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Re: Savage Marches

Postat: sön 30 jun 2013, 15:35
av God45
You are right in that we will probably have to fight the ghuls on the frontlines sooner or later but I think that we will save many lives if we don`t rush in. If nothing else the paralyzing poison of the ghuls have the chance to decimate us if we are not careful. So if we start off with traps, hounds and arrows we can make the enemy walk through a gauntlet before they reaches our troops. By then we should have at leas thinned them out.

I say we duel for leadership. The strongest one will lead the expedition and Eastmere!

(Question to the GM: We can use wooden swords or something for that so we don`t actually kill each other, right? :) )

Re: Savage Marches

Postat: sön 30 jun 2013, 15:41
av bladerunner_35
We didn't rush in the first time and we won't rush in this time. Set your traps. No one have said otherwise.

Re: Savage Marches

Postat: sön 30 jun 2013, 15:56
av nDervish
God45 skrev:(Question to the GM: We can use wooden swords or something for that so we don`t actually kill each other, right? :) )
Savage Armory p.9 gives the option for weapons to be designated as only doing nonlethal damage, and this was used for Piff Longflower's weapons (because she's a Minor Pacifist). This option is free to take, so a wooden sword could use identical stats to a real one aside from only being able to inflict nonlethal damage, but I think I'd reduce the damage and/or add other disadvantages in order to reduce the cost. In the simplest case:

Wooden Sword - Str+d6 damage, Crude (+2, reduces cost to $10), Nonlethal

"Nonlethal Damage" is covered on SWD pp.74-75. RAW says that "Nonlethal wounds are... treated exactly as lethal wounds," except that you're knocked out for 1d6 hours with no risk of death if incapacitated by them, but I think I'll overrule that to say that natural healing rolls for nonlethal wounds are made every d6 hours instead of only once every five days like normal wounds.

Re: Savage Marches

Postat: sön 30 jun 2013, 16:11
av God45
I feel the need to point out that my character is a total dick. Mean hindrance and all. So if my in-character posts sounds like they are written by a dick, that is the character and not me :)

I won`t be near a computer for much longer today so see you all tomorrow :)

Re: Savage Marches

Postat: sön 30 jun 2013, 16:17
av bladerunner_35
Not a problem! I like that we're doing some tentative roleplay through the forums and am having fun. Perhaps we should make it even more clear when we're posting IC and OOC. Using italics for IC posts for instance.

We can decide the leadership issues when we meet tomorrow. I have a feeling both Jonaleth and Dree wants a word in as well.

Re: Savage Marches

Postat: sön 30 jun 2013, 16:20
av God45
Sounds good :) Good idea with the italics for IC posts. And yes, lets`s have the leadership discussion at the table so that everyone can join in :)

Re: Savage Marches

Postat: sön 30 jun 2013, 16:43
av bladerunner_35
And for the record, my character Enock, while surely more stable than Spellbutcher, he has as many character flaws as the next person.

Just remember to not let our characters get in the way of a good story. Dick moves that are cool and create story are...well, cool. Being a dick because "that's what my character would do" less so.

Re: Savage Marches

Postat: sön 30 jun 2013, 16:51
av God45
Just remember to not let our characters get in the way of a good story. Dick moves that are cool and create story are...well, cool. Being a dick because "that's what my character would do" less so.
Couldn't agree more :)

Re: Savage Marches

Postat: sön 30 jun 2013, 17:24
av nDervish
Brassport now has a map on the wiki. It's... kinda big.

In terms of what it includes, the Elderone map has 23 buildings. Brassport's has 368.

In terms of dimensions, it's about five times the height and triple the width of Elderone's map. (I scaled it down to 1/5 of its actual size for the wiki. Click on it to view at full size.)

Locations of shops, inns, and other relatively interesting places in the city are yet to come. And, no, I do not intend to make you go through the whole city house-by-house...

Re: Savage Marches

Postat: sön 30 jun 2013, 18:01
av Arcturus
nDervish skrev:Brassport now has a map on the wiki. It's... kinda big.

In terms of what it includes, the Elderone map has 23 buildings. Brassport's has 368.

In terms of dimensions, it's about five times the height and triple the width of Elderone's map. (I scaled it down to 1/5 of its actual size for the wiki. Click on it to view at full size.)

Locations of shops, inns, and other relatively interesting places in the city are yet to come. And, no, I do not intend to make you go through the whole city house-by-house...
Holy crap Dave, you are doing a load of work here. Very glad to see it, it's impressive. :D

As for the bear traps: I'm not yet familiar enough with the system to say if it's a good fit or not, but if you think it is, i say we give it a try and evaluate as we go along.
I think counting an area as trapped instead of keeping track of individual traps is a good idea, helps speed things up.
I would suggest that our side might get some circumstantial modifier on the smarts rolls since we set them up. That's mostly so that our less "gifted" members don't have an accident. ^_^

Oh, and as for the acid i went with corrosive acid so that it's of use against thougher targets.

In regards to the change of amount of time required to brew up new potions to 10 minutes i really like. That will lend alchemy an edge in that you can make new potions during and adventure if given a little time. It will alleviate my tendency to hoard the potions for a rainy day and instead allow me to help the others out.

Re: Savage Marches

Postat: sön 30 jun 2013, 18:21
av bladerunner_35
We need bigger guns. And more men! Bigger men with guns!

Re: Savage Marches

Postat: sön 30 jun 2013, 18:36
av nDervish
Arcturus skrev:Holy crap Dave, you are doing a load of work here. Very glad to see it, it's impressive. :D
Granted, I am a bit obsessive about things that I get interested in, and I do really get into worldbuilding, but making the Brassport map was mostly a matter of loading up Wizardawn's "fantasy settlement" generator and then hitting refresh for maybe half an hour or 45 minutes until it gave me a map with harbors where I wanted them and... unspecified other characteristics which fit with my ideas for what I wanted to be going on there. *evil GM laugh*
Arcturus skrev:As for the bear traps: I'm not yet familiar enough with the system to say if it's a good fit or not, but if you think it is, i say we give it a try and evaluate as we go along.
I think it was a good idea, definitely.
Arcturus skrev:I would suggest that our side might get some circumstantial modifier on the smarts rolls since we set them up.
Already there - I initially said a Smarts roll at +2, which means you only fail on a 1. Since the default target number is 4, a +2 modifier is a pretty big deal in Savage Worlds.
Arcturus skrev: Oh, and as for the acid i went with corrosive acid so that it's of use against thougher targets.
That's what I thought, but I wasn't sure.
Arcturus skrev:In regards to the change of amount of time required to brew up new potions to 10 minutes i really like. That will lend alchemy an edge in that you can make new potions during and adventure if given a little time. It will alleviate my tendency to hoard the potions for a rainy day and instead allow me to help the others out.
Just remember that, after a potion is used or destroyed, the power points that were "locked" in it only come back at a rate of one per hour, so there will be a delay before you can start making replacement potions unless you leave some PP unused to start with.

But, yeah, if you go out with only go out with 7PP of potions, then you can stop for 10 minutes and make either a healing potion or three more vials of acid whenever you want.

Re: Savage Marches

Postat: sön 30 jun 2013, 18:53
av bladerunner_35
nDervish skrev:More Options!

I've discovered this page which has all kinds of Savage Worlds goodness on it. In particular, I would like to call your attention to the Savage Arcanum, Savage Armory, and Savage Spellbook PDFs linked near the bottom of the page. I've looked over all three and I give them my blessing for use in the Savage Marches.
That's a great site filled with resources. While I still haven't grokked the system Savage Worlds seems robust and easy enough to tweak and add to.

It is really growing on me. How do you feel about it Dave? You seem to have a written a whole program with a super computer to generate all the content?

Re: Savage Marches

Postat: sön 30 jun 2013, 19:08
av Arcturus
How much xp does it cost to increase various things in this system?
Attributes?
New edges? I'm especially intrested in the more power points edge.
Skills?
The alchemy skill of my song (if at all possible) since raises on potions are very nice?

Re: Savage Marches

Postat: sön 30 jun 2013, 19:14
av bladerunner_35
Arcturus skrev:How much xp does it cost to increase various things in this system?
Not sure about specifics regarding power points but here are the general advancement rules:

Every 5 points accumulated grants a hero an Advance. An Advance lets a character do one of the following:
• Gain a new Edge.
• Increase a skill that is equal to or greater than its linked attribute by one die type.
• Increase two skills that are lower than their linked attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.*

Re: Savage Marches

Postat: sön 30 jun 2013, 19:52
av nDervish
bladerunner_35 skrev:It is really growing on me. How do you feel about it Dave?
Savage Worlds is an interesting system in that it works much better in play than it looks like it should on paper. I started out very skeptical about the dice system, because it looks like it should make your results much less predictable as your skills improve, but, because it's all based on success and raises rather than exact numbers rolled, I'm finding that it actually works pretty well in practice. I could definitely see Savage Worlds becoming my general go-to system once I've done a little more with it.

Probably the hardest thing for me at this point is that I really get into tinkering with rules (as I'm sure you've noticed by now... I think I've adjusted the rules more times than we've played so far), but I need to hold myself back because of the differences between how I expect SW to work and how it actually does work. Well, that and also because I really don't want to overcomplicate things too much in actual play...
bladerunner_35 skrev:You seem to have a written a whole program with a super computer to generate all the content?
A bit, yeah... Wizardawn is someone else's work, of course, and I'm also using random generators from several other sites, but I do have a few programs I've written myself to generate the general layout of the world map, spit out NPCs on demand (although I still equip them manually...), manage character data, and so on. :D I've got a few more features I want to add first, but I hope to put it on a server soon (I'm currently just running in on my laptop) and start moving things off of Obsidian Portal and into my custom software.
bladerunner_35 skrev:Not sure about specifics regarding power points but here are the general advancement rules:
You increase your Power Points by taking the "Power Points" Edge, which adds 5 PP and can be taken once per rank.
Arcturus skrev:The alchemy skill of my song (if at all possible) since raises on potions are very nice?
Once you've got the 5 XP for an Advance, your Song can:
  • Buy any Power Edge (New Power, Power Points, Rapid Recharge, or Arcane Mastery in your case; others can also take Soul Drain, but that's not appropriate for the Alchemy or Weird Science backgrounds)
  • Improve your arcane skill (Alchemy, Spellweaving, Psionics, etc.)
  • Improve any other skill(s) or attribute which is less than your current host's rating in that skill/attribute, using the normal Advancement rules, which bladerunner_35 already posted.
  • Buy any Edge which your host possesses and your Song meets all requirements for.

Re: Savage Marches

Postat: mån 01 jul 2013, 11:29
av bladerunner_35
I just read a thread on the official forums that had a few gems on how to speed things up. Especially this:

http://savagepedia.wikispaces.com/file/ ... screen.pdf

The thread: http://www.peginc.com/forum/viewtopic.p ... c&start=40

Re: Savage Marches

Postat: mån 01 jul 2013, 11:45
av bladerunner_35
I just wanted to double-check something:

When our characters reach 5 exp and we purchase advancements - we need to choose wether to purchase advancements for the Song (which cannot die) or the Host (which can). Is this correct?

Re: Savage Marches

Postat: mån 01 jul 2013, 11:52
av bladerunner_35
Also I noticed that Enock's charisma is listed as 0 (1). What does this mean? According to my knowledge he should be at -1 from his Major Hindrance One Eye.

Re: Savage Marches

Postat: mån 01 jul 2013, 12:04
av Arcturus
bladerunner_35 skrev:Also I noticed that Enock's charisma is listed as 0 (1). What does this mean? According to my knowledge he should be at -1 from his Major Hindrance One Eye.
He only get's the -1 penalty to charisma if he doesn't cover up his bad eye or replace it with a glass eye.