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So, as we all know, Action Points were either too powerful in their heyday, or not powerful enough (as they tend to be, now).
Despite the fact that a few of you seem to have a couple left, I'm considering replacing them with the attached "Action Cards."
Rather than keeping a running total of action points, at the beginning of every session, PCs could draw one Action Card at random, to be used as instructed on the card throughout the day or evening's adventuring. At the end of the session, the cards are turned back in.
As with action points, the bad guys will have them, too.
They are, in many ways, a little more powerful than action points, but I think they also provide more story potential, and limiting them to 1 per person can be a balancing factor.
If you do something particularly interesting without using an action card, or come up with a good plan, etc. I could use additional action cards as rewards for quick or clever thinking.
Look them over. Let me know what you think, and/or if you have any questions.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
Play: When you die
Effect: You can, as your last action, give something incredibly important to another party member before you die, even if it would otherwise be impossible.
So...if your character were pregnant and were to die...could she impregnate another NPC? Even a male one? The wording on this seems a might bit ambiguous...
So...if your character were pregnant and were to die...could she impregnate another NPC? Even a male one? The wording on this seems a might bit ambiguous...
All of the cards are still subject to DM's discretion, and only limited bending of the laws of reality will be allowed.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
What did we think of the cards? Keep 'em or kill 'em?
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
They were certainly entertaining. I don't think a card was used that didn't get a group laugh. And using your discretion kept them from being unbalanced. I say, at least keep them for next time.
They were alright, but definately silly... okay for light hearted adventuring, but I did not really like them in a serious, almost-the-end-of-the-campaign fight. They ended up more cartoony than they did heroic.
In some ways, I really liked what they did because they made the game somewhat more easy-going, but they didn't really mesh with the general serious style of KoA on the battlefield... definately something that would run more smoothly if instituted at the beginning of a campaign...
I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
I do wish I had used them at the beginning of the campaign - it would have granted it more of the "swashbuckling" feel that I originally wanted KoA to have, but kept getting pushed to the background.
Dwarves were supposed to be the only race with heavy armor!
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
Yep - pretty much my thoughts, too.
They were a fun thing to try out and really did help to lighten the mood (at least, from what I can bring my still aching brain to remember)...
I just thought it was a nice change. Sometimes we take the drama of the game too seriously OOC as well as taking it IC. It was just nice to have something to lighten the mood. But I'm not particularly attached to them in KoA in any way. I would like to see them in other stuff we play.
At the very least, I'll use them again. Definitely. Mik and I had talked about using them in some of his games, as well while I was trying to decide how many cards to give you.
One (to start) was definitely enough. As Alain Nightgrove can tell you, even a relatively insignificant card can prove deadly.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
I think they need time and at least one more chance. They did lighten the mood, but they also spiced things up changing things for Kennon as well as for us which added that extra flavor. I also think since it was the first time using them (I at least) just wanted to use em and see what happened. As we get used to them I think we will play them almost IC and that alone will change things.
And they did not all get a chuckle- one I used was to have woodshadow's daughter leave, and thus we gained a prisoner (that still thinks I'm Selura -something to remember when we start questioning!) since Kareth bashed her over the head as she was trying to flee.
This had a big impact on things, and shows that while some of the time they will be silly and lighten the mood (something personally I think we need more of- the light mood not the sillyness) most of the time they will not be used in silly fashions.
I think giving them one more try (at least) probably can't hurt. As annoying as having a useless nightgrove was, the rest of it was pretty cool.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
I think giving them one more try (at least) probably can't hurt. As annoying as having a useless nightgrove was, the rest of it was pretty cool.
I don't remember how many said that the PC could pick the person or item it pertained to, but maybe for all those that don't say PC decides specifically it is DM's choice completely? If you want you can ask who the card holder pick, but esentially it's all DM's choice......
I for one can say that they would still change things, but won't ruin things or change them rediculously.
I don't remember how many said that the PC could pick the person or item it pertained to, but maybe for all those that don't say PC decides specifically it is DM's choice completely? If you want you can ask who the card holder pick, but esentially it's all DM's choice......
I for one can say that they would still change things, but won't ruin things or change them rediculously.
That's probably a good idea. Unless they specify, from now on they will be GM's choice.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807
Card used in last game-- So if used by a PC this card is directed at only one NPC being mislead of the PC's identity? And thus if used by a NPC it only effects one other NPC or one PC?
Card used in last game-- So if used by a PC this card is directed at only one NPC being mislead of the PC's identity? And thus if used by a NPC it only effects one other NPC or one PC?
It's up to DM's (my) discretion. In that case, during combat, everyone thought you were who you said you were until you started killing them. At that point, it became relatively obvious that you were not. Nightgrove just sucked at Sense Motive - so he stayed fooled until he died.
__________________ National Capital Area Gameday, 18 October 2008 www.dcgameday.com My Story Hour: A Kingdom of Ashes. Updated 07/01/05! Zombies! Pirates! Giant Lizards! Intrigue! The Universe commands you to check it out!
Wii #0817 9834 1380 0807