Wednesday, September 27, 2017
Guys, tips for designing boss fights?
Guys, tips for designing boss fights? I love the simplicity of monster design but I'm gonna run Castle Gargantua with custom enemies and bosses and would like to know how to make them more interesting.
Saturday, September 23, 2017
I don't get how do Reactions and Morales roll work.
I don't get how do Reactions and Morales roll work.
Why is the reaction roll a dR? I get it for the morale roll (morale falls), but do you roll it at the very start of the encounter or when it's appropriated (massive damage, intimidation, whatever)?
Why is the reaction roll a dR? I get it for the morale roll (morale falls), but do you roll it at the very start of the encounter or when it's appropriated (massive damage, intimidation, whatever)?
Wednesday, September 20, 2017
Here's another one while I'm at it.
Here's another one while I'm at it. Has this been tested at high levels much ? I'm wondering if the "disadvantage because he got more HD than you" doesn't break down with big monster. After all, an ogre with 4HD has more HD and a dragon with 20 HD has more HD. So your chances to hit either are identical if you have less HD than either. I realise that's the simulationist me speaking, but it disturbs me a little.
So here's a question regarding level ups, specifically for those with magic training.
So here's a question regarding level ups, specifically for those with magic training.
- does the component / focus dR change when levelling up ? (I assume it doesn't, but it seems a bit weird that a super powerful magician would still roll a dR4 or dR6 for this. I default the focus to dR6 for beginning characters BTW.
- does the component / focus dR change when levelling up ? (I assume it doesn't, but it seems a bit weird that a super powerful magician would still roll a dR4 or dR6 for this. I default the focus to dR6 for beginning characters BTW.
I see a lot of questions re: specialist training and spells, so I thought I would share those of our new Dungeon,...
I see a lot of questions re: specialist training and spells, so I thought I would share those of our new Dungeon, Inc. campaign if it's of interest (and for comments):
Specialist Training
Gnorman's Unpredictable Explosions : if lobbed at an enemy, they cause d12 damage to a single target on a successful DEX roll, d4 otherwise. If set against an obstacle, they blast through it (within reason). If used in an instant fashion they cause an unexpected result on a 1-3 on the d12. If set to explode later, they cause an unexpected result on a 1-6. Unexpected effects are usually not in Gnorman's favour.
Zolark's Insanely Bureaucratic: when he uses the power, he finds a loophole in the company's regulations that get him off the hook. Using this power increases his suspicion score by 1 however. (This is very specific to Dungeon, Inc.)
Ssservalax's Malodorous Secretions: when she uses the power, everyone within a reasonable range becomes nauseous from the smell (except creatures with no sense of smell) and are at a disadvantage on all rolls. Lasts for D8 rounds. Ssservalax is not affected.
Toad's Shapeshifting: Toad takes the shape of a man wolf. He rips through his clothes and might damage his armour (roll armour dR as if defending from damage, if 1-3 comes up, the armour is damaged). He can still use melee weapons and does all such attacks as well as physical feats with an advantage. Any DEX, INT, WIS or CHA roll is at a disadvantage. Lasts until the power is used again to revert to human shape.
Spells
Gnorman's Grease: Makes all surfaces slippery in close proximity to Gnorman. Lasts d6 rounds. Cost: 3 hp.
Gnorman's Darkness: Plunges the area in close proximity to Gnorman in natural darkness. Lasts d6 rounds. Cost: 3 hp.
Specialist Training
Gnorman's Unpredictable Explosions : if lobbed at an enemy, they cause d12 damage to a single target on a successful DEX roll, d4 otherwise. If set against an obstacle, they blast through it (within reason). If used in an instant fashion they cause an unexpected result on a 1-3 on the d12. If set to explode later, they cause an unexpected result on a 1-6. Unexpected effects are usually not in Gnorman's favour.
Zolark's Insanely Bureaucratic: when he uses the power, he finds a loophole in the company's regulations that get him off the hook. Using this power increases his suspicion score by 1 however. (This is very specific to Dungeon, Inc.)
Ssservalax's Malodorous Secretions: when she uses the power, everyone within a reasonable range becomes nauseous from the smell (except creatures with no sense of smell) and are at a disadvantage on all rolls. Lasts for D8 rounds. Ssservalax is not affected.
Toad's Shapeshifting: Toad takes the shape of a man wolf. He rips through his clothes and might damage his armour (roll armour dR as if defending from damage, if 1-3 comes up, the armour is damaged). He can still use melee weapons and does all such attacks as well as physical feats with an advantage. Any DEX, INT, WIS or CHA roll is at a disadvantage. Lasts until the power is used again to revert to human shape.
Spells
Gnorman's Grease: Makes all surfaces slippery in close proximity to Gnorman. Lasts d6 rounds. Cost: 3 hp.
Gnorman's Darkness: Plunges the area in close proximity to Gnorman in natural darkness. Lasts d6 rounds. Cost: 3 hp.
Title
Macchiato Monsters Turn Sequence
Sooo, it has become clear that some referees find it hard to run combat in MM (looks intently at BenoƮt FELTEN and his HK crew). Initiative-less fights come naturally to me, but maybe they don't to you. So I've made an effort to articulate what happens in my head when I run an action sequence.
1. Start of the turn. The referee describes: the location, the threats, the monsters and what they do (especially who they target, and with how many attacks if necessary). The general situation must be clear to everyone.
2. The first character gets to act - the referee asks their player what they would like to do
¤ Who acts first often depends on the situation. The referee should ask themselves what would happen first. What's more pressing to resolve before the rest can be reevaluated? Who's in front? Who has a crossbow ready to shoot? Who's fallen into the piranha pit?
¤ The character's precise circumstances are made clear by the referee, including risks taken and possible consequences.
3. The character's turn is resolved with a check. Damage is dealt, consequences described.
4. The next character acts.
¤ This should be in order of fictional importance. If there's no emergency or obvious priority, the referee can just go around the table or battle map.
¤ The referee describes the character's precise circumstances, especially if a previous character's turn has had consequences that changed the situation. They might not be shot at anymore, or a spell gone awry may represent a new threat.
5. Repeat 3 and 4 until everyone has had their turn.
6. Have all NPCs done something? If not, the referee describes what they do and gives whoever is affected a chance to react - this can involve an out-of-sequence check, for instance to avoid an attack or spell.
7. End of the turn. The referee updates the description and starts the next turn - go back to 1.
MM referees, does this look familiar to you? Or do you make it happen an entirely different way?
Monday, September 18, 2017
Hey again guys!
Hey again guys! I have yet another question. First, when creating a character, it says armor, hit dice and combat mastery should all be d6. If I get a leather armor (which is rd4), should I step down my d6 armor? Is d6 the default for unarmored characters or why does it starts as d6?
Sunday, September 17, 2017
Eric Nieudan for Roll20, I think I have seen a macro to roll all 6 characteristics at once when creating a new PC,...
Eric Nieudan for Roll20, I think I have seen a macro to roll all 6 characteristics at once when creating a new PC, but I don't how to use it in a freshly created Roll20 board (it might not even be available, maybe it was only in your board).
Is there a way to use/install it?
Is there a way to use/install it?
Saturday, September 16, 2017
Hello again!
Hello again! Guys, a question regarding abilities... By default they are used in a daily basis, but, can't they also be used per encounter or depending on the situation? I'm taking inspiration from various OSR classes to make my abilities; rogues have sneak attacks, fighters can parry, clerics can turn undead... Even in games like Shadowrun Deckers can access the matrix and do tricks, as well as Adepts. Any tips on balancing this out? Thanks and happy rolling!
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