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Hethas' Gambit: Game of Death discussion [rnd 5]

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that sounds like a good, and logical, compromise.

It does give a cost to those with cohorts that don't actively advance the aggression factor (tm), while the cost doesn't overshadow their accomplishments later (or earlier) on.

seasong:
if we were to suffer an attack by an invisible opponent that failed (let's say a Dominate spell), would you inform us?
Same situation - would you tell the other Gladiators?
 

reapersaurus said:
seasong:
if we were to suffer an attack by an invisible opponent that failed (let's say a Dominate spell), would you inform us?
Same situation - would you tell the other Gladiators?
At the very least, I would tell you that you made a Will save, what the roll was, and that you succeeded. I would not tell the other gladiators unless there was something visible going on.

This is still under vote, however, for natural d20 rolls.
 


Hokey-dokey, here's the corrections as I have them, all related to Blaster's assault on Marius ;).

1) Marius DID get an AoO on Blaster. Reapersaurus reminded me* that Blaster was not using an improved grab (Marius is not small enough). He missed, but I should have caught that. Too many of y'all are Large!

2) Blaster managed to deflect the first arrow Antony shot at him, at Init 23 (AoO). This arrow did NOT do 10 dmg to Blaster.

3) Blaster's elephant (Raster) got an AoO against Mortem when he moved to the other side of Blaster. Raster attempted to gore Mortem, but missed.

Since no one else came screaming with corrections ;), I'm going to start working up the gods' commentary and final points. I'm using the 1/3rd point for cohort diddling.

* Incidentally, this was well beyond the ordinary call of honesty - Marius still would have taken enough damage to die, but Blaster might have taken more damage than he already did this round.
 

Posted the Gods' commentary.

Editted points into the first post of this thread, both for round 1 and 2. There were a few corrections: I didn't notice a diddling character last time through, and I miscounted the kill on Xiao Hu.

I also think I'm going to tweak the points slightly, so that I don't have to deal in 1/3s and 1/2s, and so that you never get "0" points for a kill.

How does this sound?

Kills

Straight up kill:
PC kills PC: 30 points
PC kills Companion: 10 points
Companion kills PC: 20 points
Companion kills Companion: 6 points

Kill-THIEF:
PC kills PC: 10 points
PC kills Companion: 3 points
Companion kills PC: 6 points
Companion kills Companion: 2 points

Coup de Grace:
PC kills PC: 20 points
PC kills Companion: 6 points
Companion kills PC: 12 points
Companion kills Companion: 3 points

Kill-THIEF + Coup de Grace:
PC kills PC: 6 points
PC kills Companion: 2 points
Companion kills PC: 4 points
Companion kills Companion: 1 points

SUICIDE:
PC: -30 points
Companion: -10 points

Kill-THIEF + SUICIDE:
PC: -60 points
Companion: -20 points

Other Stuff

Bad Odds:
2:1 odds: +10 points per round
3:1 odds: +15 points per round
4:1 odds: +20 points per round
5:1 odds: +30 points per round

Performance:
Gets you 10 points, +1 pt per 1 you exceed DC 20 by on a Perform check.

Diddling:
PC: -10 points per round
Companion: -3 points per round

Championship:
Last PC Standing: +100 points
Win Champion Fight: +100 points
Lose Champion Fight: -50 points
 

As the round ends, Hethas glances at the gods. It is time, she decides, to stir the pot a bit. A moment of concentration, and the wind slowly begins to increase in ferocity - the increase is slow enough for gladiators to recognize the danger, but swift enough to be interesting.

Cholestus, here's lookin' at you! ;)

Daniel
 

seasong said:
How does this sound?
It sounds GREAT.
Seriously, I think that really helps the overall equity of point awards and penalties.
Good job, again.

edit: oops, except for Master shouldn't have gotten a Diddling this round, I think - he attacked with the elephant, so why would that be diddling?
 
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That reminds me, I might as well make sure everyone understands the effects the wind might have. Basically, at 20 mph or less, there is no game effect. At higher wind speeds, missile weapons become increasingly difficult to use (impossible at 51+ mph), creatures begin to be knocked down or blown away (Fort save based), and dust of disappearance is ripped away.

Wind can also penalize or entirely prevent Listen checks, kick up waves, hit you with damaging sand, and even reduce visibility if there is debris.

Strong winds can be used to very good effect in adventures, making otherwise boring fights very exciting, as the PCs scramble to stay in place or find a shield against the wind to allow a few shots with an arrow.

A note on timing: the game is going slower (in rounds) and faster (in agression) than I had originally thought, so 5-10 rounds between changes is likely too slow. As long as it doesn't bother anyone, I'll be changing the timing from 1d6+4 to 1d4+2 (3-6 rounds). Regardless, this wind will not be at full strength until round 5, per my original plans.
 

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