OOC Chat V
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Oh, and since the result of the roll is an 18, can I use 2 luck to bring it to a 20?
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All good points. The tiered mechanic is worth considering.Zhym wrote: ↑Thu Feb 11, 2021 2:05 am So what counts as "excessive?" Maybe it could be something where there are tiers of effects? For example, one level of consequences if you bring any of your attributes to a -1 modifier, another if you use up to half your attribute points, and one that are stronger still if you draw down to 3 on any stat? Just throwing ideas out there. I'd suggest that any price be calibrated to handle both downtime situations like this one and "Oh crap, I need a boost at any cost" situations, where the use of massive Glowburn could be really cool.
Sure.

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Yeah, I wish I had insight on that. Stupidest part of the rules. I believe it was Wampler's attempt to emulate the spells in DCC with mutations. I prefer the "Fails, try again" range you made.Norjax wrote: ↑Wed Feb 10, 2021 11:39 pmI'm curious to the history of the as-written rule for Active Mutation failure for the day. At low levels, you could get into a situation where a beneficial mutation fails and is not available until the next day; sort of the equivalent to a D&D 1st level spell caster. I came from Mutant Future (based on Gamma World) where "active" mutations are available at-will, multiple times per day. I added the "Fails, try again" range to help mimic Mutant Future's game play.
No wait, the stupidest part is Radburn, when a mutant loses mutations when fumbling the Fort save after exposure to extreme radiation. In a game I was in, a character lost all of his mutations, becoming a potted plant (which the rest of us dutifully carried around for much of the campaign until he could regain mutations later on).
Reminiscent of OD&D where you rerolled HP when your character gained levels. This was changed in Holmes Basic where it was additive not a complete re-roll (and how its been every edition since, as I recall).
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I think its been balanced for our campaign.
I'm sure that led to some laughs!No wait, the stupidest part is Radburn, when a mutant loses mutations when fumbling the Fort save after exposure to extreme radiation. In a game I was in, a character lost all of his mutations, becoming a potted plant (which the rest of us dutifully carried around for much of the campaign until he could regain mutations later on).
I was unaware of this. Thanks for the historic nugget.Reminiscent of OD&D where you rerolled HP when your character gained levels. This was changed in Holmes Basic where it was additive not a complete re-roll (and how its been every edition since, as I recall).

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Oh yeah. The player rolled up another character (this one a pig warrior called "Hammy" as I recall) but reference to the potted plant was made regularly. Of course, it had been his choice to claim that he was a mutated ficus. I think Mr Apples would just take root wherever he devolved, no pots necessary.Norjax wrote: ↑Thu Feb 11, 2021 6:21 pmI'm sure that led to some laughs!No wait, the stupidest part is Radburn, when a mutant loses mutations when fumbling the Fort save after exposure to extreme radiation. In a game I was in, a character lost all of his mutations, becoming a potted plant (which the rest of us dutifully carried around for much of the campaign until he could regain mutations later on).
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Denslow will glowburn 9 (3 each of STR, DEX and CON) to hopefully improve his tendrils:
mutation Check [1d20+13]=12+13=25
(wow that worked out well). I will burn 4 luck (for a total of 8 luck) to bring that to 33, mostly so I can see what the "special" damage is and why not top it off.
Prehensile tendrils 8d6 constriction dmg/rnd + special or +6 AC flailing mass
mutation Check [1d20+13]=12+13=25
(wow that worked out well). I will burn 4 luck (for a total of 8 luck) to bring that to 33, mostly so I can see what the "special" damage is and why not top it off.

Prehensile tendrils 8d6 constriction dmg/rnd + special or +6 AC flailing mass
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LoL, "special" is a place holder when I was scaling the mutation's effects to mimic other MCC mutations that added something "special" to the top tiers.
I'll have to decide what they are!

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I thought it might be. I love how you're building a game on top of MCC/MF with all of your house rules. It's inspirational (and I may borrow some rules for a future post-apocalyptic game I run).
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Thank you for the kind words.

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I'll be busy this weekend resolving the stated actions and preparations for the journey into the Gam'A Zone. If you can think of any other questions, improvements or purchases, now is the time.
greyarea is making a second character, since I didn't have any luck recruiting a fifth player. For those familiar with the MCC rules, he has expressed interest in a Shaman. I originally didn't include the Shaman in the Wretched Regions setting, but have had a change of mind; esp. considering the area you will be entering. It will be a mod of the core MCC Shaman but will function in a similar manner.
greyarea is making a second character, since I didn't have any luck recruiting a fifth player. For those familiar with the MCC rules, he has expressed interest in a Shaman. I originally didn't include the Shaman in the Wretched Regions setting, but have had a change of mind; esp. considering the area you will be entering. It will be a mod of the core MCC Shaman but will function in a similar manner.
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I think the cheap ammo has been snapped up. I don't mind helping Denslow out and sharing ammo around, at cost.
The other way to do it I guess is that we club together to buy both the cheap and expensive ammo to spread to cost and the ammo around.
The other way to do it I guess is that we club together to buy both the cheap and expensive ammo to spread to cost and the ammo around.
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Denslow isn't buying a gun after all so no worries on sharing precious ammo. I was only really concerned about long range and very long range confrontations where he is less useful to the party and now that he can actually have a chance to learn tech, I thought it might be worth exploring.
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How does rifle dmg and range compare to a bow?
I'm just wondering if Silvestri could work with bow and the blaster and lend Denslow his rifle
I'm just wondering if Silvestri could work with bow and the blaster and lend Denslow his rifle
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Or perhaps we all chip in for a loan, how short of gp is Denslow?
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There isn't any training required to use a firearm.
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If anyone else wishes to run a second character, please let me know. We could use an Uber Strain Human and/or a Mutant to round out the party.
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Shouldn’t Kurot be at full HP now?
Also, I’m intrigued by the idea of adding a second character, but I’ve barely had time to play Kurot, another might just be too much.Zhym wrote: ↑Sun Jan 31, 2021 4:10 pm During the return trip, Kurot effectuates self-repairs each day until his diagnostics report that he is at nominal operating efficiency.
I assume that with seven days of travel and Kurot down only 4 HP, I don't need to roll for number of HP healed, so here's a roll for the cost: Repair cost: [4d7] = 17
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Yes, along with the others. Copy and paste error.
Understood.Also, I’m intrigued by the idea of adding a second character, but I’ve barely had time to play Kurot, another might just be too much.
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I will have the next action post wrote up by week's end.
Please review and make sure the characters are prepared to embark on a new adventure.
This is the current inventory for all characters.
Please review and make sure the characters are prepared to embark on a new adventure.
This is the current inventory for all characters.
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If Zhym allows Kurot to part with the stun rod, I'll write up Yar's interaction.