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<blockquote data-quote="Particle_Man" data-source="post: 1831679" data-attributes="member: 892"><p>I should add, that the players tend to use intimidate, bluff, diplomacy, etc. to end combats. It happened when the Black Knight was doing a solo (mutual simultaneous initiative lance charges -- nasty stuff) on Sir Andrew during the Dire Wolf thing (although my abysmal rolling did not leave the Black Knight as much of a challenge, he could have been -- And as an aside, I am notorious for bad luck on dice rolls. But the player of Sir Andrew is especially hard for me to hit with major villains. Maybe there is more to this nobility than I thought <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ). The Black Knight agreed to leave after a "joust" of 4 passes. It happens often with the last few remaining "mooks". "Surrender!" [roll] [ludicrously high number] "ok! don't kill us!"</p><p></p><p>The arthurian game actually favours this. There are effects for surrendering on nobility, and it also allows villains to live to fight another day (or not). And certain classes (like Nobles) get bonuses to Intimidate. That was part of why I put in a magic item that gave bonuses to that. It seemed to be that guy's schtick, and he was so good at it already that I didn't see the harm.</p><p></p><p>Oh, a funny line after that guy became a dwarf. Him: "But my leadership score will go down!" Me: "Well, its harder to look up to a dwarf". There are other funny lines, but that was the most recent. Well, that and "The 3 800 gp Man" if anyone gets that reference. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Another game mechanics point. Many systems have houseruled in fumble tables or fumble rolls. I specifically exclude this from the King Arthur game, since a) It just doesn't seem heroic to fall on your rear end from an overbalanced swing, and b) I roll so many natural 1's your wouldn't believe it.</p><p></p><p>A house rule I do employ: I tend to think that spellcasters a too weak, so I "sorcerize" all spell-casters. That is, Hedge Mages, Druids, Priests and Hermits can cast any spell of the appropriate level, spontaneously (I think that spellcasters are weak, so I gave them versatility. As if they have "spells known: all on their class spell list, of a level that they have access to". (And depending on where they are, they might be able to try higher level spells, since they can cast as higher level characters. It is an intriguing spell point system that makes spells "cheaper" to cast as you gain spellcaster levels. I also give them almost all metamagic feats for free (except innate spell)). We will see if this was a mistake later, I guess.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1831679, member: 892"] I should add, that the players tend to use intimidate, bluff, diplomacy, etc. to end combats. It happened when the Black Knight was doing a solo (mutual simultaneous initiative lance charges -- nasty stuff) on Sir Andrew during the Dire Wolf thing (although my abysmal rolling did not leave the Black Knight as much of a challenge, he could have been -- And as an aside, I am notorious for bad luck on dice rolls. But the player of Sir Andrew is especially hard for me to hit with major villains. Maybe there is more to this nobility than I thought :) ). The Black Knight agreed to leave after a "joust" of 4 passes. It happens often with the last few remaining "mooks". "Surrender!" [roll] [ludicrously high number] "ok! don't kill us!" The arthurian game actually favours this. There are effects for surrendering on nobility, and it also allows villains to live to fight another day (or not). And certain classes (like Nobles) get bonuses to Intimidate. That was part of why I put in a magic item that gave bonuses to that. It seemed to be that guy's schtick, and he was so good at it already that I didn't see the harm. Oh, a funny line after that guy became a dwarf. Him: "But my leadership score will go down!" Me: "Well, its harder to look up to a dwarf". There are other funny lines, but that was the most recent. Well, that and "The 3 800 gp Man" if anyone gets that reference. :) Another game mechanics point. Many systems have houseruled in fumble tables or fumble rolls. I specifically exclude this from the King Arthur game, since a) It just doesn't seem heroic to fall on your rear end from an overbalanced swing, and b) I roll so many natural 1's your wouldn't believe it. A house rule I do employ: I tend to think that spellcasters a too weak, so I "sorcerize" all spell-casters. That is, Hedge Mages, Druids, Priests and Hermits can cast any spell of the appropriate level, spontaneously (I think that spellcasters are weak, so I gave them versatility. As if they have "spells known: all on their class spell list, of a level that they have access to". (And depending on where they are, they might be able to try higher level spells, since they can cast as higher level characters. It is an intriguing spell point system that makes spells "cheaper" to cast as you gain spellcaster levels. I also give them almost all metamagic feats for free (except innate spell)). We will see if this was a mistake later, I guess. [/QUOTE]
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