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Author Topic: Meta Thread (Clarion Quietus and Quietus Clarion)  (Read 90435 times)
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wolfen_child
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« Reply #25 on: August 08, 2011, 07:14:29 PM »

That works great. Just send me a Private Message with the number.

PM sent.
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Doomed Hero
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« Reply #26 on: September 30, 2011, 08:09:25 PM »

Post wagon-chase encounter discussion!

(I'll do this on occasion for big, plot heavy encounters)

I'd like some feedback. What did you like, what did you not like. I'm particularly interested in what everyone thought considering that this was the first real encounter of the game.


Let's start with general things, and I'll move on to more specific questions later.
« Last Edit: September 30, 2011, 08:12:47 PM by Doomed Hero » Logged

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Matt
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« Reply #27 on: October 02, 2011, 08:58:40 AM »

It was absolutely brutal. I liked that and I am pretty sure that is what we signed up for. For level one the fight, the situation, was epic. I didn't like how slowly things moved, but I am just as guiltyq as anyone else at taking a long time to post.
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Exile
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« Reply #28 on: October 05, 2011, 02:23:51 PM »

The sheer scale of the scene made it somewhat slow-moving at times, and even our esteemed GM lost track of details (e.g. Ivy's condition) at points.  There's also the pressure to get things right first time - the PBM format makes it very hard to have tabletop-style checks of "...are you remembering...?" or "do you want to include...?"

But the style was fun, there were some very memorable images in it, and I think that we all got a chance to be useful - which is quite an accomplishment for a scene that large, chaotic, and dangerous.  I had fun with it, not least because it felt like there was real peril for the characters, and that getting through it would be an achievement.
« Last Edit: October 06, 2011, 04:25:17 AM by Exile » Logged

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Sholano
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« Reply #29 on: October 07, 2011, 04:36:09 PM »

I thought it was pretty cool, personally. Yeah, it took a while, but with this many people involved in a web game, it gets damn hard to move along at a swift clip. That being said, everyone wrote well, and responded in character, so the thing gets to look like a good story, and I appreciate that.
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Doomed Hero
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« Reply #30 on: October 07, 2011, 06:21:16 PM »

Personally, I felt like it dragged on too long. The size of the party had a lot to do with that, but I think that the initiative system had a lot to do with it as well. I found that as the fight went on we became less and less married to the posted order and just used it as a general guideline. That seemed to work well, so I think I'm going to continue to work it that way. I'll come up with a concise way to word what i'd like and add it to the Minor Rules Changes thread.
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Doomed Hero
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« Reply #31 on: October 07, 2011, 06:43:59 PM »

One of the things I really liked about this fight was how the Wounds system worked. As low level characters, I wanted the characters to really feel like they were hurt and in danger.

Sometimes I wondered if the Armor as DR rules were working, but since almost everyone was wearing light armor, I liked the fact that the heavier hits dug into Wounds a bit.

Since it's a lot easier to get wounded in my mish-mash system I think I'm going to change the Fatigue effect a bit.

What do people think of the following:

If you have Vitality remaining, you can attempt to "hold off" the Fatigue effect by making a Fort save (DC 15+ the amount of wound damage you have taken), If successful, you are not fatigued by this wound until the end of the encounter. If you take additional wound damage you must make the Save again. If you reach 0 Vitality you automatically fail this save.
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Luiniel Blades
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« Reply #32 on: October 07, 2011, 07:19:23 PM »

I think it works well.  It adds a sense of realism that during battle the adrenaline pumping through your system will keep you going, allowing the tougher members of the party a greater chance to continue fighting as usual.
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Exile
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« Reply #33 on: October 08, 2011, 03:57:39 AM »

It makes the tough combatants even better than the non-combatant characters than they already are: 15+damage is a roll Amethyst is unlikely to make even if it's just 1 point. Wink

That's not necessarily a bad thing - but it will serve to further emphasise the durability of the Fortitude-specialist classes.  A low-level fighter will not merely be harder to hurt in most ways but will also shrug off wounds appreciably better than much higher-level characters of less combative classes.  I could see it suiting Midnight for combat to be an even more specialised endeavour than it already is - but if NPCs can do this as well, it'll make the tougher enemies even more dangerous than they already are.
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Doomed Hero
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« Reply #34 on: October 08, 2011, 12:44:40 PM »

That's a good point. Perhaps 10+wounds for the DC? Or is that too low?
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Luiniel Blades
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« Reply #35 on: October 08, 2011, 03:59:28 PM »

Speaking from a variety of situations in real life in which a large amount of blood was lost, and unconsciousness occurred several times, I'd say to keep it at 15+.
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Doomed Hero
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« Reply #36 on: October 08, 2011, 05:36:00 PM »

I plan on keeping the "Action Point to avoid Fatigue" rule, but I worry that just means that the squishier characters will just have fewer action points.

Another option is to make it a Will save. What that would mean is that high HP characters would have higher Damage Thresholds, but when they got badly hurt it would probably hit them harder, and low HP characters would probably take wounds more often, but would have a better chance of struggling through.

Except for Rogue-types. They'd pretty much be screwed either way.

Thoughts?
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« Reply #37 on: October 08, 2011, 06:13:12 PM »

You could make it a choice of Will or Fortitude, perhaps?  Still leaves Rogues as people who can't take the pain, but... that might fit?

I agree that 10+ damage might be too low, though I'm tempted to suggest something like 12 as a base?  I've not thought about the numbers in detail, I admit.
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« Reply #38 on: October 08, 2011, 06:32:48 PM »

I think Fort or Will makes sense, since it encompasses the sheer toughness aspect as well as the mind over matter meditative approach to pain. Makes sense that rogues don't benefit since the main point of the rogue is to never get involved in toe to toe combat without the odds being in their favor.

I think the wagon chase was great, incorporating character abilities, movement, obstacles, terrain and combat maneuvers. It felt real and intense like watching an acction movie, and yes the feeling of imminent death was pretty thrilling.
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Luiniel Blades
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« Reply #39 on: October 08, 2011, 07:58:15 PM »

I would have to argue based on the fact that generally speaking, casters aren't really meant to take the hits either and are even less prone to taking hits than the rogue is.  While I do like the fact that it would be more fair to say that one gets a choice in the matter, it makes more since that melee types would be the ones to be more able to do so. 

On that note, I agree with Exile and am in favor of the changing 15 to 12 being the base number.
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Doomed Hero
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« Reply #40 on: October 09, 2011, 09:20:06 PM »

How's this as a compromise-

The two things fatigue does is give attribute penalties and movement penalties.

We keep the save at 15+wounds, but:

We attach attribute penalties to will, for pain, and movement to fort, for physical limitations.

It means a little more bookkeeping for me, but I'm ok with that.
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« Reply #41 on: October 10, 2011, 04:34:59 AM »

That looks like it could work.  One of my concerns is that the non-Fort classes don't become even more brittle than they already are in a fight.  They're already easier to hit, can take less damage, and very probably have lower Con (which is already a double disadvantage in this system) - adding another way in which they will be put out of action all the faster than their more martial colleagues might well result in a dramatic decline in their usefulness.  Yes, they're meant to be glass cannons, to some extent, but push them much further into fragility and they won't even be made of anything so tough as glass.

This looks like it could be a reasonable compromise.

On an aside: I take it you've thought about the impact of things like the Painless heroic path?  It'd also make sense for some of the 'resistance'-style spells to boost a combatant's chances of passing these saves in order to keep going.
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Gabboge
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« Reply #42 on: October 10, 2011, 08:27:50 AM »

But also think about how devastating sneak attack is. This system rewards alot of damage in one hit and is less effective with multiple hits due to use of the DR. A successful sneak attack on the head could be easy death.
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Doomed Hero
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« Reply #43 on: October 10, 2011, 12:24:35 PM »

On an aside: I take it you've thought about the impact of things like the Painless heroic path?  It'd also make sense for some of the 'resistance'-style spells to boost a combatant's chances of passing these saves in order to keep going.

Yes, I've done some thinking on this. If it comes up in game I'll formalize the rules. The only one that is an issue right now is how it interacts with Rage.


A successful sneak attack on the head could be easy death.

I think that's as it should be.
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Doomed Hero
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« Reply #44 on: October 10, 2011, 02:00:46 PM »

As for the multi-attack, single attack disparity, I'm ok with it. The reason is that there are more small weapons that will penetrate DR than large ones.

It hasn't come up yet, but there are weapons out there that are extra strong against certain kinds of armor. Poniards and war picks, for example. I put a lot of thought into why weapons were designed the way they were when I built this system. Turns out most large weapons weren't really designed to deal with specific situations, and they didn't have to, because they were big. They were very general and reliable because of their size. Smaller weapons (weapons designed for actual war, not converted farming tools or things like that) were designed with specific goals in mind. Maces were for use against soft-armored infantry. Poleaxes were for heavy armor. Flails were for getting around shields.

With the possible exception of Riddar, no one in the game is a knowledgeable enough fighter to really know the ins and outs of weapon choices, but I have accounted for them. If you are playing a martial character and get your hands on a weapon designed for a specific purpose, you will get bonuses that aren't included in the normal rules.

For example, a sepi wielding Jungle Elf will absolutely destroy someone with soft or natural armor. Sepis are a lot like Inuit Ulu skinning knives, and they work as such.
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Doomed Hero
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« Reply #45 on: October 25, 2011, 01:46:01 PM »

Since there has been concern about the pace of CQ, I'll lay out here what the near future holds.

Once the mountain ambush is done we're cutting back to the plains. There will be a short encounter with the Ghost Fang tribe where we will get rid of a few extra NPCs and set up some later conflicts. I expect it to take about 2 weeks.

Then we'll cut back to the mountain for a short scene with Dunk and Kjellan doing some detective work. Since it's a small group with mostly exposition dialogue we can probably knock it out in a couple days if the players can commit to a few posts a day.

Then we go back to the plains to Hornblower's Rest so Amethyst and Siobhan can meet up with Grandmother. Again, a short exposition scene. About a week.

Finally the wagon will get to the mountains and assuming they can make it through the Shadow checkpoints they'll meet up with the mountain party.

The time estimates above are based on a 4 post a week rate, but things sometimes lag. I'm hoping that we can get all this done by the end of the year. The more posts I get out of everyone now the faster it will happen.
« Last Edit: October 25, 2011, 01:53:28 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #46 on: October 25, 2011, 01:54:58 PM »

All players, if you haven't yet, please check the Voting thread.
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neverfox
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« Reply #47 on: November 06, 2011, 02:11:11 PM »

What are the rules for natural healing with rest given that we are using the Vit/Wound system instead of the normal Pathfinder HP system? Do we still get 1 point naturally per night and, if so, does it go to Vitality or Wounds?
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Luiniel Blades
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« Reply #48 on: November 06, 2011, 02:48:58 PM »

I believe it was mentioned earlier that it works the same as normal healing only you have to go through healing Wound points before gaining your vitality back.  Really sucks for lower level characters.
« Last Edit: November 06, 2011, 02:58:45 PM by Luiniel Blades » Logged
neverfox
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« Reply #49 on: November 06, 2011, 02:50:48 PM »

Yikes! ohwell
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