OOC I
- zebediah
- Ranger Knight
- Posts: 1872
- Joined: Tue Jun 22, 2010 11:35 pm
- Location: Sao Paulo & Porto Alegre - Brazil
Re: OOC
Drudsa can do that though I believe Jake and Saul would be more successful in preparing an effective trap. If think most of the characters have some rope with them so we should be able to prepare at least a few snares close to where we set camp so if the trogs come our way some of them might be entangled and we won't be surprised.Finglas wrote: Drudsa. You may use my rope, if you like, so that you can set a trap. I'll assist you any way I can.
Re: OOC
If there are more than 3 of them that come out & don't get caught up in a trap (if set), Tratiln will cast Sleep on them.
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: OOC
I've just discovered Fight On! magazine (cool shit, Makofan. You might be seeing some of it). One idea I would like to incorporate is the use of shields to absorb damage. Essentially, if a shield bearing character is hit for damage he can choose to have his shield absorb the damage, shattering in the process. Magical shields would lose one "plus" per use, until becoming non-magical. Shields could also be used to automatically save for half damage against attacks that allow such a thing.
Thoughts on using this rule?
Thoughts on using this rule?
Re: OOC
Yes, Fight On! rocks.thirdkingdom wrote:I've just discovered Fight On! magazine (cool shit, Makofan. You might be seeing some of it). One idea I would like to incorporate is the use of shields to absorb damage. Essentially, if a shield bearing character is hit for damage he can choose to have his shield absorb the damage, shattering in the process. Magical shields would lose one "plus" per use, until becoming non-magical. Shields could also be used to automatically save for half damage against attacks that allow such a thing.
Thoughts on using this rule?
Here's my thoughts on the shield rule. It's a great idea, but does cause a bit more work for the DM, and slows down combat a bit in a play-by-post game as you have to check whether somebody is sacrificing their shield or not. I also rule that you can't have two extra shields strapped on your back, for example, or it just gets ridiculous
Re: OOC
Lanny the elf
My thoughts are that if such an option were to be used at all, it should not be left to player choice, but should be determined by a random percentage dice roll by the DM to see if it's the shield or the person that takes the physical damage (shattering a shield should be a fairly low percentage chance - maybe 5% or less per hit). But I agree with Makofan that it may be more trouble than it's worth for the DM.
My thoughts are that if such an option were to be used at all, it should not be left to player choice, but should be determined by a random percentage dice roll by the DM to see if it's the shield or the person that takes the physical damage (shattering a shield should be a fairly low percentage chance - maybe 5% or less per hit). But I agree with Makofan that it may be more trouble than it's worth for the DM.
Lanny - Level 3 Elf - In Search of Adventure
Re: OOC
I think if both sleep spells are cast at the same time and then missile weapons unleashed those left awake wont have time to wake the sleepers.
- zebediah
- Ranger Knight
- Posts: 1872
- Joined: Tue Jun 22, 2010 11:35 pm
- Location: Sao Paulo & Porto Alegre - Brazil
Re: OOC
That is a possibility but:
1. maybe the large one is immune to sleep (if he's got 5HD or more, we know the small ones have 2HD)
2. if we get unlucky with the sleep effect rolls (2d8 HD per spell)
In any case we are out of range for their spears so they have to move before they can attack us.
1. maybe the large one is immune to sleep (if he's got 5HD or more, we know the small ones have 2HD)
2. if we get unlucky with the sleep effect rolls (2d8 HD per spell)
In any case we are out of range for their spears so they have to move before they can attack us.
Re: OOC
Random Thoughts I : Shields and Armor
Since we were just talking about shields, here are some optional rules on shields and armor that I've used in the past. There is absolutely no need to reply to this unless there is a desire to implement any of them in our game. Otherwise, please just consider them food for thought.
Light Shield
Protection: -1 to AC
Weight: 100cn
Cost: 10gp
Method of Carrying: Strapped to forearm (leaving shield hand free)
Is the wearer able to "toggle" between 2-handed missile weapons (bow, sling, etc.) and melee weapon+shield?: Yes
Heavy Shield
Protection: -2 to AC
Weight: 200cn
Cost: 20gp
Method of Carrying: Strapped to forearm and also gripped in shield hand
Is the wearer able to "toggle" between 2-handed missile weapons (bow, sling, etc.) and melee weapon+shield?: No
Armor Type - Leather
Protection: -2 to AC
Weight: 200cn
Cost: 20gp
Typical Movement Rate (when relatively unencumbered): 40' per round
Typical Noise Generated by normal movement: None
Armor Type - Chain Mail
Protection: -4 to AC
Weight: 400cn
Cost: 40gp
Typical Movement Rate (when relatively unencumbered): 30' per round
Typical Noise Generated by normal movement: Audible from 30' away (15' away for cautious movement)
Armor Type - Plate Mail
Protection: -6 to AC
Weight: 600cn (Dark Dungeons rule book says 500cn, but my proposal would be for a standard 100cn weight per -1 AC of protection... for both armor and shields)
Cost: 60gp
Typical Movement Rate (when relatively unencumbered): 20' per round
Typical Noise Generated by normal movement: Audible from 60' away (30' away for cautious movement)
I personally like the "noise" rules because they give added importance to the leather-clad thieves, and may also give an incentive for non-thieves to consider wearing something other than plate mail in certain situations...
Since we were just talking about shields, here are some optional rules on shields and armor that I've used in the past. There is absolutely no need to reply to this unless there is a desire to implement any of them in our game. Otherwise, please just consider them food for thought.
Light Shield
Protection: -1 to AC
Weight: 100cn
Cost: 10gp
Method of Carrying: Strapped to forearm (leaving shield hand free)
Is the wearer able to "toggle" between 2-handed missile weapons (bow, sling, etc.) and melee weapon+shield?: Yes
Heavy Shield
Protection: -2 to AC
Weight: 200cn
Cost: 20gp
Method of Carrying: Strapped to forearm and also gripped in shield hand
Is the wearer able to "toggle" between 2-handed missile weapons (bow, sling, etc.) and melee weapon+shield?: No
Armor Type - Leather
Protection: -2 to AC
Weight: 200cn
Cost: 20gp
Typical Movement Rate (when relatively unencumbered): 40' per round
Typical Noise Generated by normal movement: None
Armor Type - Chain Mail
Protection: -4 to AC
Weight: 400cn
Cost: 40gp
Typical Movement Rate (when relatively unencumbered): 30' per round
Typical Noise Generated by normal movement: Audible from 30' away (15' away for cautious movement)
Armor Type - Plate Mail
Protection: -6 to AC
Weight: 600cn (Dark Dungeons rule book says 500cn, but my proposal would be for a standard 100cn weight per -1 AC of protection... for both armor and shields)
Cost: 60gp
Typical Movement Rate (when relatively unencumbered): 20' per round
Typical Noise Generated by normal movement: Audible from 60' away (30' away for cautious movement)
I personally like the "noise" rules because they give added importance to the leather-clad thieves, and may also give an incentive for non-thieves to consider wearing something other than plate mail in certain situations...
Last edited by frobozz on Sun Mar 17, 2013 7:47 pm, edited 1 time in total.
Lanny - Level 3 Elf - In Search of Adventure
Re: OOC
Random Thoughts II : Sleep Spell
The Sleep spell in Basic D&D seems awfully powerful. While I have no issues with the range and number of HD affected, I was wondering if maybe a Saving Throw vs. Spells for affected creatures should be allowed? (if for no other reason than to add some uncertainty to our strategizing)? I try to think in terms of what would happen if a Sleep spell were suddenly cast on our group. Most likely, our entire group would be taken down and killed if none of us were allowed a Saving Throw vs. Spells. I'm ok with continuing with the spell as is, but I was just wondering if you guys have any thoughts on this.
The Sleep spell in Basic D&D seems awfully powerful. While I have no issues with the range and number of HD affected, I was wondering if maybe a Saving Throw vs. Spells for affected creatures should be allowed? (if for no other reason than to add some uncertainty to our strategizing)? I try to think in terms of what would happen if a Sleep spell were suddenly cast on our group. Most likely, our entire group would be taken down and killed if none of us were allowed a Saving Throw vs. Spells. I'm ok with continuing with the spell as is, but I was just wondering if you guys have any thoughts on this.
Lanny - Level 3 Elf - In Search of Adventure
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: OOC
So, I used to hate Sleep. It seemed so overpowered, even in later editions such as 2e and 3.5, which I was playing at the time instead of OSR games. How do you, as a GM, defend against Sleep spells, to prevent the PCs from overwhelming the plot and narrative that I had laid out?
And then I had a revelation, which is that the problem is not with the spell, or any spell, but the expectation that I should have a plot, or narrative, that you guys were expected to hew to. Yes, there is a possibility that sometime down the road you guys will be running into an opponent that can cast his own Sleep spell, but with three elves you guys should be fine (BTW, the goblin shaman, the one with the facial scarring, had a Sleep spell, but you got to him first).
Here's how I see it now. Sleep is an equalizer spell, at this point. It is the magic-users' big thing, after which point he goes back to chucking daggers or whatever. You've probably got another adventure or two while it is still a useful game changer; it will remain useful for a while after, but not so dramatically. You guys planned smart with the trogs and got reaped the rewards of doing so. I had already decided, earlier on, that you wouldn't be pursued at night. They didn't know why their scouts were not returning, and their primary objective was to protect mama trog and the troglets. Sending out another party would have weakened their position, even more.
This adventure, by the way, is basically just a little side-quest so you can pay for the identification and get some extra cash and experience. I'll throw shit like this out to you occasionally.
As an aside, I also wanted to warn you that returning to Zoltar then back to Threshold is great, but at this point I am going to start making random checks to see if Elwyn's dudes show up. There will be a small chance at first, getting cumulatively larger. I'm not saying you're going to miss it if you go back to Zoltar's/town, but there is that chance. In order to gain XP, however, you do have to return to Threshold.
By the time you get the treasure loaded up and return to Zahara's pond it will be mid-afternoon. You can make it back to Zoltar's by nightfall.
And then I had a revelation, which is that the problem is not with the spell, or any spell, but the expectation that I should have a plot, or narrative, that you guys were expected to hew to. Yes, there is a possibility that sometime down the road you guys will be running into an opponent that can cast his own Sleep spell, but with three elves you guys should be fine (BTW, the goblin shaman, the one with the facial scarring, had a Sleep spell, but you got to him first).
Here's how I see it now. Sleep is an equalizer spell, at this point. It is the magic-users' big thing, after which point he goes back to chucking daggers or whatever. You've probably got another adventure or two while it is still a useful game changer; it will remain useful for a while after, but not so dramatically. You guys planned smart with the trogs and got reaped the rewards of doing so. I had already decided, earlier on, that you wouldn't be pursued at night. They didn't know why their scouts were not returning, and their primary objective was to protect mama trog and the troglets. Sending out another party would have weakened their position, even more.
This adventure, by the way, is basically just a little side-quest so you can pay for the identification and get some extra cash and experience. I'll throw shit like this out to you occasionally.
As an aside, I also wanted to warn you that returning to Zoltar then back to Threshold is great, but at this point I am going to start making random checks to see if Elwyn's dudes show up. There will be a small chance at first, getting cumulatively larger. I'm not saying you're going to miss it if you go back to Zoltar's/town, but there is that chance. In order to gain XP, however, you do have to return to Threshold.
By the time you get the treasure loaded up and return to Zahara's pond it will be mid-afternoon. You can make it back to Zoltar's by nightfall.
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: OOC
Also, I forgot to mention that, since we haven't heard from Dogma in a while, Ox is now lost in the dark. I have alerted the first person on the waitlist, and rremedio will be making a character and joining us soon. Perhaps if you guys decide to return to Threshold.
Re: OOC
Well stated, ThirdKingdom. Thanks for the thoughtful reply.
Perhaps Ox remained behind in Threshold and is now something of a local celebrity there, having returned home with the head of the giant serpent N'Srang. Or maybe he is back on the farm scaring his sister with it...
Welcome in advance, rremedio!
Perhaps Ox remained behind in Threshold and is now something of a local celebrity there, having returned home with the head of the giant serpent N'Srang. Or maybe he is back on the farm scaring his sister with it...
Welcome in advance, rremedio!

Lanny - Level 3 Elf - In Search of Adventure
- zebediah
- Ranger Knight
- Posts: 1872
- Joined: Tue Jun 22, 2010 11:35 pm
- Location: Sao Paulo & Porto Alegre - Brazil
Re: OOC
I think our best option is taking the gold to the city before we head back to the caves, even if we have some risk of missing the arrival of Elwyn's guys. Arriving at Zoltar tonight and moving to the city at first light we might still have time to go to the caves tomorrow (even is we arrive after nightfall).
Re: OOC
Thank you! Here I amfrobozz wrote:Welcome in advance, rremedio!

Re: OOC
Bregalad the elfzebediah wrote:I think our best option is taking the gold to the city before we head back to the caves, even if we have some risk of missing the arrival of Elwyn's guys. Arriving at Zoltar tonight and moving to the city at first light we might still have time to go to the caves tomorrow (even is we arrive after nightfall).
Bregalad seconds Drudsa's plan.
.....and welcome, Rremedio!
Re: OOC
Welcome rremedio!
As for the shield splinter rule, Makofan has a point. It could slow many things down. I believe there is an option to splinter the shield only if the attack would have been the killing blow against said shield-wielder. That may be a better way to go, for this type of game.
Also, I want to get back to Threshold immediately. It's the dwarf in me, don't want to be outside too much.
(Oh no! I am surrounded by Elves! And not the cool, maidenly kind!)
As for the shield splinter rule, Makofan has a point. It could slow many things down. I believe there is an option to splinter the shield only if the attack would have been the killing blow against said shield-wielder. That may be a better way to go, for this type of game.
Also, I want to get back to Threshold immediately. It's the dwarf in me, don't want to be outside too much.
(Oh no! I am surrounded by Elves! And not the cool, maidenly kind!)
Re: OOC
Tratiln wants to get back and deposit his shares from before. He had kept them in annicipation of buying stuff from the hermit.
Re: OOC
Grey jake would like to get that treasure back to town, divided up, and banked. We might even gain a level. Then it is off to the caves with a vengeance!