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    Fighters vs. Spellcasters (a case for fighters.)

    I'm talking about determining success not determining effect. Teleport is a subjective spell because the DM can create a block for the spell that isn't in the rules for the spell. A player can succeed on the mechanics of the spell and still fail. Teleport = bad rule, tacking on additional blocks...
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    Fighters vs. Spellcasters (a case for fighters.)

    Teleport is a particular problem spell because it doesn't have a roll for success, unlike a lot of other spells (saves, attack rolls, etc). It has a narrative mechanic that relies on narrative balance to determine success (which is why I have said that you're not running it wrong, it's the...
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    Fighters vs. Spellcasters (a case for fighters.)

    That's what I'm seeing. For me though, the issue isn't with the DM, but the rules themselves. The DM is expected and encouraged to use secret backstory since there are no rules for narrative resolution. Teleport doesn't have a success or failure roll, only a mischance roll. There's no way to use...
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    Fighters vs. Spellcasters (a case for fighters.)

    I think it would be more likely in my mind that there wouldn't be mages at court. The last thing I want is a wizard standing around me day after day with the capacity to dominate me and take over the kingdom. More likely I'd have a cleric or paladin handy instead. Or I'd have commissioned items...
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    The chamberlain, the king, and the dragon (drobe)

    Let me know specifically what I'm refreshing so I know what resources I have available. HP? Surges? Action Points - Yes Encounter Powers? Daily Powers? Dry wit? Theren will briefly attempt to get Thurgon's attention through handwaving and shouting. He will point toward the castle before he...
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    Dice pool mechanics

    You could tie damage (or effect) into the action itself and the cap on damage dies are based on the roll to succeed. (The more dice you want to roll for damage the less chance you have to succeed.) Players may cap themselves or go all out depending on their personality. Base Chance of Success...
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    Do you like D&D or do you like RPGs?

    I find that a number of my friends only play D&D because they don't want to process a new set of rules. They "know" D&D. They like other settings and genres but not other rule-sets. Another set of my friends can't settle on a game to save their lives. They bounce around from game to game like...
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    The chamberlain, the king, and the dragon (drobe)

    My intent is to get to the trail heading up to the castle. Unless circumstances change dramatically, that will still be my intent. We sort of abandoned the king and someone needs to check on him.
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    The chamberlain, the king, and the dragon (drobe)

    That's certainly true. Anyway, carry on.
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    The chamberlain, the king, and the dragon (drobe)

    If we can retrocon our actions, I'd consider moving two squares north, using Knack for Success (which didn't impact my roll at all) on you or Quinn to shift you 2 squares. I would end up somewhere else in the trees, probably E4. What happens if you shift someone grabbing someone else?
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    The chamberlain, the king, and the dragon (drobe)

    Perhaps add the relevant mechanics of the terrain to the map as well? Along the margins?
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    The chamberlain, the king, and the dragon (drobe)

    Sure thing. I'll be up the trail next turn, at least that's the plan. Of course, I haven't seen the dragon so that will be interesting lol
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    The chamberlain, the king, and the dragon (drobe)

    Manbearcat, here goes (let me know if anything is off). Slowed Ignore Weakness/Necklace of Fate: 6+5+3=14 Run Action Knack for Success: +4 bonus to Athletics Athletics Check: 15+4+14=(33) Ending Location: L1 Current HP: 49/97 Current Surges: 11/12
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    The chamberlain, the king, and the dragon (drobe)

    Come and Get It (Burst 3): 19+11+1=31 (Damage: 4) Come and Get It (Burst 3): 19+10+1=30 (Damage: 6) I'm assuming this works against the minions? If not (i.e. damage doesn't kill them), I'll still do it and end my turn with them adjacent. If it works and they're dead, I'll spend my move action...
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    The chamberlain, the king, and the dragon (drobe)

    My only concern is the format. It has been difficult for me to get a good grasp on what is happening mechanically versus narrative. This isn't a result of us, but rather the format (forum based). Since I doubt it would be easy for us to actually game in real time (time zone differences being...
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    The chamberlain, the king, and the dragon (drobe)

    Manbearcat Here Goes OA against Q1 19+15+1=35 (Damage: 9+8=17) OA against Q2 19+6+1=26 (Damage: 9+1=10) I'm not going to use Parry and Riposte. I think I'll end up where I started I3. HP: 69/97 Healing Surges: 11/12 Action Points: 0/1
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    The chamberlain, the king, and the dragon (drobe)

    Let me know if I mess any of this up. Some of the actions require the quicklings to be in various states. I'll post If/Then scenarios and you can let me know if any of them happen. Theren readies himself for an assault on the quicklings, keeping them occupied long enough for Thurgon to do what...
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    The chamberlain, the king, and the dragon (drobe)

    Okay, I was just making sure. I thought I might have missed an action or power that moved Quinn up in the initiative order. Although I don't think my actions will impact any of their actions, I just wanted to make sure. Posting.
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    Elves and Secret Doors.. how do you pull it off?

    I tell the elf player to make a perception check. If s/he succeeds I tell them they found a secret door, otherwise I tell them nothing. I'm not sure why it matters that the players know or not. It's whether the characters know or not that matters in the game. The metagame action of rolling dice...
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    The chamberlain, the king, and the dragon (drobe)

    I'm a little confused on the initiative Order. Q1 & Q2 - Quicklings M - Minion Feygrove Chokers C - Lucann D - Dryad T - Theron S1 & S2 - Swarms L - Quinn P - Thurgon I thought the Quicklings went, the Chokers went, Lucann just went, so isn't the Dryad up?
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