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Story Hour
seasong's Light Against The Dark (FEB 06)
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<blockquote data-quote="seasong" data-source="post: 497683" data-attributes="member: 5137"><p>Happy Thanksgiving! I'm checking over my chronology from last week's sessions before updating, but I should have the next installment sometime today.</p><p></p><p>And look! Questions!I give out awards by scenario, and I treat a year of "life" as a scenario, usually CR 1 or 2. The Battle of Eastpass was essentially a CR 3 scenario per day of actual battle on the front lines, and non-front-liners (the PCs) got 20% of that per day (the PCs are level 2 throughout it). If it was just the PCs by themselves (instead of a fortified mass of defenders who are well prepared for assault), it would be closer to CR 10.</p><p></p><p>Since I don't give out awards by <em>encounter</em>, I don't divide the XP between participants. It works out to approximately the same advancement rate.</p><p></p><p>The <a href="http://seasong.home.texas.net/sh/index.html" target="_blank">website</a> gives more detail on this, under Level Advancement.At the moment, I'm doing the spell lists by ear (they are allowed to learn spells that fit their school, background, and 'character concept'), and I have not written much beyond the blurbs. However, I have an esper, healer and arcanist in the group. I eventually have to expand on those, at the very least <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><p></p><p>To better answer your question about those three, however:</p><p></p><p>Arcanists: Evocation, some Invocation, Summoning, Conjuration. There are a few other kinds of spells that might fit, such as teleportations, and "kinetic evocation" (telekinetic effects). At the highest levels, this is more of a political school, as the arcanist begins dealing directly with entities of other planes as a peer.</p><p></p><p>Esper: Lots of sensory, divining, intuition, second sight spells. Some mind reading & telepathy spells, as well as charm person, sleep, dominate, etc. Basically, powers of the mind over the mind.</p><p></p><p>Healer: Just that. Cures and inflicts, diseases & poisons, regeneration, etc. At the highest levels, there shall be healing unto the like of which no mortal has seen. If Merideth survives to the high teens, she'll be healing armies, and near-unkillable herself.Heck, I wouldn't suggest you use them just yet. This is playtest <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><p></p><p>With that said, the house rules are working out fairly well. One player took the <em>ellini</em> racial package, which is about how I wanted it (one demihuman at most), and everyone has been working out fairly unique characters.</p><p></p><p>Combat has been... interesting. I partially put together the Battle of Eastpass so I could see everything played out over a lot of rolls. A few things I've learned:</p><p></p><p>I'm having to rebalance a few of the 1-point weapon feats back up to full 5-point feats, lest Athan become an unstoppable killing machine. Otherwise, this has worked perfectly.</p><p></p><p><em>Magic missile</em> is no longer as useful. Orcs average around 24-26 hit points, and the <em>magic missiles</em> do about 3.5 hp per shot, on average. I'm thinking about making them do -1 STR damage per missile, instead, which would make them worth casting again. Fireball at level 10 is going to be nasty (average 35 hp will kill almost any humanoid that didn't buff their HP as they levelled up), but I like it that way.</p><p></p><p>Shield walls <em>work</em>. I came up with the idea of the orc warbands trading out on assaults because I had to: long-term, a warband of orcs loses against The Wall. And the orcs, on average, are level 3-4, versus the shield guards' level 1-3. I also did some test runs with more orcs than defenders, and while the orcs had it a bit better, the shield wall still cuts them down eventually. For the mechanics I'm using, check <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=31748" target="_blank">this thread on shield & spear walls</a>.</p><p></p><p>Warfare <em>really</em> makes the low levels fly by. The next update will have the PCs reaching 3rd level. I've got to get their character sheets up on the website soon <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="seasong, post: 497683, member: 5137"] Happy Thanksgiving! I'm checking over my chronology from last week's sessions before updating, but I should have the next installment sometime today. And look! Questions!I give out awards by scenario, and I treat a year of "life" as a scenario, usually CR 1 or 2. The Battle of Eastpass was essentially a CR 3 scenario per day of actual battle on the front lines, and non-front-liners (the PCs) got 20% of that per day (the PCs are level 2 throughout it). If it was just the PCs by themselves (instead of a fortified mass of defenders who are well prepared for assault), it would be closer to CR 10. Since I don't give out awards by [i]encounter[/i], I don't divide the XP between participants. It works out to approximately the same advancement rate. The [url=http://seasong.home.texas.net/sh/index.html]website[/url] gives more detail on this, under Level Advancement.At the moment, I'm doing the spell lists by ear (they are allowed to learn spells that fit their school, background, and 'character concept'), and I have not written much beyond the blurbs. However, I have an esper, healer and arcanist in the group. I eventually have to expand on those, at the very least :). To better answer your question about those three, however: Arcanists: Evocation, some Invocation, Summoning, Conjuration. There are a few other kinds of spells that might fit, such as teleportations, and "kinetic evocation" (telekinetic effects). At the highest levels, this is more of a political school, as the arcanist begins dealing directly with entities of other planes as a peer. Esper: Lots of sensory, divining, intuition, second sight spells. Some mind reading & telepathy spells, as well as charm person, sleep, dominate, etc. Basically, powers of the mind over the mind. Healer: Just that. Cures and inflicts, diseases & poisons, regeneration, etc. At the highest levels, there shall be healing unto the like of which no mortal has seen. If Merideth survives to the high teens, she'll be healing armies, and near-unkillable herself.Heck, I wouldn't suggest you use them just yet. This is playtest :). With that said, the house rules are working out fairly well. One player took the [i]ellini[/i] racial package, which is about how I wanted it (one demihuman at most), and everyone has been working out fairly unique characters. Combat has been... interesting. I partially put together the Battle of Eastpass so I could see everything played out over a lot of rolls. A few things I've learned: I'm having to rebalance a few of the 1-point weapon feats back up to full 5-point feats, lest Athan become an unstoppable killing machine. Otherwise, this has worked perfectly. [i]Magic missile[/i] is no longer as useful. Orcs average around 24-26 hit points, and the [i]magic missiles[/i] do about 3.5 hp per shot, on average. I'm thinking about making them do -1 STR damage per missile, instead, which would make them worth casting again. Fireball at level 10 is going to be nasty (average 35 hp will kill almost any humanoid that didn't buff their HP as they levelled up), but I like it that way. Shield walls [i]work[/i]. I came up with the idea of the orc warbands trading out on assaults because I had to: long-term, a warband of orcs loses against The Wall. And the orcs, on average, are level 3-4, versus the shield guards' level 1-3. I also did some test runs with more orcs than defenders, and while the orcs had it a bit better, the shield wall still cuts them down eventually. For the mechanics I'm using, check [url=http://enworld.cyberstreet.com/showthread.php?s=&threadid=31748]this thread on shield & spear walls[/url]. Warfare [i]really[/i] makes the low levels fly by. The next update will have the PCs reaching 3rd level. I've got to get their character sheets up on the website soon :). [/QUOTE]
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