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Re: Savage Marches
Postat: lör 27 jul 2013, 14:25
av nDervish
God45 skrev:The only part that I don't like is that enemys can be given soaking. If we can be instantly decapitated from a critical hit I want to be able to do the same to enemy wildcards.

Well, he only suggested giving that special ability to some enemy wildcards, not all of them. (If they all got it, then how would you ever get Glory bonuses for one-shotting a wildcard with a called shot to the head? That's good for +5 or +6 on the Glorious Deeds Table, plus another 1 or 2 Glory for the person who did it!) I don't think I'd use that ability much, if at all, partly out of fairness and partly because I've seen other suggestions for keeping "boss" wildcards from going down in one hit which are
far more evil than simply giving them a Soak roll...
God45 skrev:
Not crazy about this. I hate being less effective more than I hate dying. I know myself and if this would happen I would like to instantly retreat to town for half a week no matter what is going on. So I would ratter not have to deal with lasting wounds.
Fair enough.
So here's what I like about the Lasting Wounds rule: As it stands, healing feels too effective to me. Get into a fight, get Incapacitated, and, unless you actually die from your Wound(s), you're good as new, as if nothing had ever happened, either more-or-less immediately after the fight ends (if you get a Healing potion) or 10 minutes later (if someone uses Healing skill).
Come to think of it, that's really the only case where it bothers me. For a wildcard who takes 3 Wounds, but isn't Incapped, I'm perfectly fine with them bouncing back immediately.
Given that, and taking another look over the injury/incapacitation rules for both Wildcards and Extras, how would you feel about this instead?
- Extras who survive Incapacitation must roll on the Injury Table, the same as Wildcards.
- Amend the "Success" and "Raise" results on the Incapacitation (SW Deluxe p.68) table to:
Success: Roll on the Injury Table. The Injury goes away when all wounds are healed and you have made at least one successful Natural Healing roll.
Raise: Roll on the Injury Table. The injury goes away in 24 hours, or when all wounds are healed, whichever is longer.
(The italicized portions are the changes from RAW.)
Re: Savage Marches
Postat: sön 28 jul 2013, 17:15
av God45
Given that, and taking another look over the injury/incapacitation rules for both Wildcards and Extras, how would you feel about this instead?
Extras who survive Incapacitation must roll on the Injury Table, the same as Wildcards.
Amend the "Success" and "Raise" results on the Incapacitation (SW Deluxe p.68) table to:
Success: Roll on the Injury Table. The Injury goes away when all wounds are healed and you have made at least one successful Natural Healing roll.
Raise: Roll on the Injury Table. The injury goes away in 24 hours, or when all wounds are healed, whichever is longer.
This sounds better

Re: Savage Marches
Postat: sön 28 jul 2013, 19:10
av nDervish
OK, Setting Rules page updated with "no Soak" and "minimum Injury recovery time" rules.
Also, how about a history lesson? I just added a
timeline page for the game world. With an actual historical timeline in place, I can now call the current year 1094, dating from the establishment of the Ruyami Empire, instead of punting and just calling it "1 AS" (After Silence).
I'm thinking about creating a list of languages that characters can learn. Your host would start out with skill in his native language (Ardenian) equal to Smarts, with additional skill points equal to half his Smarts die to use for buying additional language skills. With Smarts d4, that would be just enough to get your native language up to d8 (which is full fluency, per the table on SW Deluxe p.25), while anyone with higher Smarts would be able to pick up one or more additional languages. Songs don't get any free languages, but could buy them normally as Knowledge skills and maybe also absorb one die type of the host's language skills for free every 20xp or something like that. Is anyone opposed to bringing language skills into the game?
The other thing I've been messing with lately is setting up the framework of a megadungeon, to open up that option as well as running around on the surface. I played out a game of How to Host a Dungeon a couple days ago and ended up with what I thought looked like a pretty sparse map, especially since I was thinking in terms of making each area on the map into only a single dungeon level. Last night, I divided them up into zones and actually counted them... I suppose 98 levels is probably big enough to qualify as a decent megadungeon.

Re: Savage Marches
Postat: sön 28 jul 2013, 19:29
av God45
Oh my god megadungeon! Want! Yes! Let's do it!!!

Don't put the opening to far away, I want to got there as soon as possible.

Re: Savage Marches
Postat: sön 28 jul 2013, 19:54
av nDervish
God45 skrev:Oh my god megadungeon! Want! Yes! Let's do it!!!

Don't put the opening to far away, I want to got there as soon as possible.

There are currently seven entrances and I've got two more that I want to hook in, but I might need to add a couple new zones for them to go into first...
Re: Savage Marches
Postat: tis 30 jul 2013, 21:00
av nDervish
I've set up a doodle to schedule a time (or times) to play next week at
http://www.doodle.com/b3gmzcfscr6is25t There are options for either 16 or 18 each day, Mon-Fri, and I put in Saturday on general principle, but with no suggested time. I can definitely run one session next week, and can probably manage two if people are up for it. If you have invited players who don't normally follow the forum here, please forward the link to them. If you are someone who hasn't played with us yet, but is reading this anyhow and you'd like to join us, new players are always welcome, so go ahead and sign up on the doodle.
Also, the
Languages page is up on Obsidian Portal. Please take a look and let me know which language(s) your host knows. If there are any other languages that you think should be on the list that I didn't include, let me know and I'll find a place for them.
Re: Savage Marches
Postat: ons 31 jul 2013, 11:53
av santoan
Ardenian on Ghoulwrecker seems to be more logic and fitting
But what does the language skills do to our stats?
Re: Savage Marches
Postat: ons 31 jul 2013, 12:16
av nDervish
santoan skrev:Ardenian on Ghoulwrecker seems to be more logic and fitting

With Smarts of d6, Ghoulwrecker gets Ardenian d6 automatically and three more points to spend on languages. One point should go into Ardenian to get it up to d8 (full fluency), but the other two can go wherever you want, either getting both Anjai and Kherada at d4 ("can read, write, and speak common words and phrases"), one of them at d6 ("can carry on a prolonged but occasionally halting conversation"), Ruyami at d4 (it costs double because he's not a scholar), or increase Ardenian further to be a very eloquent speaker.
santoan skrev:But what does the language skills do to our stats?
Most of the time, very little.
However, Ghoulwrecker has Investigation skill, so he can dig through books for information - provided he can read the language they're written in. If you run across an ancient demonic text, you'll be out of luck until you can either learn demonic or get someone to translate it. (Of course, demonic being what it is, there's also the question of whether the translator remains sane long enough to finish the task...)
Re: Savage Marches
Postat: ons 31 jul 2013, 12:22
av santoan
Lets get Ardenian to D8 and Ruyami to D4. Is that possible

? Or do I have more points to spend?
Im thinking the with Ruyami, I can possibly upgrade my Speed-device if I found any blueprints for it

Re: Savage Marches
Postat: ons 31 jul 2013, 13:16
av God45
The coming week looks bad for me because of work so I will probably miss the next session.
Re: Savage Marches
Postat: ons 31 jul 2013, 13:33
av nDervish
santoan skrev:Lets get Ardenian to D8 and Ruyami to D4. Is that possible

? Or do I have more points to spend?
Yep, that's possible and it will use all your points.
God45 skrev:The coming week looks bad for me because of work so I will probably miss the next session.
Aw, bummer, dude! How are you going to form an alliance with the orcs if everyone else kills them behind your back?
I'll not be available the following week (a conference in Kiev and a wedding in Poland), so I guess I'll see you sometime week 34 if you can't make it next week.
Re: Savage Marches
Postat: ons 31 jul 2013, 16:02
av God45
Aw, bummer, dude! How are you going to form an alliance with the orcs if everyone else kills them behind your back?
I'll not be available the following week (a conference in Kiev and a wedding in Poland), so I guess I'll see you sometime week 34 if you can't make it next week.
Why am I the voice for Peace and diplomacy? The others are just so blood thirsty
Week 34 is a lot better for me so i`ll see you then. Hope you have a good time at the wedding

Re: Savage Marches
Postat: lör 03 aug 2013, 20:57
av nDervish
santoan skrev:Lets get Ardenian to D8 and Ruyami to D4. Is that possible

? Or do I have more points to spend?
Im thinking the with Ruyami, I can possibly upgrade my Speed-device if I found any blueprints for it

Looks like you're the only one who's responded to the doodle so far, Sal, so I think we should say Monday at 18, since that's when we've most often played in the past, which hopefully means that's when other people are most likely to show up unexpectedly.
If it ends up being just the two of us, I can send Cych along with Ghoulwrecker to give you a second Deva for backup. Can you take a look at the
map on Obsidian Portal and see if there's somewhere else you'd be interested in checking out? (I've added a bunch more markers to the map lately, so there are sure to be some places there that you haven't read about yet...) We definitely can still head down to Close Inn and hunt for orcs with just Ghoulwrecker and Cych, but I figure it might be more appropriate if some of the people who took part in the first expedition to Close Inn were around for the second.
Re: Savage Marches
Postat: lör 03 aug 2013, 22:24
av Arcturus
On my part it's still very uncertain which days (if any) that i can play next week which is why i haven't filled in any of the dates. Unfortunately this is not going to change reliably.

Re: Savage Marches
Postat: lör 03 aug 2013, 23:33
av nDervish
Arcturus skrev:On my part it's still very uncertain which days (if any) that i can play next week which is why i haven't filled in any of the dates. Unfortunately this is not going to change reliably.

Ugh. It definitely sucks to have undefined obligations on your time like that. Good luck on surviving it and I hope you'll be able to join us sometime soon!
Re: Savage Marches
Postat: sön 04 aug 2013, 17:51
av santoan
I'd prefer being more than just the two of us Dave. I kinda like being in a bigger group when playing

Re: Savage Marches
Postat: sön 04 aug 2013, 17:55
av nDervish
santoan skrev:I'd prefer being more than just the two of us Dave. I kinda like being in a bigger group when playing

Agreed, that's definitely preferable. Should we just skip this week, then, and plan to play again v.34?
Re: Savage Marches
Postat: sön 04 aug 2013, 18:03
av santoan
Indeed. That would give us all some more time to assamble

Re: Savage Marches
Postat: tis 06 aug 2013, 16:13
av nDervish
New doodle is up for v.34-35 at
http://doodle.com/dydguw6revpy8pib
I'll also be creating another doodle for a Hellfrost one-shot, which will be posted in the speltestsgruppen thread later today. I encourage all of you to also sign up for that and, depending on how it goes, we can talk afterward about whether we want to continue with Savage Marches, Hellfrost, or both.
Re: Savage Marches
Postat: tis 06 aug 2013, 17:43
av santoan
Sounds like a plan!