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Game night July 12. Hybrid rules set
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6343971" data-attributes="member: 20805"><p><strong>New game session</strong></p><p></p><p>Just finished the rest of the delve using the hybrid rules. </p><p></p><p> This time we incorporated the rule that only LUCK dice explode. Two of my players mentioned that the lack of exploding die decreased the 'fun' factor altho combat was much more predictable.</p><p> I recommend granting players a LUCK pool equal to the LUCK attribute instead of using the associated dice due to the changes in how many dice you get with the attribute. Most of the PCs would have 1 or 2 LUCK dice that regenerate 1 per night. With more than one encounter per adventuring day the use of luck dice is very limited.</p><p></p><p> The group did better with using flanking and exploits, as well as using magic, to improve their combat effectiveness. In the first encounter they gang-piled the Warhulk and shredded him in two rounds, then took apart the skirmishers. It helped immensely that they skirmishers first round was spent with attacks on the PC Ogre and dealt zero damage due to his SOAK of 11. Had they hit the mage or druid it might have been a different story.</p><p> It also helped that the WarHulk was weakened {drain STR 5 points} which translated into lowered defenses and lower to hit {heavy flail weapon}</p><p></p><p></p><p>[code]</p><p>Ogres 507 xp</p><p>Large Warhulk Level 6 XP 784</p><p>Str 11 4d6 Physical AC 20 Hitpoints 34 Soak 10</p><p>Agi 6 3d6 Mental 12 perception 9 3d6</p><p>End 11 4d6 Natural attack 3D6 to hit, 3D6 damage</p><p>Int 2 1d6</p><p>Log 6 3d6 Heavy Flail, 4D6</p><p>Will 6 3d6 Whirlwind Strike – 2D, Knockdown, Charge</p><p>Cha 3 2d6</p><p></p><p>two Skirmishers Level 5 XP 576</p><p>Str 9 3d6 Physical AC 16 Hitpoints 26 Soak 5</p><p>Agi 7 3d6 Mental 12 perception 9 3d6</p><p>End 8 3d6 Natural attack 3D6 to hit, 2D6 damage</p><p>Int 2 1d6</p><p>Log 5 2d6 Javelin 2d6</p><p>Will 5 2d6 Club 2D6</p><p>Cha 3 2d6 Shoot and Charge</p><p>[/code]</p><p></p><p>Second encounter was with a 'Lich' and Zombie Hulks, but was more about realizing that the undead-healing magic made the fight too dangerous and the goal was to destroy the evil artifact. Inventive use of Create Nature turned this fight from a 'we are all going to die' to a 'alright, we beat them!'</p><p></p><p>[code]</p><p>Lich Kopitila Level 6 XP 784</p><p>Str 9 3d6 Physical AC 15 Hitpoints 60 Soak 5/15 fire</p><p>Agi 6 3d6 Mental 12 perception 13 4d6</p><p>End 9 3d6 Natural attack 3D6 to hit, 2D6 damage</p><p>Int 6 3d6 Necrotic Strike: Natural attack also deals -2D to attacks</p><p>Log 6 3d6 Heavy Flail: 4D6</p><p>Will 6 3d6 - Whirlwind -2d, knockdown,</p><p>Cha 10 4d6 Vitality Drain: Close blast 3 CHR vs End, 2D6 necrotic and slowed (-2 to speed) Koptila gains 10 temp hit points</p><p></p><p>Zombie Hulk Level 5 XP529</p><p>Str 10 3d6 Physical AC 16 Hitpoints 26 Soak 10</p><p>Agi 3 2d6 Mental 5 perception 13 2d6 Vuln Radiant/15 fire</p><p>End 9 3d6 Natural attack 4D6 to hit, 3D6 damage</p><p>Int 1 1d6 Immobilizing Strike, target rolls END versus the attack roll to resist</p><p>Log 4 2d6 Gain +2d to attack and +1D to damage against immobilized targets</p><p>Will 4 2d6 </p><p>Cha 1 1d6 Rise Again. When killed, spend a move action to regenerate 13 hitpoints unless the artifact is destroyed</p><p></p><p>After artifact is destroyed, all undead take 10 points of damage each turn</p><p>[/code]</p><p></p><p>Comment on my game design.. I am being lazy and using the 4e 'Dungeon Delves' book as the scenarios are ready-made. I convert the monsters by cutting the DnD stats in half and then equipping/converting weapons and spells to close-enough exploits. It has worked pretty well and comes close to the stats published so far.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6343971, member: 20805"] [b]New game session[/b] Just finished the rest of the delve using the hybrid rules. This time we incorporated the rule that only LUCK dice explode. Two of my players mentioned that the lack of exploding die decreased the 'fun' factor altho combat was much more predictable. I recommend granting players a LUCK pool equal to the LUCK attribute instead of using the associated dice due to the changes in how many dice you get with the attribute. Most of the PCs would have 1 or 2 LUCK dice that regenerate 1 per night. With more than one encounter per adventuring day the use of luck dice is very limited. The group did better with using flanking and exploits, as well as using magic, to improve their combat effectiveness. In the first encounter they gang-piled the Warhulk and shredded him in two rounds, then took apart the skirmishers. It helped immensely that they skirmishers first round was spent with attacks on the PC Ogre and dealt zero damage due to his SOAK of 11. Had they hit the mage or druid it might have been a different story. It also helped that the WarHulk was weakened {drain STR 5 points} which translated into lowered defenses and lower to hit {heavy flail weapon} [code] Ogres 507 xp Large Warhulk Level 6 XP 784 Str 11 4d6 Physical AC 20 Hitpoints 34 Soak 10 Agi 6 3d6 Mental 12 perception 9 3d6 End 11 4d6 Natural attack 3D6 to hit, 3D6 damage Int 2 1d6 Log 6 3d6 Heavy Flail, 4D6 Will 6 3d6 Whirlwind Strike – 2D, Knockdown, Charge Cha 3 2d6 two Skirmishers Level 5 XP 576 Str 9 3d6 Physical AC 16 Hitpoints 26 Soak 5 Agi 7 3d6 Mental 12 perception 9 3d6 End 8 3d6 Natural attack 3D6 to hit, 2D6 damage Int 2 1d6 Log 5 2d6 Javelin 2d6 Will 5 2d6 Club 2D6 Cha 3 2d6 Shoot and Charge [/code] Second encounter was with a 'Lich' and Zombie Hulks, but was more about realizing that the undead-healing magic made the fight too dangerous and the goal was to destroy the evil artifact. Inventive use of Create Nature turned this fight from a 'we are all going to die' to a 'alright, we beat them!' [code] Lich Kopitila Level 6 XP 784 Str 9 3d6 Physical AC 15 Hitpoints 60 Soak 5/15 fire Agi 6 3d6 Mental 12 perception 13 4d6 End 9 3d6 Natural attack 3D6 to hit, 2D6 damage Int 6 3d6 Necrotic Strike: Natural attack also deals -2D to attacks Log 6 3d6 Heavy Flail: 4D6 Will 6 3d6 - Whirlwind -2d, knockdown, Cha 10 4d6 Vitality Drain: Close blast 3 CHR vs End, 2D6 necrotic and slowed (-2 to speed) Koptila gains 10 temp hit points Zombie Hulk Level 5 XP529 Str 10 3d6 Physical AC 16 Hitpoints 26 Soak 10 Agi 3 2d6 Mental 5 perception 13 2d6 Vuln Radiant/15 fire End 9 3d6 Natural attack 4D6 to hit, 3D6 damage Int 1 1d6 Immobilizing Strike, target rolls END versus the attack roll to resist Log 4 2d6 Gain +2d to attack and +1D to damage against immobilized targets Will 4 2d6 Cha 1 1d6 Rise Again. When killed, spend a move action to regenerate 13 hitpoints unless the artifact is destroyed After artifact is destroyed, all undead take 10 points of damage each turn [/code] Comment on my game design.. I am being lazy and using the 4e 'Dungeon Delves' book as the scenarios are ready-made. I convert the monsters by cutting the DnD stats in half and then equipping/converting weapons and spells to close-enough exploits. It has worked pretty well and comes close to the stats published so far. [/QUOTE]
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Game night July 12. Hybrid rules set
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