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Rex
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Re: OOC

#361 Post by Rex »

Combat is over. Let me know how you thought it went and any ideas to help improve play for pbp. I knew it would be relatively easy for you but I wasn't expecting it to be as lopsided as it was. I figured you would at least take an injury or 2. Everyone had some great rolls at critical times.
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Re: OOC

#362 Post by GreyWolfVT »

Honestly, doesn't feel like it took any less or longer than a typical combat in D&D as you know from my games Rex combat has been long 12 rounds or so and others as short as 1 or two. The only thing I think might improve is not doing initiative as often maybe? I mean I roll new init each round in D&D 2e but I probably could just do it every other round or something. Does HarnMaster have rules for group initiative like D&D does/did?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
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Rex
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Re: OOC

#363 Post by Rex »

Your initiative EML (score) determines your spot in order. But the skill is tested for several things in combat which have functions. I was wondering about just having me roll for them when they come up or doing something like a roll bank, where you can pre roll and list them and I just use them and mark them off as I go. Just ideas, what we did worked better than I thought it would which is good. I am a tinker by nature and am always messing with everything to try and get it to work better (usually unsuccessfully).
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shaidar
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Re: OOC

#364 Post by shaidar »

Apologies for not posting more recently, work has been busy, but that should be easing off now.

It wasn't that difficult, I think I'm starting to get the hang of the hit locations and I'm sure the initiative will become clearer as we go.
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Re: OOC

#365 Post by Rex »

No problem shaidar. One of the great things about pbp is the ability to shift pace now and then to deal with real life stuff.
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Re: OOC

#366 Post by Rex »

If anyone decides to try the goat path it is considered an Easy Climb. You roll vs Climbing.

You need to get 40 feet up so multiple rolls will be needed.

CS +30 feet
MS +15 feet
MF no gain or loss
CF fall

Any fall will allow a Grabbing attempt vs Dex x 5 on 1d100 and a Acrobatics/Dodge attempt to land to minimize damage. Damage will be dependent on height of the fall and the grabbing and Dodge attempts.

Info on Climbing and Falling is on Skills 8 if interested.

height of fall
6-10 foot 1d6 impact
11-20 feet 2d6 impact
21-30 feet 3d6 impact
31-40 feet 4d6 impact

this is rocky ground +2d6 impact

Grabbing
CS reduces impact by 3d6
MS reduces impact by 2d6
MF no effect
CF M1 injury to one or both arms

Acrobatics
CS reduces impact by 3d6
MS reduces impact by 2d6
MF none
CF increase impact by 1d6

Dodge
CS reduces impact by 2d6
MS reduces impact by 1d6
MF increase impact by 1d6
CF increase impact by 2d6

Impact is considered blunt and armor PV does count.

Remember that your physical penalty does modify your climbing, grabbing, and acrobatics/dodge rolls. Removing armor and rigging a rope to haul it up after may be a good idea. Maybe leaving your soft/light quilt armor's on in case of a fall.
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Re: OOC

#367 Post by Rex »

Pulpatoon PMed me and he is dropping out do to a lack of time. I will NPC Idril until the group gets somewhere that makes sense for her to go another way.
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Re: OOC

#368 Post by Pulpatoon »

All,

Sorry to have to step back from the game! I enjoyed playing with you all, and will follow your adventures with interest!
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Re: OOC

#369 Post by sastaz »

No problem, see you elsewhere Pulpatoon!
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Rex
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Re: OOC

#370 Post by Rex »

It was great having you, Idril was a very interesting and entertaining character.
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Re: OOC

#371 Post by shaidar »

No probs, Pulpatoon, I understand. Idril was fun.
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Re: OOC

#372 Post by sastaz »

Rex wrote: Fri Aug 26, 2022 3:28 pm It was great having you, Idril was a very interesting and entertaining character.
+1 !
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Re: OOC

#373 Post by GreyWolfVT »

Pulp, no worries. You as always entertained while you were here. :)
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Rex
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Re: OOC

#374 Post by Rex »

Some information Algrim would know.

The outpost would have at least 1, more likely 2 chimneys. If they had time when abandoning it they would have disassembled the chimneys and somehow covered/hidden the hole(s).

There would be a "back" entrance. Well hidden even if not abandoned, could be extra-well hidden once abandoned, but probably not locked from within as it would be the exit they used when leaving.

The main entrance is likely sealed from within and therefore very difficult to breach.

Algrim and Idril both would know that stone and psychic energy combined almost certainly means "Pseudo Stone", which was left behind by the Earthmasters, the people/race who proceeded the coming of the elves. The Khuzdul of Kiraz and now Azadmere after the fall of Kiraz have a Earthmaster item that allows them to create Pseudo Stone.

Pseudo Stone is impervious to all known magic and physical force. To damage a door made of it you would need to destroy the "frame" to get the door out.

You now know where the entrance to the outpost is and thus the outpost location, but Algrim doubts you can get in through the main entrance itself.
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Re: OOC

#375 Post by Rex »

Since you have rope I will add that if Turnip ties off one end up top and the others use the goat path and rope they get +20 to their climbing EML and if they tie it off the rope will automatically catch you on a CF fall. Assuming the rope doesn't break or anything. :surprised:
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Re: OOC

#376 Post by shaidar »

Would disembodiment allow Arngeir to walk through the stone and tell if it's been caved in?
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Rex
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Re: OOC

#377 Post by Rex »

Good question. You would have Telepathy and Sensitivity when Disembodied at Aurx5 ML. You would be able to view all living things as hazy images, day or night. So you will see the enchanted section of stone (it has a psi aura) and any mice, mold, fungus etc. As well as any larger living creatures. But you can't see any walls or unliving things so you can be walking through solid stone and not even know it. It might be worth a try since you can at least see if the magic bag is left behind or any other magic/psi/or holy items are there. You could also identify if there is anything living in the general area.
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Re: OOC

#378 Post by Rex »

If I could get a roll from Algrim for examining the area around the door and from Arngeir for Disembodiment that would be great.
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Re: OOC

#379 Post by Rex »

Arngeir can add Sensitivity and Telepathy to his Psionics. His SB for both is 16, his current ML will be 10d2, roll separate for each. Each time he successfully uses Disembodiment, each will go up 1d2, until he gets to ML 21. When in his Astral form his ML for Sensitivity and Telepathy is 80 or his normal ML if higher than 80. Critical rolls will trigger a skill improvement roll either way. I also just realized that you can tell if it is caved in as you will feel walking through solid objects as frooshing. See the posts in Arngeir's thread.
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Re: OOC

#380 Post by Rex »

Also, since you are not familiar with the rules I will point out that Turnip can use her Medium psi talent to Commune with your Astral form (to see it and communicate with it), Summon your Astral form or Control your Astral form (force you answer questions etc).
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