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Story Hour
DARK•HERITAGE -- 16 installments to date, updated April 20th
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<blockquote data-quote="Desdichado" data-source="post: 1693361" data-attributes="member: 2205"><p>Just a quick mechanical aside; we just played, literally 15 minutes ago (I'll catch up to tonight's session in, oh, half a dozen more updates or so...) and I'm finding that some of these rules need a little playtesting. The lack of healing is working out fine with the armor conversion rules, so that a fair amount of the damage the PCs are taking is converted to subdual, plus swapping the Heal skill description for the beefier Treat Injury description from d20 Modern means a successful Heal check can restore a fair amount of hit points.</p><p></p><p>However, I'm finding that I'm not really encouraging the swashbuckling as much as I thought I was. Action points are hoarded to either stabilize when in negative hit points, or stabilize mentally when having a Sanity episode. Rosham Bo (sorry, spelled his last name wrong too) is in the twenties in Sanity right now. So, I'm going to whip up some kind of Sanity "healing" mechanism. Not sure exactly how it'll work yet, but we'll have something by next session, or everyone will be too scared to take anyone on. Although the presence of a fair amount of really freaky undead horrors in this adventure may have caused Sanity to drop faster than it otherwise would have.</p><p></p><p>Anyway, I know some folks like a little mechanical discussion in their story hours -- my position this time around is this: I'm playing with a bunch of folks who are also DMs, and whom I can trust to not try and game the game, so to speak. I'm also cobbling together a set of rules, and the aggregate of all those changes is a bit unknown at this point, so I'm being really flexible about making changes to things that aren't working out the way we hoped. Anyway, I also wanted to just post a quick preview of coming attractions in the form of an image I showed my characters...</p></blockquote><p></p>
[QUOTE="Desdichado, post: 1693361, member: 2205"] Just a quick mechanical aside; we just played, literally 15 minutes ago (I'll catch up to tonight's session in, oh, half a dozen more updates or so...) and I'm finding that some of these rules need a little playtesting. The lack of healing is working out fine with the armor conversion rules, so that a fair amount of the damage the PCs are taking is converted to subdual, plus swapping the Heal skill description for the beefier Treat Injury description from d20 Modern means a successful Heal check can restore a fair amount of hit points. However, I'm finding that I'm not really encouraging the swashbuckling as much as I thought I was. Action points are hoarded to either stabilize when in negative hit points, or stabilize mentally when having a Sanity episode. Rosham Bo (sorry, spelled his last name wrong too) is in the twenties in Sanity right now. So, I'm going to whip up some kind of Sanity "healing" mechanism. Not sure exactly how it'll work yet, but we'll have something by next session, or everyone will be too scared to take anyone on. Although the presence of a fair amount of really freaky undead horrors in this adventure may have caused Sanity to drop faster than it otherwise would have. Anyway, I know some folks like a little mechanical discussion in their story hours -- my position this time around is this: I'm playing with a bunch of folks who are also DMs, and whom I can trust to not try and game the game, so to speak. I'm also cobbling together a set of rules, and the aggregate of all those changes is a bit unknown at this point, so I'm being really flexible about making changes to things that aren't working out the way we hoped. Anyway, I also wanted to just post a quick preview of coming attractions in the form of an image I showed my characters... [/QUOTE]
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