Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Blood & Vigilance Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="C. Baize" data-source="post: 1543890" data-attributes="member: 4571"><p><strong>Issues that came up in game...</strong></p><p></p><p>So... while running Blood and Vigilance last night / this morning, I ran into an interesting situation I had not yet handled in BNV. </p><p>One of the characters has Telekinesis... </p><p>He yanked one of the villains (it was a pair of them... the yellow/green skinned villain from last week {it was in the story... the guy with poison hands, and spit}, and a super powered mercenary he hired to help him take the group on, again) off the ground with TK, and then hurled him toward the spiky decorative bits on the fancy wrought iron fence surrounding one of the character's home... </p><p>This hadn't come up before... I'm going to let you know how I handled it, and I'd be interested in some feedback and how you guys would have handled it as GMs... </p><p>I used the Telekinetic character's Wis modifier (the stat for TK) as a Strength type modifier (oh... I used spear damage for the spiky bits.... I think they're called fineals.), so 1d8+8 was the damage... </p><p>Anyway... when he hurled the villain at the spikes, I had him roll a straight attack roll, just D20+his BAB, and the villain got a Reflex save to avoid being impaled on the spikes (to represent catching himself on the fence, or squirming a bit to avoid the actual spikes).</p><p>What do you guys think? How would you have handled it?</p><p></p><p>Oh! Also, the way they ended the fight... they knocked out the mercenary, and the telekinetic grabbed mr poison hands and held him face up in the air... according to the rules, as long as your concentration is not broken, you can hold the telekinesis... the other heroes then took poison dude down to negative hit points (before his next action came up), trussed him up, and contacted Lt. Calabresi to come get the guy. </p><p>Now... for the end of the fight... how would you prevent something like that happening, again? Considering they were out in the suburbs, and the villain's hired hand was down, what's to prevent the telekinetic from ending the battle like that again?</p><p>It sounds like the telekinetic was quite substantial in the fight, but honestly, other than the spikes, and grabbing the villain, and holding him until the end of the round, his actions weren't that effective... he tried dominating each of the villains, but they both made their saves, and was only really effective at the end of the battle...</p><p>Anyway... thoughts? Suggestions? Did I handle it like a retarded chimp? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="C. Baize, post: 1543890, member: 4571"] [b]Issues that came up in game...[/b] So... while running Blood and Vigilance last night / this morning, I ran into an interesting situation I had not yet handled in BNV. One of the characters has Telekinesis... He yanked one of the villains (it was a pair of them... the yellow/green skinned villain from last week {it was in the story... the guy with poison hands, and spit}, and a super powered mercenary he hired to help him take the group on, again) off the ground with TK, and then hurled him toward the spiky decorative bits on the fancy wrought iron fence surrounding one of the character's home... This hadn't come up before... I'm going to let you know how I handled it, and I'd be interested in some feedback and how you guys would have handled it as GMs... I used the Telekinetic character's Wis modifier (the stat for TK) as a Strength type modifier (oh... I used spear damage for the spiky bits.... I think they're called fineals.), so 1d8+8 was the damage... Anyway... when he hurled the villain at the spikes, I had him roll a straight attack roll, just D20+his BAB, and the villain got a Reflex save to avoid being impaled on the spikes (to represent catching himself on the fence, or squirming a bit to avoid the actual spikes). What do you guys think? How would you have handled it? Oh! Also, the way they ended the fight... they knocked out the mercenary, and the telekinetic grabbed mr poison hands and held him face up in the air... according to the rules, as long as your concentration is not broken, you can hold the telekinesis... the other heroes then took poison dude down to negative hit points (before his next action came up), trussed him up, and contacted Lt. Calabresi to come get the guy. Now... for the end of the fight... how would you prevent something like that happening, again? Considering they were out in the suburbs, and the villain's hired hand was down, what's to prevent the telekinetic from ending the battle like that again? It sounds like the telekinetic was quite substantial in the fight, but honestly, other than the spikes, and grabbing the villain, and holding him until the end of the round, his actions weren't that effective... he tried dominating each of the villains, but they both made their saves, and was only really effective at the end of the battle... Anyway... thoughts? Suggestions? Did I handle it like a retarded chimp? :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Blood & Vigilance Question
Top