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airwalkrr's Rise of the Runelords AE PBP Reborn! [OOC]
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<blockquote data-quote="airwalkrr" data-source="post: 6433278" data-attributes="member: 12460"><p>Perhaps rather than keeping track of the number of mutagens, the DC could simply scale with the number of discoveries spent on the mutagen, say 10 + 1 per mutagen discovery. Which role were you thinking of for this character by the way?</p><p>Nuko looks good. I like the description reference you tossed in to Duko. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> As for the house rules, you do bring up a valid point or two. I was initially thinking of the benefits of Players Roll All The Dice (PRATD) as opposed to the negatives. The original purpose for using PRATD was because I thought it might speed things up in some ways. However, your post has made me reconsider the validity of my assumption. This is something I will have to think over.</p><p></p><p>However, I should point out that another aspect I was considering for PBP is that in the majority of situations, I will be using a single "enemy" initiative to keep combat moving more quickly. An unfortunate side effect of not splitting up enemies into groups is that they all act at once. In tabletop defense rolls and such would be rolled as needed. In PBP players can take their turns (and thus make their defensive rolls) when they like. I was actually thinking that the enemy attacks would not be resolved until the respective player's turn when he/she had the chance to roll the defensive rolls. This actually allows for things like readied actions for defensive/healing purposes in PBP a little easier to accomplish. Say orc 1, orc 2, and orc 3 have declared attacks against the fighter who is low on hit points. The fighter doesn't have to make the defensive rolls until his turn in PBP (again, this is different in tabletop as rolls are made on the spot there), so the cleric could ready an action to heal the fighter if he falls to 0 hit points or below, allowing the cleric to conserve his spells if the readied action isnt triggered. Whereas if I had made all the attacks, the first dropping the fighter to -5 and the second to -14 (which would result in death), the fighter would be dead because the cleric might not have readied the action because he didnt know all three orcs were going to charge the fighter. It's just an example of what was going through my mind so you can see where I was coming from. In reality, you won't have to wait for everyone to resolve their defensive rolls before acting. Defensive rolls will be resolved as soon as the player being attacked takes his action.</p><p></p><p>Regarding Armor as Damage Reduction, I have heard mixed reviews. As I pointed out, the main reason I want to use this is because I think in the majority of situations it will speed up combat by having fewer misses. Or at the very least speed up the perception of action, especially at low levels. It's rather boring in a PBP game when a week goes by with low-level characters rolling poorly along with the monsters and essentially nothing happens besides perhaps a few 5-foot steps. Damage scales well with level in PF and I believe there is the potential for this to really work in favor of the PCs in a lot of ways, such as fighting brutes with high natural armor. Even if you don't have magic weapons, casting the magic weapon spell could almost make it a touch attack if the monster has no innate DR. I don't really know if it's well-balanced or not, because I've never used it. But as I said, this is something we can adjust as time goes on, in small steps as needed. I think it has the potential to make combat in PBP a little more exciting by ensuring more hits, even if they do less damage. And finally, PBP is the perfect place to test this because we have the time to have an ongoing discussion about how well the system is working in the middle of a battle and make plans to adjust things for the next battle without going through an entire 4-5 hour game session with an elephant in the room that remains simply because it would be inconvenient to stop the game session and hash out how to rework the rules instead of making plans to change it next week.</p><p></p><p>As for Hero Points, all I can say is that I am a fan of giving the PCs the proverbial "Get Out of Jail Free" card every once in a while. It will also help speed things along when your group is stumped or having trouble with a difficult encounter. PBP games thrive by keeping the game moving. Hero Points facilitate that. I've been using the similar Action Points system in my weekly tabletop game for years and never regretted it. It gives the PCs quite an edge, and is certainly gamist, but it seems to make the game more enjoyable when you can turn a failed save versus finger of death into a success or a missed attack on a weakened monster into a killing blow. (Also if you notice, PRATD gives you more places to use Hero Points, which was a synergy I noticed and was happy to introduce.)</p><p></p><p>Each of the house rules you've mentioned has been added specifically because I believe it has the potential to speed up game play in a slow medium like PBP. I'll consider your points about PRATD for a while. Still almost two weeks before planned launch time.</p><p></p><p>And I was actually cogitating the notion of giving players some matter of choice on which monsters attacked them in narrative style so that an exchange of blows between PC and monster could be resolved with a single player post rather than player-GM-player, perhaps freeing me to spend more time on the actions of more "important" monsters. This is just the germ of an idea though and not ready for full implementation. But I thought I'd let you guys know where my brain is at.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6433278, member: 12460"] Perhaps rather than keeping track of the number of mutagens, the DC could simply scale with the number of discoveries spent on the mutagen, say 10 + 1 per mutagen discovery. Which role were you thinking of for this character by the way? Nuko looks good. I like the description reference you tossed in to Duko. :) As for the house rules, you do bring up a valid point or two. I was initially thinking of the benefits of Players Roll All The Dice (PRATD) as opposed to the negatives. The original purpose for using PRATD was because I thought it might speed things up in some ways. However, your post has made me reconsider the validity of my assumption. This is something I will have to think over. However, I should point out that another aspect I was considering for PBP is that in the majority of situations, I will be using a single "enemy" initiative to keep combat moving more quickly. An unfortunate side effect of not splitting up enemies into groups is that they all act at once. In tabletop defense rolls and such would be rolled as needed. In PBP players can take their turns (and thus make their defensive rolls) when they like. I was actually thinking that the enemy attacks would not be resolved until the respective player's turn when he/she had the chance to roll the defensive rolls. This actually allows for things like readied actions for defensive/healing purposes in PBP a little easier to accomplish. Say orc 1, orc 2, and orc 3 have declared attacks against the fighter who is low on hit points. The fighter doesn't have to make the defensive rolls until his turn in PBP (again, this is different in tabletop as rolls are made on the spot there), so the cleric could ready an action to heal the fighter if he falls to 0 hit points or below, allowing the cleric to conserve his spells if the readied action isnt triggered. Whereas if I had made all the attacks, the first dropping the fighter to -5 and the second to -14 (which would result in death), the fighter would be dead because the cleric might not have readied the action because he didnt know all three orcs were going to charge the fighter. It's just an example of what was going through my mind so you can see where I was coming from. In reality, you won't have to wait for everyone to resolve their defensive rolls before acting. Defensive rolls will be resolved as soon as the player being attacked takes his action. Regarding Armor as Damage Reduction, I have heard mixed reviews. As I pointed out, the main reason I want to use this is because I think in the majority of situations it will speed up combat by having fewer misses. Or at the very least speed up the perception of action, especially at low levels. It's rather boring in a PBP game when a week goes by with low-level characters rolling poorly along with the monsters and essentially nothing happens besides perhaps a few 5-foot steps. Damage scales well with level in PF and I believe there is the potential for this to really work in favor of the PCs in a lot of ways, such as fighting brutes with high natural armor. Even if you don't have magic weapons, casting the magic weapon spell could almost make it a touch attack if the monster has no innate DR. I don't really know if it's well-balanced or not, because I've never used it. But as I said, this is something we can adjust as time goes on, in small steps as needed. I think it has the potential to make combat in PBP a little more exciting by ensuring more hits, even if they do less damage. And finally, PBP is the perfect place to test this because we have the time to have an ongoing discussion about how well the system is working in the middle of a battle and make plans to adjust things for the next battle without going through an entire 4-5 hour game session with an elephant in the room that remains simply because it would be inconvenient to stop the game session and hash out how to rework the rules instead of making plans to change it next week. As for Hero Points, all I can say is that I am a fan of giving the PCs the proverbial "Get Out of Jail Free" card every once in a while. It will also help speed things along when your group is stumped or having trouble with a difficult encounter. PBP games thrive by keeping the game moving. Hero Points facilitate that. I've been using the similar Action Points system in my weekly tabletop game for years and never regretted it. It gives the PCs quite an edge, and is certainly gamist, but it seems to make the game more enjoyable when you can turn a failed save versus finger of death into a success or a missed attack on a weakened monster into a killing blow. (Also if you notice, PRATD gives you more places to use Hero Points, which was a synergy I noticed and was happy to introduce.) Each of the house rules you've mentioned has been added specifically because I believe it has the potential to speed up game play in a slow medium like PBP. I'll consider your points about PRATD for a while. Still almost two weeks before planned launch time. And I was actually cogitating the notion of giving players some matter of choice on which monsters attacked them in narrative style so that an exchange of blows between PC and monster could be resolved with a single player post rather than player-GM-player, perhaps freeing me to spend more time on the actions of more "important" monsters. This is just the germ of an idea though and not ready for full implementation. But I thought I'd let you guys know where my brain is at. [/QUOTE]
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