Roll 2 Dodge: Invictus
+5
Talkal
Rulyon
AerynPierre
8680
Bigkahuna
9 posters
Page 5 of 6
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Re: Roll 2 Dodge: Invictus
Find cover and reload my crossbow while doing my best to stay low and out-of-sight. If enough time remains in the next turn, pop out of cover, shoot at one of the enemy archers, and duck back down.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 39
Location : Fort Worth, Texas, USA
Re: Roll 2 Dodge: Invictus
Thanks! Things always get more interesting where each player's action has a lasting impact beyond what they intended. If one rolls each player's actions separately, than the roll would either have enormous logic gaps (you knock down the soldiers, but this is not mentioned anywhere else), or would be dreadfully boring and get rid of the teamwork aspect.AerynPierre wrote:I love the way you incorporated everybody's actions together. Did a good job catching the "chaos" of battle in this manner, etc.
Yeah, I can see where that could be a problem. I do have a lot of NPCs at the moment. I'll write up a spoiler with the names of the friendly NPCs as well as their primary weapons and known information about them.AerynPierre wrote:Only problem I have...is well I'm having trouble keeping up with the names of all the NPCs.
EDIT: It has been written. Hopefully this will clarify things a bit.
EDIT2: Updated to include Friendly/Party/Neutral/Enemy clarifications. Talkal's roll also slightly updated.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Stop making me double-post, guys Let's get some more life in here.
First of all, a few bits of info about what's going on. The magic system is looking a LOT better than it did when I first envisioned it. I'm excited to see what everyone will do with it!
Magic and related skills WILL rely on you learning from teachers or other sources of knowledge, but the real meat of it is your creativity. You'll have to make inferences, leaps of logic, or just reason out how you can accomplish a certain spell with your level of expertise. I don't want to give anything else away yet.
About the State of Flows and Adrenaline Rushes and player-formulated skills I had in the last game... I was reluctant to bring those back in, as they can unbalance the d20 system, so I've come up with an altered substitute.
Whenever a player gains a 20 out of combat, they'll gain information or co-operation more easily.
Whenever a player gains a 20 within combat, they'll perform a critical combat maneuvre, as well instantly gain an insight depending on what they were doing.
This could be a magical insight, causing them to be able to discover more information about their particular school of magic in order to form new spells or upgrade their abilities.
This could be a combat insight, causing them to be able to decipher new combat tactics. Generally a +1 (+2 if upgraded) to an ambient (used automatically), general combat method or a +2 (maybe +3 if upgraded) bonus on a specific ability.
This could be an informational insight, perhaps on an enemy's weak-point, high-level concepts to be applied in the future, etc. A lesser example of this would be AerynPierre's action, where he rolled a 19 and discovered the Commander's magical weapon and the fact that he was wearing the Reik family crest... Which meant, if you looked on the NPC tab, that he was of the Reik family.
On a different note:
Talkal, you have yet to post an action. I know you've been on the forums since I've rolled and have read my PM. If you do not post by Friday the 17th, I'll have to NPC you for this turn and then perhaps remove you from the game. Mostly because you have not notified us of any absence or anything of the sort.
This may seem rather strict, but honestly I'm very tired of waiting a week for players to post an action -- especially so early in the game. It hurts the players as well as the GM's reputation if rolls go so slowly. Expect this standard in the future -- for unexcused absences, one combat roll to be NPCed (out of combat doesn't matter as much) and then you're out of the game. This gives you two weeks to at least let me know that you won't be able to post an action for a while.
First of all, a few bits of info about what's going on. The magic system is looking a LOT better than it did when I first envisioned it. I'm excited to see what everyone will do with it!
Magic and related skills WILL rely on you learning from teachers or other sources of knowledge, but the real meat of it is your creativity. You'll have to make inferences, leaps of logic, or just reason out how you can accomplish a certain spell with your level of expertise. I don't want to give anything else away yet.
About the State of Flows and Adrenaline Rushes and player-formulated skills I had in the last game... I was reluctant to bring those back in, as they can unbalance the d20 system, so I've come up with an altered substitute.
Whenever a player gains a 20 out of combat, they'll gain information or co-operation more easily.
Whenever a player gains a 20 within combat, they'll perform a critical combat maneuvre, as well instantly gain an insight depending on what they were doing.
This could be a magical insight, causing them to be able to discover more information about their particular school of magic in order to form new spells or upgrade their abilities.
This could be a combat insight, causing them to be able to decipher new combat tactics. Generally a +1 (+2 if upgraded) to an ambient (used automatically), general combat method or a +2 (maybe +3 if upgraded) bonus on a specific ability.
This could be an informational insight, perhaps on an enemy's weak-point, high-level concepts to be applied in the future, etc. A lesser example of this would be AerynPierre's action, where he rolled a 19 and discovered the Commander's magical weapon and the fact that he was wearing the Reik family crest... Which meant, if you looked on the NPC tab, that he was of the Reik family.
On a different note:
Talkal, you have yet to post an action. I know you've been on the forums since I've rolled and have read my PM. If you do not post by Friday the 17th, I'll have to NPC you for this turn and then perhaps remove you from the game. Mostly because you have not notified us of any absence or anything of the sort.
This may seem rather strict, but honestly I'm very tired of waiting a week for players to post an action -- especially so early in the game. It hurts the players as well as the GM's reputation if rolls go so slowly. Expect this standard in the future -- for unexcused absences, one combat roll to be NPCed (out of combat doesn't matter as much) and then you're out of the game. This gives you two weeks to at least let me know that you won't be able to post an action for a while.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Sounds good and fair, Kahuna.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 39
Location : Fort Worth, Texas, USA
Re: Roll 2 Dodge: Invictus
Man, this forum needs more activity! We should reboot that old "Advertising Needed" thread...
its_crunchtime- Gamemaster
- Posts : 450
Join date : 2011-02-19
Re: Roll 2 Dodge: Invictus
Talkal is going to be NPCed next roll. I almost considered throwing him out of the game already...
Because he's been on the forums, he's received my PM, and he posted this message on the day of the deadline... Rather ticked off.
Crunchtime - you can start posting in that thread then
Because he's been on the forums, he's received my PM, and he posted this message on the day of the deadline... Rather ticked off.
Crunchtime - you can start posting in that thread then
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
I already was the last post in that thread, and no one replied that time. I think a bigger name than mine is needed to actually revive that.
its_crunchtime- Gamemaster
- Posts : 450
Join date : 2011-02-19
Re: Roll 2 Dodge: Invictus
Actually, I'm the last post in it.
If there's no interest to create a game like that, then I don't see a way to revive it... It just hasn't caught on I suppose. I have another idea that I might share sometime.
OKAY NO MORE OFF TOPIC
If there's no interest to create a game like that, then I don't see a way to revive it... It just hasn't caught on I suppose. I have another idea that I might share sometime.
OKAY NO MORE OFF TOPIC
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Sorry, sorry, I'll try to change.
Get a second sword from a dead soldier, and attack with both swords the nearest enemies.
Get a second sword from a dead soldier, and attack with both swords the nearest enemies.
Talkal- Avid Roleplayer
- Posts : 236
Join date : 2011-02-17
Age : 32
Location : Poland
Re: Roll 2 Dodge: Invictus
- Spoiler:
- The fight is moving apace! I've included some of the NPC's actions in here instead of in a little "game events" box to give you a better idea of what's happening. The fourth wall was also slightly bruised. I doubt you'll notice, but maybe... Any thoughts on the roll? I'd like to know if there are any improvements I can make.
AerynPierre- Wew! I was hoping your luck would hold through, and...
Talkal- A more interesting story... I hope it turns out well.
Rulyon- I noticed you were trying to tailor your reloading/firing action to fit within the roll. You can follow these general rules for shooting/reloading per turn.
Crossbow: 1-2 shots depending on environmental factors
Longbow: 2-3 shots [...]
Shortbow: 3-4 shots [...]
8680:
Take out my pamphlets, study them...
Relieved at having discovered a purpose and defeated that crippling indecision- and yet dreading the thought of the pain sure to come- you focus on your course of action.
You calm yourself with the techniques you've learned from the magic pamphlet and the more naturalistic pamphlet entitled "Finding your Inner Strength". You've never really put much faith into these methods, besides their calming and focusing value, but... in your mind, there's something else. Something just beyond the surface. Something that you can feel and can almost tap into and-
It's gone again.
Preparation. A plan. Mental is just as important as physical, if not more so. With that in mind, you take your combat pamphlets out of your satchel and begin perusing them frantically, hoping for some insight that could prove useful in the fight.
But you've read these all before. Of course, a review on the traditionally accepted parry stance and a diagram of the human body- with highlighted vital areas- is always helpful. But each moment wastes more valuable time. One theme is clear throughout all of these pamphlets, however. Know thine enemy.
...and study also the real combat, analyzing the chaos and noting any peculiarities of offense or defense in the combatants.
11
It's hard to formulate any clear strategy, what with half the soldiers still collapsed on the ground. And there's also the magicians- the unknown factor. What abilities could they hold? You can pick out a couple of patterns and fighting styles, though.
The two enemy archers have taken cover behind tables, and are shooting at combatants whenever visible. However, they are taking care not to shoot when there is a chance that their own soldiers could be hit.
The soldier in plate armor seems to employ brute force tactics. His armor is very strong, and it's only weak point currently found is the joint where the two leg plates meet below the knee.
Rulyon:
Find cover and reload my crossbow while doing my best to stay low and out-of-sight.
5
Looking for the nearest cover, you duck behind the counter, recently vacated by Roald, and sporting a broken arrow, ominously dripping with blood. You start to reload your crossbow while croached below the boards, and hope that the wood is strong enough to withstand arrows... Just then, you get a tap on your shoulder.
"Kyric!"
Spinning around with your crossbow in your hands, you nearly shoot... "Atem?"
"Is it clear? I'm waiting for the right moment."
You'd rather not look- after all, you're trying to maintain your cov- OH GODS! A crossbow bolt was embedded in the baseboard of the counter between you and Atem. You back up against the wall, hoping not to get skewered by anything extruding from the boards-that-are-definitely-not-strong-enough-to-withstand-bolts.
AerynPierre:
Continue my head on assault on one of the standing soldiers, using the sword as an attack/distraction.
...this guy is extremely fast. Armed with only a rapier and wearing extremely light armor, he's managing to fend off both you and Lieutenant Rupin, while the other soldier is doing his best to simply deflect Roald's attacks -- Roald may have an arrow wound in his shoulder, but he's swinging a tree trunk around, for the gods' sake!
...he also has an infuriating smirk, which he maintains while flitting between you and Rupin, all the while stroking his ridiculous beard. It has to no more than five inches long- tapering down to a point that looks like it could stab through plate armor.
You agree that this is profoundly relevant. This could be a weakness. Know thine enemy and all that.
Seeing you pull the knife out of your shoulder, the soldier- practically dancing now- flicks his rapier at you with a twist of his wrist...
15
...and you deflect it back towards him with a strong, decisive hit. The light weapon rebounds to the man's side, and the effort to stop its momentum is enough for you to be prepared, even as he swings it back around with lightning speed. Almost using your sword as a distraction, you angle your sword upwards to where his chain mail ends and his neck is only protected by a piece of leather- even as Rupin takes a full swing from behind him-
19
...the soldier attempts to compensate mid-swing, but your sword intercepts the swing and knocks it upwards, cutting the man with his own weapon.
Lieutenant Rupin:
Seeing the opportunity provided by the courier's improvised parry- excellent technique, indeed- you take a swing at his unguarded back.
Trading defense for speed has been your undoing, it seems.
But in doing so, you've turned your back on your incapacitated enemies. With a groan of pain, the tall soldier with the war hammer staggers up on his uninjured leg and grabs yours for support...
13
But your balance is impeccable. In fact, your instructor said that- nevermind.
You don't manage to shake the man's grip of iron off your leg, but you shift your weight to your unhindered leg and continue to let the swing take you...
10
...and your sword cuts into his back... at the waist. The soldier's belt takes some of the impact, but your blade still strikes true, and the man's back arches in pain.
13
...And you finally shake the man off as an arrow whizzes past you.
Curses. The first rule of swordplay: Never turn your back on your enemies.
And confound these couriers and their demented fighting techniques! Complete rubbish! Tackling men to the floor?! It worked, of course, but... Bah.
AerynPierre:
If an opportunity presents itself, strike at a weak point in armor (preferably neck) with the dagger I pulled from my shoulder.
Seeing Rupin's blade cut through the no-longer-smirking-mustached man, you seize the initiative and prepare to stab him with the throwing knife that was... passed to you by one of your comrades. A bit of an unwieldy weapon, considering it's usually thrown, but...
15
As the man rears back in pain, you thrust the knife into his neck- the part not occupied by his rapier. The man sinks to the ground, his eyes glassy, the twin wounds bleeding profusely from twin blades. If he's not dead yet, he soon will be.
The large man in plate armor groans- whether in pain or grief you cannot tell- and is attempting to rise, but at the moment cannot be more than half risen without supporting himself on a beam. You turn on the soldiers in the center of the shoddily formed circle. They were already starting to recover- the commander is back on his feet, the mage assisting one of the other fallen within the circle.
7
Cursing, you jump back as you dodge yet another arrow. It was hard enough getting past those soldiers without those DAMNED ARCHERS skinning you alive. You take cover temporarily behind a nearby table.
Talkal:
Get a second sword from a dead soldier, and attack with both swords the nearest enemies.
Seeing a soldier fall from Lupin and Earnan's efforts, you break from your cover and rush into the center of the battle. You stow your buckler in your pack, and run to the fallen soldier, ducking to avoid being hit with any arrows or collateral damage from your allies.
The large soldier leaning into the central beam does not take your intrusion kindly. He tries to stagger up, but fails, and so he simply pushes himself off the beam in your general direction. It wasn't thought out very well, but it seems to be an action made more out of rage than strategy.
4
You're unprepared for that method of attack, and he takes you to the ground, knocking the wind out of you. You try to get up, but there's a corpse on one side of you, and the soldier doesn't appear like he is in standing condition at the moment either. You raise your sword, trying to bash it against his side...
2
...but he knocks it out of your hands. He begins to throttle you- bare hands closing around your neck, the heavy weight of metal and flesh constricting your breathing, and the impassionate gaze through the slits in the man's visor...
Rulyon:
Pop out of cover, shoot at one of the enemy archers, and duck back down.
Sneaking back over to the side of the counter, you peek around the corner and aim your crossbow at one of the archers, ready to duck back at a moment's notice...
3
...but it seems that in your haste, you miscalculated. The bolt ends up within the wall above the archers. However, as you note with satisfaction before you take cover again, it seems to have thrown off one of the archer's aim.
Lieutenant Rupin:
One of the couriers is taken down by one of the soldiers. He appears to be being asphyxiated. You would rush out there, but the archers are covering the spot- waiting for someone to break cover but not willing to risk hitting one of their own.
Never turn your back on...
Oh, by the gods.
My combat instructor must be rolling over in his grave.
You rush to the courier and the soldier, locked in mortal combat, and hack at the man's heavy armor.
6 CLANG
Your first strike fails to break through the armor. Your right hand, the one pierced by the knife, is beginning to bother you. Speed healings don't always work fully.
thwing 8
A bolt narrowly misses you.
6 CLANG
You can't find purchase in the armor. Maybe it's your hand throwing you off... you don't have much time...
whoosh 4
AGH!
A tearing sound... in my chest... AGH
2 CLANG
You try one last time ...but the pain is too overwhelming... you almost hit the courier just then... you have to take cover.
Shakily uncorking a health potion, you haphazardly splash almost half of it on your chest. The effect is immediate -- the skin slowly knits itself back together from the outside in: pushing the arrow shaft out of the exit wound in your back, and leaving a bright red mark where the wound had been. You almost pass out from the pain, but when you ingest the rest of the potion it subsides some.
Talkal:
You start to see spots. You flail around for something- anything...
14
...and your hands lands on someone's head. And then a blade.
The rapier!
Roald:
You take care to keep the soldier between you and the archers. Won't do Selma any good if you get shot. Again. The blasted man is hacking your shield to pieces. Yes, it's a serving tray, but you had to improvise somehow.
You block again, trying to get a swing in...
7
...and the hit finally breaks your makeshift shield, blasting chips of wood over everything and cutting your arm.
Okay. That's enough.
You step back and swing your bouncer's club at his head, used to playfully crack more than one rowdy's skull on occasions.
2
But this soldier is no drunk lumberjack, and he sidesteps the swing as if it were simply a falling tree branch. ...which it is, essentially. But that's not saying anything for your combat abilities.
ENOUGH!
You take another step back, accessing the flow of your magic. You try to do this as one fluid motion, concentrating on some arbitrary poem as you do so. You've heard that enemy magicians can read minds and steal secrets, and you'd rather not share any of yours.
"ULDUR!"
4
For the second time, the soldier sidesteps the attack- this time he dives out of the way though, looking more fearful than normal. The blast continues towards the back of the inn, and flies towards Terrell, recovered from being blown against the wall and attempting to retrieve Selma.
13
Luckily, he manages to throw himself against the floor in time.
I've got to work on that.
- Summary:
Aranna is in the back of the inn. She's under a table, trying to formulate a plan of action.
Terrell is against the front wall- having just dodged a wayward fireball- and is attempting to retrieve Selma, who is in the corner.
Cleff and Pyle have set up behind a large table in the left of the inn; Cleff is a support mage, and Pyle is covering him.
Roald is in the midst of the fight- out in the open at the moment, and has removed the arrow from his shoulder but is still losing blood.
Rupin and AerynPierre are taking cover on the right side of the room.
Rulyon is taking cover with Atem behind the bar's counter.
Talkal is in the center of the room being strangled by the soldier in full plate armor.
The two enemy archers have taken up positions in the front and right sides of the inn behind tables.
One soldier is on the ground, unconscious, and bleeding out.
Commander Johannes, the enemy magician, and two other soldiers are in the center of the bar.
You have learned that Commander Johannes is in a suit of chain mail and wielding an enchanted broadsword, and that the soldier in full plate armor has an exposed joint in his armor below the left knee.
- Character Sheets:
AerynPierre (Earnan)
Status:
HP: 16/20
-minor blood loss in shoulder, no regenerative bonus
Mana: N/A
Equipment:
-30 Unicae
-Standard-issue church uniform
-Runes game board
-Iron short sword (1d8, melee, mid-range)
-Iron buckler
-Lesser Health Potion (+5 HP)
-2-day traveling rations
-Short bow (1d6, short range, reloads quickly)
-Iron-tipped arrows x13
-Throwing knives x1 (1d4, thrown, short range)
Skills:
N/A
Spells:
N/A
Rulyon (Kyric Vandergraft)
Status:
HP: 20/20
Mana: N/A
Equipment:
30 Unicae
-Standard-issue church uniform
-Runes game board
-Iron short sword (1d8, melee, mid-range)
-Iron buckler
-Lesser Health Potion (+5 HP)
-2-day traveling rations
-Map of the Border Lands
-Iron Crossbow (1d10, medium range, slow reload)
-Steel bolts x7
Skills:
N/A
Spells:
N/A
Talkal (Emaldeth)
Status:
HP: 18/20
Mana: N/A
Equipment:
-30 Unicae
-Standard-issue church uniform
-Runes game board
-Iron short sword (1d8, melee, mid-range)
-Iron buckler
-Lesser Health Potion (+5 HP)
-2-Day Traveling Rations
-Throwing Knives x2 (1d4, thrown, short range)
Skills:
N/A
Spells:
N/A
8680 (Aranna)
Status:
HP: 20/20
Mana: N/A
Equipment:
Canvas Satchel Containing:
[[ -21”4 Unicae
-Half a day’s rations
-Several pamphlets: the Combative Arts -- the Series: Magicka for the Common, Archery for the Common, the Art of the Sword and/or other Sharp or Blunt Fighting Implements -- for the Common; Finding your Inner Strength; Cattaby’s College of the Ancient and Noble Arts ]]
-Home-brewed Health Potion (+7 HP)
-Worn, green traveling Cloak over a woolen tunic
-Dark, olive-green cowl
-Long, brown leather gloves
-Dirk (1d8, melee, short range)
-Concealed dagger (1d6, melee or thrown, short range)
Skills:
N/A
Spells:
N/A
- NPC Character Sheets:
NOTE: Skills are more fully described on my own character sheets for the NPCs, but are not totally revealed here. That will have to wait until magic systems are explained. Also, you don't know their equipment or skills because you are not acquainted with them. They will be added as they are revealed!
Roald
Status:
HP: 14/22
-Arrow hole in shoulder (-1 HP per turn)
-Cut arm (no regenerative bonus)
Mana: 7/7
Skills:
Basic Fire Magic
Handy with a Club (+1 damage to club use)
Spells:
Fireball: launches a fiery projectile.
Primary Weapon:
-Large wooden club (1d10, melee, short-range)
Location: the center of the inn, near the main cluster of soldiers.
Lieutenant Rupin
Status:
HP: 7/17
-inflamed right hand
-severely inflamed chest wound (no regenerative bonus)
Primary Weapon: Longsword (1d8, melee, medium reach, slower swing)
Location: the right side of the inn, recovering behind a beam.
Soldier Pyle
Status:
HP: 20/20
Primary Weapon: Halberd (1d10, melee, quite slow, both-hands, very long reach)
Location: the left side of the inn behind a table, protecting Soldier Cleff.
Soldier Terrell
Status:
HP: 18/20
Primary Weapon: Battle-axe (1d10, melee, slow, short reach, both hands)
Location: the front of the inn, against the wall near Selma.
Soldier Cleff
Status:
HP: 15/15
Mana: 20/20
Primary Weapon: Magic (support)
Location: the left of the inn, behind a table with Soldier Pyle.
Unabridged Player Character Sheets
Last edited by Bigkahuna on Mon Mar 05, 2012 2:51 am; edited 4 times in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
I haven't yet; apologies if I was unclear.Bigkahuna wrote:Relieved at having discovered a purpose and defeated that crippling indecision
I'm now regretting making this character; I think she'll often freeze with indecision and hide, and it'd take too much time and too much character development that I'm not sure I'm capable of to fix that. I may or may not join the fight, but I don't think I'll join the party, thus freeing up a slot for JackBarber's hopefully more useful character.
8680- Avid Roleplayer
- Posts : 562
Join date : 2011-03-20
Re: Roll 2 Dodge: Invictus
You could also simply have a life-changing epiphany.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 39
Location : Fort Worth, Texas, USA
Re: Roll 2 Dodge: Invictus
8680 wrote:I'm now regretting making this character; I think she'll often freeze with indecision and hide, and it'd take too much time and too much character development that I'm not sure I'm capable of to fix that. I may or may not join the fight, but I don't think I'll join the party, thus freeing up a slot for JackBarber's hopefully more useful character.
Don't let an imaginary character get in the way of you as a person enjoying a role-playing game. If you don't like Aranna's personality or you believe that she would harm instead of help proceedings, change her personality. You're in charge here.
If you really want to keep your character as she is...
I have sympathy for people with these mindsets. IMO, what your character is looking for and needs is a purpose -- if she believes that she is fighting for some purpose- grander than herself, transcending her simple existence to work towards a greater purpose- than she will leave indecision behind.Rulyon wrote:You could also simply have a life-changing epiphany.
Just my thoughts.
In other news...
Adding the Character Sheet link to the bottom of the roll. Sorry for omitting it.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Yes, exactly... that was my plan, but... as usual, I didn't plan hard enough, and when it came time I realized I didn't know how to execute my plan... so I decided to quit... then had second thoughts about quitting.... I still think it would probably be better to just replace me, but I'm not sure anymore.... As I said before, I don't know if I'm capable of the character development this'll take.... I like roleplaying... I just keep forgetting how bad I am at it. Oh, and please delete the "mild" in "aimlessness and mild uselessness"; it's definitely worse than mild.Bigkahuna wrote:I have sympathy for people with these mindsets. IMO, what your character is looking for and needs is a purpose -- if she believes that she is fighting for some purpose- grander than herself, transcending her simple existence to work towards a greater purpose- than she will leave indecision behind.
What could I do anyway? Draw my dagger. Throw this at someone? What if I hit one of the... heroes? Yes, that's exactly what they are... and exactly what I'm not.... Look at dagger. Still could be...? No... too late for that... much too late.... Keep watching the fight... like every other time I hid and watched... while people bled and died.... If I see a weak point in an enemy's armor: throw my dagger at it, then cower behind the table; What did I just do? Why the [setting-appropriate expletive] did I do that? Now they'll kill me too... doesn't matter... someone would've eventually... just a random person the villains kill to show that they're evil....
Also, how did I damage the fourth wall?
8680- Avid Roleplayer
- Posts : 562
Join date : 2011-03-20
Re: Roll 2 Dodge: Invictus
Reload my crossbow and shoot the soldier in full plate armor strangling Talkal's character. If time allows, reload again and shoot again.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 39
Location : Fort Worth, Texas, USA
Re: Roll 2 Dodge: Invictus
Hah. Just the conversation in general.8680 wrote:Also, how did I damage the fourth wall?
I repeat what I said earlier -- a made-up character should not keep you from playing the game. If you think that your character would do more hurt than harm, change her personality.
I'm not really that good of a role-player. I think that I've gotten a bit better at it, but not much. Maybe enough to predict what a character will do in a certain situation.
That said, I am not strict whatsoever on character development. Do what you will with your character. I don't want you to leave so early in the game!
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
If Rulyon doesnt kill the heavy guy, try to stab him, somewhere, where parts of armor are attached to the other parts (neck, armpit)
If the guy was killed, attack other enemies
If the guy was killed, attack other enemies
Talkal- Avid Roleplayer
- Posts : 236
Join date : 2011-02-17
Age : 32
Location : Poland
Re: Roll 2 Dodge: Invictus
1. People should really balance how they roll because with some games two people will get a "Mega-Success!" kinda thing and yet one gets a far greater result than the other, and the same goes for lower numbers where one can be completely destroyed versus the other one getting a head-ache...
1 1/2. Along/related to the first, try and build up health systems, or continuity bonuses to both sides, be it the players or the NPCs, good or bad. Like if someone gets multiple numbers under 5, the action that takes place should probably continually get worse (At least in games using the 20-sided die.) Injuries and such WOULD limit you more, if you were stabbed once, sure you'd probably survive if treated properly, but stuck through the chest or belly 3+ times? That probably wouldn't end well no matter how you treat it, even if you survived the character would likely be crippled or handicapped in some way, although with games that include magic alternative methods to things such as walking can usually be used.
2. CUT THE FREAKING STRAPS THAT HOLD THE ARMOR TOGETHER! Stop simply trying to jab into point where they are disconnected, even if the outcome is judged by the roll it at least would make sense to expose ALL of the body, when aiming for a very small exposed area people should get like -1 through -3 to that roll based on situations like that...
3. Speaking out of character has nothing or little to do with the fourth wall unless the player uses it to Meta-Game, although most of the time that requires co-operation from the creator of the game...
Yes, this kind of does apply to quite a few of the games that go/have gone on, on the forums here although at the moment I'm only really watching two of them (since I'm only playing/waiting on those two.) but, even so, I just though I'd post this... (Since most the stuff seems kinda relevant.)
1 1/2. Along/related to the first, try and build up health systems, or continuity bonuses to both sides, be it the players or the NPCs, good or bad. Like if someone gets multiple numbers under 5, the action that takes place should probably continually get worse (At least in games using the 20-sided die.) Injuries and such WOULD limit you more, if you were stabbed once, sure you'd probably survive if treated properly, but stuck through the chest or belly 3+ times? That probably wouldn't end well no matter how you treat it, even if you survived the character would likely be crippled or handicapped in some way, although with games that include magic alternative methods to things such as walking can usually be used.
2. CUT THE FREAKING STRAPS THAT HOLD THE ARMOR TOGETHER! Stop simply trying to jab into point where they are disconnected, even if the outcome is judged by the roll it at least would make sense to expose ALL of the body, when aiming for a very small exposed area people should get like -1 through -3 to that roll based on situations like that...
3. Speaking out of character has nothing or little to do with the fourth wall unless the player uses it to Meta-Game, although most of the time that requires co-operation from the creator of the game...
Yes, this kind of does apply to quite a few of the games that go/have gone on, on the forums here although at the moment I'm only really watching two of them (since I'm only playing/waiting on those two.) but, even so, I just though I'd post this... (Since most the stuff seems kinda relevant.)
JackBarber- Avid Roleplayer
- Posts : 220
Join date : 2011-02-17
Location : Your mind...
Re: Roll 2 Dodge: Invictus
Thanks for your advice, Jack. I'll address some of it, since it seem's you're a bit worried...
About the out of character thing... I was just messing around. I like to yell at players for breaking walls whenever possible
JackBarber wrote:1. People should really balance how they roll [...]
- Spoiler:
- I agree. Some results can be very lopsided. I have trouble doing this as well.
For me, it's all relative to the situation. If you haven't noticed, I'm big on environmental factors. This does lead into some ambiguous territory, with me trying to interpret what should happen. Could you give me an example of a mistake, or is this just general advice?
I try to do a "Risk/Reward" type ratio. A 20 for "Tie my shoes." and a 20 for "Do a backflip onto the head of the Shadow Demon" get two totally different results (terrible example, I know). The less risky action would get a lesser reward. The greater risk would get a greater reward. Same with bad rolls.
This is a work in progress, though, and I'll try to make sure I do it right. Again, If you're addressing a particular case, let me know and I'll try to explain why I did what I did.
JackBarber wrote:1 1/2. [...] try and build up health systems, or continuity bonuses [...]
- Spoiler:
- What do you mean by health systems? I have a system where you get a certain amount of damage from weapons, but sometimes the real damage is dealt by blood loss. The extent of the injury (mostly determined by location, how high the roll was, etc.) determines how much blood, and therefore extra damage, is dealt. Health is really a measure of how well the person can function in combat.
If a person has 20/20 health, they function perfectly normally. If a person has 1/20 health, they stagger around quite a bit more and are much more hindered in the areas they are injured. Again, an environmental thing. An abstract concept. Not hard stats.
I also agree about continuity bonuses/penalties. As you saw with AerynPierre's (successful) action, he basically got great luck and went BOOM BOOM BOOM, knock a bunch of people down and deflect swords into their owner's necks and such.
With Lieutenant Rupin's (failed) action, his injured hand (including injuries in there!) started bothering him more and more, throwing him off, when an uninjured hand could have perhaps allowed him to cut into the same area of the armor, or something of that sort. I almost made his last strike harm Talkal because of the 2 and his arrow wound, but the nature of his attack and positioning prevented this.
Again, tell me if you'd like to address a particular action/roll.
About permanent injuries- I've already thought about limb loss and such, but in a society influenced by magic, there aren't too many battle injuries that can't be healed with the proper treatment.
JackBarber wrote:2. CUT THE FREAKING STRAPS THAT HOLD THE ARMOR TOGETHER! [...] PENALTIES PENALTIES
- Spoiler:
- Erm... Player Choice + Not many visible straps on most armor. Examples, again?
Again, I go for a Risk/Reward thing. If they aim for... say, the left side of the neck, a failure will be more obvious than if they were going for the chest, but obviously much more successful in incapacitating a man if it succeeds. In short, I don't like "-1" type penalties. I prefer, as I've annoyingly repeated, environmental penalties.
About the out of character thing... I was just messing around. I like to yell at players for breaking walls whenever possible
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
Egh... Nevermind, maybe I'm just confused or annoyed or something...
But 1. I think you should tell just how much damage is done instead of just telling someones location in the summary.
2. NPC's HP should also be shown unless they are SOOO Important that them dying would completely go against the story of the game.
3. I think getting a low roll should do more than "Bother" someone, you're in the middle of a freaking battle, have an arrow get him in the bicep, or have a loose lantern on a shaken beam fall near the guy and maybe catch his shoe on fire or something...
But 1. I think you should tell just how much damage is done instead of just telling someones location in the summary.
2. NPC's HP should also be shown unless they are SOOO Important that them dying would completely go against the story of the game.
3. I think getting a low roll should do more than "Bother" someone, you're in the middle of a freaking battle, have an arrow get him in the bicep, or have a loose lantern on a shaken beam fall near the guy and maybe catch his shoe on fire or something...
JackBarber- Avid Roleplayer
- Posts : 220
Join date : 2011-02-17
Location : Your mind...
Re: Roll 2 Dodge: Invictus
No, it's honest criticism.JackBarber wrote:Egh... Nevermind, maybe I'm just confused or annoyed or something...
Damage Report -- I do tell the player's damages in their character sheets.
NPC Character Sheets
- Spoiler:
- I've put off on this... I have my own for the NPCs, but I'd rather not share all of their stats and equipment and skills and such. All the NPCs have the potential to die. Rupin was getting rather close, although the potion did help.
Low Rolls
- Spoiler:
- It all depends on the situation.
When Rulyon got a low roll, he only missed his shot; the archer's attention was elsewhere, and no one was really focused on him.
When Talkal got several low rolls, he was tackled to the ground and began to be choked; the archers did not want to shoot at him because of their own soldier's proximity to him, and it was one man bereft of his weapon fighting him.
When Rupin got several low rolls, his inflamed hand started bothering him- throwing off his aim- so his already rather futile hits did not even make a dent in the same areas, which might have weakened the armor in that area. He was also hit by the archers, because their attention was focused on him and he was out in the open.
I don't like to make random occurrences happen because of low rolls. Again- Risk vs. Reward. Swinging a War Hammer around could knock down or shake a broken and knock down lanterns, catching things on fire. Shooting someone with a crossbow bolt could not.
Last edited by Bigkahuna on Wed Feb 22, 2012 4:30 pm; edited 2 times in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
If possible in quick battle...use my fallen adversaries body as a shield as I rush the archers cover. Trying to get behind and attack the nearest one.
AerynPierre- Avid Roleplayer
- Posts : 317
Join date : 2011-03-29
Age : 38
Location : Benbrook, Texas
Re: Roll 2 Dodge: Invictus
Everyone's actions have been posted! It would have been a record time... if I was able to roll.
I will be gone until Sunday. Sorry, everyone. For now, I have to catch up on a bunch of work before I leave.
While we're at it, let's have a player vote here. Are you guys fine with the Google Docs character sheet situation, or would you rather it be on the forums for easier access? And do you think that NPC statutes/character sheets are necessary?
I will be gone until Sunday. Sorry, everyone. For now, I have to catch up on a bunch of work before I leave.
While we're at it, let's have a player vote here. Are you guys fine with the Google Docs character sheet situation, or would you rather it be on the forums for easier access? And do you think that NPC statutes/character sheets are necessary?
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Invictus
NPC sheets and damage done to them was more what I was thinking, I was already pretty sure you did Player damage...
If you're thinking of what to put on them, I don't think you should put things like skills or weapons in the NPC sheets unless they are Allied/Friendly, but I think Health should be shown for all, Enemy and Friend.
If you're thinking of what to put on them, I don't think you should put things like skills or weapons in the NPC sheets unless they are Allied/Friendly, but I think Health should be shown for all, Enemy and Friend.
JackBarber- Avid Roleplayer
- Posts : 220
Join date : 2011-02-17
Location : Your mind...
Re: Roll 2 Dodge: Invictus
While I'm not technically a player, I am on the waiting list, here to bestow my opinion wherever I choose!
I prefer the sheets on the forums, though if you do choose to keep the google docs, perhaps a link at the bottom of each roll would help streamline the process of checking a different site for your character information.
I prefer the sheets on the forums, though if you do choose to keep the google docs, perhaps a link at the bottom of each roll would help streamline the process of checking a different site for your character information.
its_crunchtime- Gamemaster
- Posts : 450
Join date : 2011-02-19
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