Page 6 of 8

Re: Trial Run

Posted: Wed May 22, 2013 3:59 pm
by Bhart
Rodriguez wrote:
ChubbyPixie wrote: The main lesson I took away from the grog combat (that I didn't get a chance to take part in) is that you have to somewhat min/max when building your character. I tried to purposefully make my Blacksmith's assistant a slow, lumbering guy (Qik -3) who wasn't super "professional" (no shield, leather armor) ...and he got his pantaloons handed to him before he could even make a move... Does that sound accurate?
I disagree on the min/max part...
If one is slow, ill equipped, not much better in combat then the opponents and on the smaller team you need to be damn lucky to make it trough a fight in one piece. I think thats not an unreasonable outcome that would call for minmaxing.
Agreed. Take a look at Bandit 2. He went down just as quick and he was min/maxed with a +2 in Dex and Quickness, plus a 4-5 in weapon ability! The bandits were all built as starting grogs just like yours so you could say they have equal "levels". ArM combat is just deadly, one bad die roll and you could be finished. The 2 biggest influences on the out come is your weapon ability level (which is dependent on your experience) and the die roll.

You could max all your combat characteristics like Dex, Qik, Stamina, and Str. It would give you an edge but you can still be beat down in the first round like Bandit 2 if your opponent rolls well or you botch.

The slow lumbering concept will work, just give him something to compensate. Up his stamina or give him virtues that allow him to take a beating.

Re: Trial Run

Posted: Wed May 22, 2013 5:45 pm
by Rodriguez
I would also suggest good armor for someone slow.

Re: Trial Run

Posted: Thu May 23, 2013 1:44 am
by ChubbyPixie
Don't get me wrong - I like how deadly it is. But I will take your advice. (And thanks)
In the case of the Blacksmith, I was thinking he wouldn't reasonably have access to (be able to afford) armor yet. But giving him more stamina and maybe a crude shield he banged out himself at the shop could work.

Re: Trial Run

Posted: Fri May 24, 2013 2:40 am
by Bhart
I will be offline for the next 4 days. I'll resume the game on Tuesday.

Re: Trial Run

Posted: Fri May 24, 2013 11:17 am
by onlyme
Bhart wrote:I will be offline for the next 4 days. I'll resume the game on Tuesday.
no worries. I will be practically as well...

Re: Trial Run

Posted: Thu May 30, 2013 3:46 am
by Bhart
Ok I have a combat scenario involving magi and their grogs. You can face off against enemy magi or a mythical beast.

Are you guys ready or do any of you want more time?

Re: Trial Run

Posted: Thu May 30, 2013 5:07 am
by Rodriguez
ready

Re: Trial Run

Posted: Thu May 30, 2013 11:11 am
by onlyme
Bhart wrote:Ok I have a combat scenario involving magi and their grogs. You can face off against enemy magi or a mythical beast.

Are you guys ready or do any of you want more time?
I wont have time to use more time...so go ahead. Just if you can, pick out a magus from the book and I will attempt to calculate its numbers as they happen. I will switch to one I make up once I see what I need/want.


Sorry...work is a bear right now.

Re: Trial Run

Posted: Thu May 30, 2013 2:59 pm
by ChubbyPixie
I've been working on finishing my Magus. Had to redo abilities due to a misunderstanding. Just have to pick a few spells (tonight) and I'll be ready.

Re: Trial Run

Posted: Sat Jun 01, 2013 1:08 pm
by ChubbyPixie
Done! With Vlricus the Magus. I didn't specifically set out with this intention, but he's basically Aquaman, as it turns out.

One question: What are the "plusses" after the individual spells? I'm not sure what #s to add to arrive at those...

Re: Trial Run

Posted: Tue Jun 04, 2013 3:23 am
by Bhart
OK sorry for the delay. Real life demands my time again. I'll get this started by Wed.

Re: Trial Run

Posted: Tue Jun 04, 2013 3:28 am
by Bhart
ChubbyPixie wrote:Done! With Vlricus the Magus. I didn't specifically set out with this intention, but he's basically Aquaman, as it turns out.

One question: What are the "plusses" after the individual spells? I'm not sure what #s to add to arrive at those...
That is the total of your technique and form for that spell. It is added to your die roll when you cast the spell. If the total exceeds the level of the spell you cast it successfully without fatigue.

Re: Trial Run

Posted: Wed Jun 05, 2013 12:48 pm
by ChubbyPixie
Bhart wrote:That is the total of your technique and form for that spell. It is added to your die roll when you cast the spell. If the total exceeds the level of the spell you cast it successfully without fatigue.
Ah... Guess I should've been able to work that out.

For my Companion, should I work out a knight or a hunter or something, or should I somehow come up with abilities for Chauncy, the Fairy Catfish? Would I do him as a Magical Beast, or a more standard Companion? Not sure what the best approach is. I feel he should have some magic, since, well, he doesn't have arms...

Re: Trial Run

Posted: Thu Jun 06, 2013 12:36 pm
by Rodriguez
I think the book says one should create companions that then go on quests with other mages. If Chauncy usually stays with Vlricus I think he should probably a GM char if there is no Player that thinks he could pull it off well. Especially because he probably more a connection to the Fey realm and not to the realm of men.

Re: Trial Run

Posted: Thu Jun 06, 2013 1:44 pm
by ChubbyPixie
Rodriguez wrote:I think the book says one should create companions that then go on quests with other mages. If Chauncy usually stays with Vlricus I think he should probably a GM char if there is no Player that thinks he could pull it off well. Especially because he probably more a connection to the Fey realm and not to the realm of men.
Oh, right. Makes sense. I need to make a companion that will be someone else's companion, but that I will control. Was momentarily confused...

Re: Trial Run

Posted: Fri Jun 07, 2013 2:28 am
by Bhart
Ok better late than never.

Hey David, I'll use the flambeau magus from page 25 for you.

Ok guys the three of you and your shield grogs are traveling along the banks of the river. You are on your way to collect Aquam Vis from a pool at the base of a waterfall where the waters are only magical on the first full moon of summer. With the falls in sight you run into Magi from another covenant. They are here trying to poach your Vis!

Do you want to attempt a negotiation or attack them?

Re: Trial Run

Posted: Fri Jun 07, 2013 6:01 am
by Rodriguez
Rue would prefer to negotiate.
"What are you doing here!" hisses the small old lady. "This is our land, get lost!"

Re: Trial Run

Posted: Fri Jun 07, 2013 12:04 pm
by onlyme
Flambeau prefers negotiating as well, I think.

None of you shall be harmed if you walk away. If not... and then shakes his head.

Re: Trial Run

Posted: Fri Jun 07, 2013 1:53 pm
by ChubbyPixie
"Aha!" says Vlricus, "*Ahem* Good sirs! I believe what my compatriot meant to say is that there is of course no need for anyone to come to harm! This should be taken as a given. Though,as I'm sure none of us are fools, it is clear that our errands being one and the same are perhaps ...ah ...conflictuous. Therefore we are at a bit of an impass, it seems."

He nudges Flambeau gently and whispers, still smiling in the direction of their adversaries "Sir, we have no idea what these magi are capable of! Lets not be too rash..."

Re: Trial Run

Posted: Wed Jun 12, 2013 3:13 am
by Bhart
My apologies guys. I'm juggling a lot right now at work and home. Things should be better by the end of the week. I'll do my best to get back in the game asap.