post by dmw71 »

Rukellian wrote:Okay, edited my character sheet to reflect my starting spell choices and the components swapped out for them.
I didn't go and check the school of each spell selected, but I trust that you're good. :)
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Re: More Anything Goes

#335 Post by onlyme »

Stonjuz wrote:Retreating further, Shannigans continues to fight for his life against the huge creature,
dagger [1d20+1] = 3+1 = 4 dmg [1d4+1] = 3+1 = 4 dagger [1d20-1] = 2-1 = 1 dmg [1d4+1] = 1+1 = 2
but due to placement, size, distance, or something else, misses horribly.
initi [1d10] = 9 :shock:
Wow... that was bad luck rolling, there...
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Re: More Anything Goes

#336 Post by dmw71 »

From: viewtopic.php?p=61010#p61010
Alethan wrote: "brief"??? Ha!
All things considered, your whole venture probably took about 25-30 minutes. However, my usage of the word "brief" in that instance was merely to indicate your foray was incomplete.
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Re: More Anything Goes

#337 Post by Alethan »

dmw71 wrote:From: viewtopic.php?p=61010#p61010
Alethan wrote: "brief"??? Ha!
All things considered, your whole venture probably took about 25-30 minutes. However, my usage of the word "brief" in that instance was merely to indicate your foray was incomplete.

Yeah, I know. :)

And I agree. Incomplete. (Though I'm sure it will take some convincing to get a few of the characters back into that hole...)
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Re: More Anything Goes

#338 Post by ravenn4544 »

[quote="Alethan"]OOC:
"brief"??? Ha!

Also, you're "You're in a marsh." comment made me feel like I was back by a white house near the woods again...

Code: Select all

You're in a marsh. There are paths leading east and north.
>Go North
You're on a trail in a marsh. There are paths leading north and south.
>Go North
You're on a trail in a marsh. Off in the distance you hear the cry of a bird. The main path leads north and south. A smaller trail leads east into the marsh.
>Go North
[/ooc][/quote]

Zork reference? :)

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Re: More Anything Goes

#339 Post by tooleychris »

Yeah so apparently I need someone to hold my hand as I missed two pages worth of posting action. Sorry for my non-responsiveness. Sheesh!

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Re: More Anything Goes

#340 Post by tooleychris »

You are likely to be eaten by a Grue. :)

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