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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: 6437082" data-attributes="member: 12460"><p><strong>To everyone:</strong> regarding <u>Armor as DR</u>, I seem to have failed to make my point for WHY I am using it. Players seem to be discussing the realism aspect of it, and TBH I simply don't care about the realism. I looked at it and thought "hmm, this might speed up gameplay or at least a sense of action going on because misses are going to be a lot more rare." Whether or not it's balanced, well that's something we can tweak as we go along. In any case, I will assume for the same of this game that armor-based DR is always obvious. <em>Mundane armor</em> looks like mundane armor most of the time and thus you will typically know it grants DR/magic. <em>Magic armor</em> looks like magic armor most of the time and thus you will typically know it grants DR/adamantine. <em>Adamantine armor</em> has a distinctive color ALL the time (unless disguised by magic), and thus always grants DR/-. I do not think it is incredibly meta to give this information away so this aspect isn't really negotiable. Therefore the only issue up for debate on whether or not I use this rule is <em>"Will this 1) speed up, 2) slow down, or 3) have no appreciable effect on combat?"</em> Discuss. There have been some good points made on the issue regarding attacks that have secondary effects. In cases where the secondary effect is far more punishing than the sheer hp damage, such as a wight's energy drain attack, perhaps a different approach is needed. I will give it more thought.</p><p></p><p><strong>PRATD:</strong> I'm starting to get swayed away from this and more towards what perrinmiller described as "Player Self Resolve." In fact, it would make it faster for all concerned if there was also a "GM Self Resolve" rule in effect. In other words, find a way for players to resolve their attacks and effects on their turn and find a way for monsters to resolve their attacks on my GM turn. When a player attacks, he attacks an AC with an melee or ranged attack roll or a Save Score with a magic attack roll. I guess this would resemble 4e in regard to defenses somewhat then. Yes, mathematically and statistically it works out exactly the same (if you assume our dice are equally fair of course), but it allows us to resolve more on our respective turns in PBP. What say you to this?</p><p></p><p><strong>Meta:</strong> I think we can strike a sort of happy medium here. Here are some bullet points for how I think I will do things based on player preferences and my own. These are just guidelines because I rarely like having hard-and-fast rules. It just helps me to type them out to organize my thoughts and give players my point of view.</p><ul> <li data-xf-list-type="ul"><em>During the first round of combat</em>, I won't reveal many specifics. I will reveal things that are obvious like size (specifically in mechanical terms, in which case it will be capitalized), physical description, notable equipment (e.g. armor type worn), and enough to determine the monster's apparent type (such as humanoid, aberration, etc.).</li> <li data-xf-list-type="ul">Regardless of whether the entire party fails a Knowledge check or at least one person succeeds, <em>anyone with at least one rank in a Knowledge skill can determine the basic characteristics of a monster of the given type.</em> For example, anyone with at least one rank in Knowledge (arcana) can identify an apparent construct and its basic properties, such as immunity to bleed, and differentiate a construct from, say, a typical object. (Of course bear in mind constructs can sometimes use Stealth and Disguise.)</li> <li data-xf-list-type="ul">Everyone will have the opportunity to roll the appropriate Knowledge check related to monster type during the first round; this will be fairly important but it will be a player responsibility. Since I will give you the apparent type, you will know which Knowledge check to roll. If you forget to roll during the first round, you may roll in a subsequent round.</li> <li data-xf-list-type="ul">After a monster has been identified (generally after the first round if players are diligent and there is at least one successful roll), I will tally up the individual successes. Based on the number of total successes and how high the roll was above what was necessary, <em>I will choose which information to reveal on the following round.</em></li> <li data-xf-list-type="ul">I will assume your characters are capable of communicating this information to each other in the meta unless some obvious condition (like muteness or a silence spell) is in effect.</li> <li data-xf-list-type="ul">In the event all players fail their Knowledge checks, specific information will be revealed on a case-by-case basis. For example, after an attack roll against AC has been made, a monster's AC will be revealed just to speed up future rolls.</li> </ul><p>I like these guidelines. If you have any further suggestions or concerns voice them now, but I think we've discussed this enough.</p><p></p><p><strong>Rogue's Gallery:</strong> </p><p></p><p> [MENTION=49929]Scott DeWar[/MENTION], you're right that there is not a "strong" arcane filling the role, but with both a bard and a summoner the arcane abilities of the party should be up to par. Your proposition of an alchemist wouldn't change that equation much IMHO as alchemist's provide support and damage output similar to that of a traditional arcane while not being as versatile in departments like divination and conjuration. I'm limiting the party to four because 1) the AP is written for four and 2) four is more manageable and quicker than more. One proposition I have for alternates is that they can accompany the group as a sort of "fellow adventuring company" or occasional companions. The alternates are following up on similar leads, happen to be in the right place at the right time, and are advancing alongside the main party. This way they can interact in some role-playing encounters and still be someone engaged in the game without slowing down combats.</p><p></p><p> [MENTION=11456]Tailspinner[/MENTION], thanks for submitting your character. I'll look it over this weekend.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6437082, member: 12460"] [B]To everyone:[/B] regarding [U]Armor as DR[/U], I seem to have failed to make my point for WHY I am using it. Players seem to be discussing the realism aspect of it, and TBH I simply don't care about the realism. I looked at it and thought "hmm, this might speed up gameplay or at least a sense of action going on because misses are going to be a lot more rare." Whether or not it's balanced, well that's something we can tweak as we go along. In any case, I will assume for the same of this game that armor-based DR is always obvious. [I]Mundane armor[/I] looks like mundane armor most of the time and thus you will typically know it grants DR/magic. [I]Magic armor[/I] looks like magic armor most of the time and thus you will typically know it grants DR/adamantine. [I]Adamantine armor[/I] has a distinctive color ALL the time (unless disguised by magic), and thus always grants DR/-. I do not think it is incredibly meta to give this information away so this aspect isn't really negotiable. Therefore the only issue up for debate on whether or not I use this rule is [I]"Will this 1) speed up, 2) slow down, or 3) have no appreciable effect on combat?"[/I] Discuss. There have been some good points made on the issue regarding attacks that have secondary effects. In cases where the secondary effect is far more punishing than the sheer hp damage, such as a wight's energy drain attack, perhaps a different approach is needed. I will give it more thought. [B]PRATD:[/B] I'm starting to get swayed away from this and more towards what perrinmiller described as "Player Self Resolve." In fact, it would make it faster for all concerned if there was also a "GM Self Resolve" rule in effect. In other words, find a way for players to resolve their attacks and effects on their turn and find a way for monsters to resolve their attacks on my GM turn. When a player attacks, he attacks an AC with an melee or ranged attack roll or a Save Score with a magic attack roll. I guess this would resemble 4e in regard to defenses somewhat then. Yes, mathematically and statistically it works out exactly the same (if you assume our dice are equally fair of course), but it allows us to resolve more on our respective turns in PBP. What say you to this? [B]Meta:[/B] I think we can strike a sort of happy medium here. Here are some bullet points for how I think I will do things based on player preferences and my own. These are just guidelines because I rarely like having hard-and-fast rules. It just helps me to type them out to organize my thoughts and give players my point of view. [list] [*][I]During the first round of combat[/I], I won't reveal many specifics. I will reveal things that are obvious like size (specifically in mechanical terms, in which case it will be capitalized), physical description, notable equipment (e.g. armor type worn), and enough to determine the monster's apparent type (such as humanoid, aberration, etc.). [*]Regardless of whether the entire party fails a Knowledge check or at least one person succeeds, [I]anyone with at least one rank in a Knowledge skill can determine the basic characteristics of a monster of the given type.[/I] For example, anyone with at least one rank in Knowledge (arcana) can identify an apparent construct and its basic properties, such as immunity to bleed, and differentiate a construct from, say, a typical object. (Of course bear in mind constructs can sometimes use Stealth and Disguise.) [*]Everyone will have the opportunity to roll the appropriate Knowledge check related to monster type during the first round; this will be fairly important but it will be a player responsibility. Since I will give you the apparent type, you will know which Knowledge check to roll. If you forget to roll during the first round, you may roll in a subsequent round. [*]After a monster has been identified (generally after the first round if players are diligent and there is at least one successful roll), I will tally up the individual successes. Based on the number of total successes and how high the roll was above what was necessary, [I]I will choose which information to reveal on the following round.[/I] [*]I will assume your characters are capable of communicating this information to each other in the meta unless some obvious condition (like muteness or a silence spell) is in effect. [*]In the event all players fail their Knowledge checks, specific information will be revealed on a case-by-case basis. For example, after an attack roll against AC has been made, a monster's AC will be revealed just to speed up future rolls. [/list]I like these guidelines. If you have any further suggestions or concerns voice them now, but I think we've discussed this enough. [B]Rogue's Gallery:[/B] [MENTION=49929]Scott DeWar[/MENTION], you're right that there is not a "strong" arcane filling the role, but with both a bard and a summoner the arcane abilities of the party should be up to par. Your proposition of an alchemist wouldn't change that equation much IMHO as alchemist's provide support and damage output similar to that of a traditional arcane while not being as versatile in departments like divination and conjuration. I'm limiting the party to four because 1) the AP is written for four and 2) four is more manageable and quicker than more. One proposition I have for alternates is that they can accompany the group as a sort of "fellow adventuring company" or occasional companions. The alternates are following up on similar leads, happen to be in the right place at the right time, and are advancing alongside the main party. This way they can interact in some role-playing encounters and still be someone engaged in the game without slowing down combats. [MENTION=11456]Tailspinner[/MENTION], thanks for submitting your character. I'll look it over this weekend. [/QUOTE]
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