OOC Discussion

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rossik
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Re: OOC Discussion

#41 Post by rossik »

Marullus wrote: Test #1: Convince the goblin to lead you as a guide to the sacred Pool in the caves when you intend to murder him in the darkness. Manipulator Skill, opposed by a roll from the goblin. Durgenor rolls, everyone else defines their help (Recommended help is with Manipulator or Pursuader skills.).

How one does that test?
Do i understand that the goblin speak common?
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Marullus
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Re: OOC Discussion

#42 Post by Marullus »

There is an example here:
https://www.unseenservant.us/forum/view ... 37#p457747

I will explain it out for our situation here when I get a chance later this morning.
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Re: OOC Discussion

#43 Post by rossik »

Marullus wrote:There is an example here:
https://www.unseenservant.us/forum/view ... 37#p457747

I will explain it out for our situation here when I get a chance later this morning.

meanwhile, can i still post some roleplay, until later this morning??
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Re: OOC Discussion

#44 Post by Marullus »

You can always, always roleplay. :)

Here's the explanation:

How to do this roll:

First, check your own rating in the skill. Durgenor has a skill of Manipulator 2. So, we start with two dice (2D).

Next you check your Conditions - these impact you in various ways as the adventure grinds you down. Right now you are Fresh which gives +1D for a new total of 3D.

Then you check for help. That is explained in the House Rules because play-by-post needs streamlining. You can count who has Persuader or Manipulator as "assumed help" and move forward with the roll of you like. Each person who helps adds +1D; they post to narrate how they helped (which may change the skill used but that's okay) and can do so after the roll. You can also choose to wait and see if additional help is justified (like Tancred using Commander b/c he doesn't have Persuader or Manipulator). In this case, you have:
  • Haar - Manipulator
  • Ganna - has neither skill, narrated Healer instead
  • Clough - Manipulator
  • Tancred - Commander (?)
  • Aislin - (neither skill)
  • Grimm - neither skill (we will leave Grimm out of this roll, but I maintain hope DrPete returns and jumps in later)
... that's potentially +4D (+5D if Aislin creativly uses a different skill) help as you gang up on the one hapless goblin, for 7D.
(Note that NPCs will have the same help benefits later on - groups of goblins or units of soldiers do the same thing. Right now it is in your favor.)

So, you consider 7D against your obstacle. In this case, it is an opposed roll, where the goblin rolls its own Manipulator and you compare successes. A die is successful on a 4, 5, or 6, so each die has 50% odds. Eight dice is pretty confident if you think obstacle is likely to be 3-4 or less.

Then you apply your Traits. If you are worried, you can use each trait once per session to add +1D to a roll. Alternately, you can describe how a trait hinders you and take -1D, earning a Check. Checks let you camp and then are spent to perform actions (such as recovery tests) while in camp. Your Cunning could be described for a +1, your Jaded or Foolhardy might be described to work against your deception.

Then you roll your dice in the roller. Make a character assigned to the game (804) and roll the right number of [1d6].

Narrate your roleplay. Post the link to the roll with it.
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Re: OOC Discussion

#45 Post by BillTheGalacticHero »

Since we would probably have a very good chance of success, I would have the tester use one of his traits against himself, to earn the all-important "Check". Describe how you would use your trait, say "Hasty", that would hinder you. Then take away one die. If your trait is "Hasty" then maybe you're talking too fast for the goblin to understand?

If the opposed roll is a tie then you can earn two checks by letting the opponent win. We would still get what we wanted, i.e. information from the goblin, but it would come with negative consequences for the tester and everyone who helped - we all got angry at the stubborn goblin and the goblin bit the finger of the tester (tester gains Injured while all helpers gain Angry). Or he (the GM) can apply a "Twist", now or at a future time: the goblin screams in terror alerting the human guards inside the palisade. We still get what we wanted, but now have to deal with the guards somehow as well.

Marullus, I hope you don't mind me stepping in...
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Re: OOC Discussion

#46 Post by Marullus »

Always glad for others to help the group. :)

One clarification: a twist isn't a success (p. 65). Result of the test is:
  • Success!
  • Failure on the dice = Success but receive a Condition. (All helpers get a lesser condition)
  • Failure on th dice = Failure with a story twist
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Re: OOC Discussion

#47 Post by BillTheGalacticHero »

I did not know that about Twists, I don't have my rulebook at work so I can't check that until tonight.
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Re: OOC Discussion

#48 Post by Enoch »

Twist is basically a "GM chooses how to screw you": you may lose a piece of gear, alert an enemy, have your escape route cut off, etc. It's worth noting that, of the 3 possible outcomes (success, success + condition, twist), this is the only one that doesn't include succeeding at your intent.

For example, you attempt a Laborer test to move a heavy pile of stones. If you roll successes equal to the obstacle, you succeed, and the only negative consequence is that the Grind advances by a turn. If you fail, the GM gets to choose: Success with a condition, or twist.

He might choose to say "the rocks are a lot heavier--and there are a lot more of them--than you realized. You eventually get them all moved, but it was a difficult affair. Take the Exhausted condition." (A kinder GM would just say "it was thirsty work--take Hungry and Thirsty.") Remember that any condition will wipe out Fresh if you have it, and it's mostly impossible to get back except in Town.

Alternately, on a failure he might say "you start moving the rocks, and pick up one that apparently was holding others up! They come sliding down in a loud clatter. You hear excited voices coming from down the other tunnel--it sounds like they heard the noise and are coming to investigate." With a Twist, you don't get your intent--that pile of rocks is still where it started.
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Re: OOC Discussion

#49 Post by Marullus »

Enoch wrote:Question for the GM: does fishing in the pool count as "desecrating" the shrine? Here's the relevant text from the Druid playbook:
Desecrating or despoiling the land will cause the spirits to become angry or may drive them out of the shrine permanently, destroying its power.
Responsible harvesting is definitely okay with the Old Gods. Irresponsible actions cross lines.
Enoch wrote:2nd question: do the Old Gods care if someone consumes the flesh after a sacrifice?
To be honest, priests usually get to eat what's leftover after a sacrifice - it's how they get fed. You are sacrificing the life; the person offering the sacrifice for your use is giving up something of value.

It is up to you to define how the leftover material is distributed (to your dinner, public feast, do you share, etc) and if you're willing to eat Goblin in the first place.
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Re: OOC Discussion

#50 Post by rossik »

nice!

will post tomorrow
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Re: OOC Discussion

#51 Post by rossik »

so, if i call for help for all my party, i have 7d6, and each one describes how they are helping. is that right?

if so, i accept and will roll the dices
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Re: OOC Discussion

#52 Post by rossik »

sorry, didnt wanted to make everyone wait, so i rolled 7d6
[1d6] = 2[1d6] = 3[1d6] = 3
: [1d6] = 2[1d6] = 3[1d6] = 3[1d6] = 4


And that seems very unfortunate
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Re: OOC Discussion

#53 Post by BillTheGalacticHero »

Well, on the bright side, the goblin probably doesn't have too many dice to roll, I'm guessing 1 or 2 dice. And if you do tie, let the goblin "win" and earn two checks. Of course we will have to deal with the consequences.
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Re: OOC Discussion

#54 Post by Marullus »

Correct, it is currently 7d6. (Aislin described using Lore Master; if Tancred re-posts to improve Commander, that would be 8d6.)

You need to also decide how you use your Traits. Probably worthwhile to describe how Jaded or Foolhardy work against you and then roll one less die. (If you're nervous, you can use cunning for the +1D instead, but not both.)

There is no indication so far that the Goblin speaks Common (and so far Durganor is communicating in Goblin).

Also, make sure you roll it one die at a time (up to five dice at a time, so you need two rolls):
Test #1 - Durgenor rolling Manipulator 1/2 [1d6][1d6][1d6][1d6][1d6]
Test #2 - Durgenor rolling Manipulator 2/2 [1d6][1d6]
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Re: OOC Discussion

#55 Post by Marullus »

Cross-posted.

Alas, unfortunate indeed! I will adjudicate on the other thread shortly.
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Re: OOC Discussion

#56 Post by rossik »

do i have to choose a trait? it doesnt seems advantageous
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Marullus
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Re: OOC Discussion

#57 Post by Marullus »

Marullus wrote:Roll:
[1d6] = 2[1d6] = 3[1d6] = 3
[1d6] = 2[1d6] = 3[1d6] = 3[1d6] = 4

I am vetoing the help from Tancred; I want to set a higher bar for non-traditional help here at the start. I am okay with Ganna helping by healing the goblin and Cu Aislin helping with Loremaster by convincing the goblin he has the knowledge of a worthy shaman.

Goblin Manipulator [1d6] = 6[1d6] = 1[1d6] = 3[1d6] = 2

It is a TIE!
Breaking Ties
If a versus test is tied, there are many ways to break it:
-
Use gear that grants +1s to your result
-
Use a trait to break a tie in your opponent’s favor
-
Spend a fate point if you rolled sixes
-
Spend a fate point for Deeper Understanding if you
have an applicable wise
-
Spend a persona point to activate the Of Course!
aspect of an applicable wise
-
Make a tiebreaker roll
You can use Foolhardy or Jaded to let him win (and you get 2 Checks) or you can spend your Fate or Persona points with your Goblin-Wise to win ( I will let others explain that). Or you roll again to break the tie, this time Will + Fresh 3+1=4D), no help dice.
No time tonight - can someone explain traits and now also ties? Thanks! :)
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Re: OOC Discussion

#58 Post by rossik »

also, please explain why would i want "Checks"
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Re: OOC Discussion

#59 Post by shroomofinsanity »

So checks are earned through using your traits against your self in some way.

They are used during the camp phase of a session. If one doesn't have any checks, they will just fall asleep, each check can be redeemed for a test, perhaps to get rid of a condition, or prepare for the next day in some way. Haar for instance would love some checks to try and cook food during camp for the party, but can't unless he either has a check himself, or he is donated a check to do so.
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Re: OOC Discussion

#60 Post by BillTheGalacticHero »

Checks are "currency" that is used during the camp phase. The party cannot start a "camp" unless at least one of the party has earned a Check. Then, if we find a "safe" spot we can start the camp. Starting does not use a Check, we just need to have one.

Every four tests we do we gain a Condition. Camping is, usually, the only way to get rid of the nastier Conditions.

Then we spend/use the checks during camp to attempt to alleviate Conditions, or to do some skill tests appropriate to camps.
A person cannot use two checks in a row (?unless they are a party of one?), and Conditions have to be alleviated in a certain order. So if we are pretty banged up and have few checks, there won't be much alleviating.

Other camp tests are things like Cartography - making a map of the areas we have been to. his allows us to "teleport" directly to any location we have mapped. (In my campaign I have a house rule - unless the GM has earned a Twist, which would allow him to "repopulate" portions of the previously explored area.

Cooking is another good camp skill, a cook and convert one fresh or preserved food rations into several preserved rations. Allows us to adventure further.

You earn Checks by using one of your traits against yourself - explain how your "Quiet" trait makes it hard for the goblin to understand you when you are asking him questions. Stuff like that.

You can use a trait to help you to gain a +1D (whisper quietly in his ear, "Help us and we'll be nice"), but you can only do that once per trait per session.

You can use the trait any number of times to hinder yourself.

Finally, failing is not a "bad" thing. You learn from your mistakes. They way you advance skill levels is by passing a number of skill tests equal to that skills current level, and failing level-1 times. So to go from Manipulator-2 to Manipulator-3 you need 2 successful tests and 1 failed test.

So, right now, it's a tie. You could use one of your traits to allow the goblin to NOT be manipulated by your words - explain how it happens. I don't know what traits you have without opening another window and looking, and I have to be leaving work soon.

Or you could you a trait to give yourself another die and try to win. Or use a Wise, if it is applicable, to spend a Fate or Personna to either add dice, or reroll failed dice, or reroll 6s, or tap your Nature.

Tapping your Nature. For humans one of our Natures Descriptors is Boasting, that might be useful here. You can spend a Fate point to tap your Nature. That gives you N extra dice. Where N = your current Nature value. Explain how your Nature Descriptor works for this test. But it comes with a potential problem. If you Fail then your Nature is decreased (by 1 if it is within the scope of your Nature, or my the margin of failure if it is outside the scope).

Personally, I would except the failure result, you will need the fails anyway to advance.
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