More Anything Goes

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onlyme
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Re: More Anything Goes

#121 Post by onlyme »

Stonjuz wrote:dmw wrote:
The cost to pay for training upon level advancement will be calculated as follows:
[Current Level] * [Class Cost] * [1d4]


Who rolls the d4? :?

dmw also wrote:
Shannigans .....also advances to level 2, which will be free.

Does this mean that additional training is free? skills and abilities? :?
I think he ruled last week or so that leveling up itself it is now free. If there is a completely new function that a class earns at a particular level, you have to train to earn that. Like clerics getting a 2nd level spell and not just another 1st level spell, as an example.
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Re: More Anything Goes

#122 Post by dmw71 »

Stonjuz wrote:Does this mean that additional training is free? skills and abilities?
Clearly, not enough money has been made available in the game to require payment for training so these early levels, when there are only moderate increases, no payment or donation will be required.

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Re: More Anything Goes

#123 Post by tooleychris »

Grim picked up about a score of those gold plated, diamond entrusted +3 vorpal troglodyte spears. I guess we could sell one or two...just to make ends meet...
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Re: More Anything Goes

#124 Post by dmw71 »

tooleychris wrote:Grim picked up about a score of those gold plated, diamond entrusted +3 vorpal troglodyte spears.
Damn. Did my description give away their true nature?

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Re: More Anything Goes

#125 Post by Stonjuz »

Unless I'm mistaken (again), these are the only things that will really change during level up to Thief 2, besides hitpoints.
Special Abilities
Pick Pockets: 15%
Open Locks: 40%
Find Traps: 35%
Remove: 35%
Hear Noise: 25%
Hide in Shadows: 35%
Move Quietly: 35%
Climb Walls: 60%
Appraise: 10% / 15% household
Haggle: 15% / 20% halflings
Possible surprise monster 66%
Detect Direction 50%
Detect Grade 75%

30 discretionary points to spend yes?
And as I see it...to avoid training costs, skill points can only be spent on skills that have been attempted in the adventure so far. ?...
In which case it would be....hide, move, open, hear
5% to each of those , and another 5% each to hide and move brings it to....
Special Abilities
Pick Pockets: 15%
Open Locks: 45%
Find Traps: 35%
Remove: 35%
Hear Noise: 30%
Hide in Shadows: 45%
Move Quietly: 45%
Climb Walls: 60%
Appraise: 10% / 15% household
Haggle: 15% / 20% halflings
Possible surprise monster 66%
Detect Direction 50%
Detect Grade 75%

We good? or did I miss something .....again.
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Re: More Anything Goes

#126 Post by Alethan »

Stonjuz wrote:Unless I'm mistaken (again), these are the only things that will really change during level up to Thief 2, besides hitpoints.
Special Abilities
Pick Pockets: 15%
Open Locks: 40%
Find Traps: 35%
Remove: 35%
Hear Noise: 25%
Hide in Shadows: 35%
Move Quietly: 35%
Climb Walls: 60%
Appraise: 10% / 15% household
Haggle: 15% / 20% halflings
Possible surprise monster 66%
Detect Direction 50%
Detect Grade 75%

30 discretionary points to spend yes?
And as I see it...to avoid training costs, skill points can only be spent on skills that have been attempted in the adventure so far. ?...
In which case it would be....hide, move, open, hear
5% to each of those , and another 5% each to hide and move brings it to....
Special Abilities
Pick Pockets: 15%
Open Locks: 45%
Find Traps: 35%
Remove: 35%
Hear Noise: 30%
Hide in Shadows: 45%
Move Quietly: 45%
Climb Walls: 60%
Appraise: 10% / 15% household
Haggle: 15% / 20% halflings
Possible surprise monster 66%
Detect Direction 50%
Detect Grade 75%

We good? or did I miss something .....again.
I like the idea of raising the skills that you attempted to go along with not having to pay training fees, Stonjuz. I think you got it, by the way.
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Re: More Anything Goes

#127 Post by dmw71 »

Stonjuz wrote:
dmw71 wrote:+300xp
Leveled in one class.
Rolling d6 for hitpoints then divide by 2.
level [1d6] = 3
Crap. How do i divide 3 hitpoints?
By the way, I just found the rules on how to handle multi-class hit points: 03o. Multi Class

dmw71 wrote:Multi-Class Hit Points
Since all dice rolls will be completed using the Unseen Servant Dice Roller application, we are not limited to the existing, even-sided dice we're all accustomed to: d4, d6, d8, d10, d12, d20. For this reason, multi-class characters will be able to divide the original Hit Dice type by the number of classes selected and roll it each time they need to generate a new hit point amount.

Two Classes
If a character is multi-classing with only two classes, simply halve the Hit Dice type of each class from the beginning and roll this halved Hit Dice type each time the appropriate class levels up.

For example, instead of rolling ((d10)+(d4)/2) for a beginning Fighter/Magic-User and (d10)/2 or (d4)/2 upon each new level, perform that division a single time at the beginning of the game and the resulting halved Hit Dice type will be used, undivided, every time a hit point roll is needed for that class.

...if the character qualifies for a 'Hit Point Adjustment' due to a high Constitution score, the player will select one of their classes at the start of play (most likely the class which advances the most rapidly) and this 'Hit Point Adjustment' will only be applied when that designated class advances a level.


So, instead of rolling a 1d6 every time your thief class levels up, you would roll 1d3. Likewise, you would roll 1d2 for each new magic-user level, with your constitution bonus applying to one of your classes only (e.g. thief):

Thief hit points: [1d3+1] (Includes +1 constitution bonus)
Magic-user hit points: [1d2] (No constitution bonus)


What's interesting is that both of your classes will increase at the same time the next time you level up. So, once you reach 2,501 experience points, your magic user will become second level (1d2) and your thief third (1d3), so you would roll both macros at the same time:

Thief hit points: [1d3+1] + Magic-user hit points: [1d2]


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Re: More Anything Goes

#128 Post by dmw71 »

Stonjuz wrote:30 discretionary points to spend yes?
And as I see it...to avoid training costs, skill points can only be spent on skills that have been attempted in the adventure so far. ?...
In which case it would be....hide, move, open, hear
5% to each of those , and another 5% each to hide and move brings it to....

We good? or did I miss something .....again.
Perfect.

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Re: More Anything Goes

#129 Post by Stonjuz »

dmw71 wrote: What's interesting is that both of your classes will increase at the same time the next time you level up. So, once you reach 2,501 experience points, your magic user will become second level (1d2) and your thief third (1d3), so you would roll both macros at the same time:

Thief hit points: [1d3+1] + Magic-user hit points: [1d2] [/b]
Not quite. Shannigans will reach Thief 3 slightly before he reaches MU 2, due to the xp bonus.
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Re: More Anything Goes

#130 Post by dmw71 »

Just an FYI...

As I become more comfortable in my new role, and continue to have mobile access, I expect the pace of the game to pick up a bit. While I may not have the same level of freedom I once did to post throughout the day, I do find myself able to monitor the game pretty consistently. As long as linking or die rolling isn't required, I can update from my phone pretty much any time.

I just need to remember to charge my laptop before leaving in the morning...

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Re: More Anything Goes

#131 Post by Alethan »

Yeah @ return to faster pace!
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Re: More Anything Goes

#132 Post by tooleychris »

Alethan wrote:Yeah @ return to faster pace!
+1 :D
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Re: More Anything Goes

#133 Post by Stonjuz »

I cant help but smirk at your similarites between the town of O'Hare and Chicago.
Everytime someone comes near the intersection, (airport) , we gain another team member. The Goat would be the south side of town, where it can get pretty rough, and the Dragon I assume would represent that you can still find honest working folk around. 'Some thing aint right about the Temple' surely refers to the corruption down at city hall.
:roll: :lol: That must mean that the trogs were/are all ridin' the Loop. 8-)
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Re: More Anything Goes

#134 Post by Alethan »

Stonjuz wrote:I cant help but smirk at your similarites between the town of O'Hare and Chicago.
Everytime someone comes near the intersection, (airport) , we gain another team member. The Goat would be the south side of town, where it can get pretty rough, and the Dragon I assume would represent that you can still find honest working folk around. 'Some thing aint right about the Temple' surely refers to the corruption down at city hall.
:roll: :lol: That must mean that the trogs were/are all ridin' the Loop. 8-)
Also means we'd better get out of Dodge before some govm't official comes around and tries to fine us for killing trogs without a license. Then tries to take away our swords and bows...

;)
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Re: More Anything Goes

#135 Post by dmw71 »

Stonjuz wrote:I cant help but smirk at your similarites between the town of O'Hare and Chicago.
I won't deny drawing upon local geography for many, if not most, names used in the game. Heck, 'Foxmoor' itself is a local area whose name I borrowed to when pressed to come up with a name for my game when ToniXX was first creating the forums.

Politics notwithstanding, Chicago is a great city.

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Re: More Anything Goes

#136 Post by dmw71 »

dmw71 wrote:Politics notwithstanding, Chicago is a great city.
Even the sport teams.

*cough* *cough*

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Re: More Anything Goes

#137 Post by Alethan »

dmw71 wrote:
dmw71 wrote:Politics notwithstanding, Chicago is a great city.
Even the sport teams.

*cough* *cough*

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*cough* *cough* 2013 Cardinals All-Stars *cough* *cough*
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Re: More Anything Goes

#138 Post by tooleychris »

Lot of coughing... you guys need to take better care of yourselves... and stop swapping spit. :D
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Re: More Anything Goes

#139 Post by Rukellian »

*offers a couple of cough drops* :)
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Re: More Anything Goes

#140 Post by dmw71 »

Alethan wrote:2013 Cardinals All-Stars
:lol:

I have two of them (Carpenter and Molina) on my fantasy baseball team.

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