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Skull & Shackles (2E Conversion), solo campaign
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<blockquote data-quote="Crys" data-source="post: 8011672" data-attributes="member: 7024831"><p>Aww, thank you! I'm really glad you're enjoying it! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>On this in particular, when we first started doing solo campaigns (in about 2006) it tended to be that I had a 'primary' character and several 'backups' as it were. You'd either rarely get a feel for anyone but the primary character or the backups and the primary seemed to be more or less the same personality. After years of practice I've gotten a lot better at letting each character breath. I tend to try to react to any given situation first as either the character who would react first or the one who would have the strongest reaction and I find this helps let the spotlight travel between them.</p><p></p><p></p><p></p><p>Skull & Shackles is proving <em>very</em> fun to me. When we sat down to make characters my husband told me I should create characters who would "want to continue being pirates". With that in mind I built characters who were neutral in alignment, though I'd actually say they lean toward being evil... Because if you're a pirate you're willing to take the livelihoods of others in order to better your own position.</p><p></p><p>As far as the system goes, I'm really loving it. We started out with <em>Dungeons & Dragons </em>3.0 and 3.5. We did actually play <em>Pathfinder</em> first edition for a number of years as well, feeling it was basically a streamlined 3.5. The last 5 years we've been playing <em>Dungeons & Dragons</em> 5th edition. While it is a great system for what it is (a friendlier and more approachable version of D&D), I hadn't realized how much I missed the crunchier nature of 3.5/Pathfinder until we tried <em>Pathfinder 2</em>. Owlbrarian had realized 5th had gotten stale to him. Basically all of the monsters had begun to feel like pinatas (big bags of HP where throwing out as much damage as possible mattered more than anything else for the player characters).</p><p></p><p>Feel free to ask if you every have a question about mechanics at play and one of us will happily explain it.</p><p></p><p>For a "brief" starter, the action economy is different in 2E than in the other systems. Every character and monster gets 3 actions per turn (barring <em>Haste</em> and similar). Actions include: Move, Step, Attack, Cast a Spell (the actions required vary, but usually 2 actions), and many others.</p><p></p><p>Each attack on your turn imposes a Multiple Attack Penalty (default is -5, some weapons are -4).. Hence the accuracy for Revel being 17 | 12 | 7 for her attacks while Nasha's are 17 | 13 | 9. I find it's usually highly advantageous to use that third action for something other than attacking because you usually are gonna miss with it anyway (but not always with bonuses and penalties in play). That third action often ends up reflecting on my character's personalities. In example:</p><p></p><p>Mirielle usually has to use hers to move into position because she's slower than everyone else. Once she's close enough she will often spend it maintaining <em>Bless</em>, which increases the radius of allies who gain it's +1 benefit (due to the Sustain a Spell mechanic, she's locked into doing this once she casts the spell - or choosing to lose it if something else is more important (I think that's happened once)).</p><p></p><p>Dolce often spends hers making a Recall Knowledge check about whatever they are fighting or possibly setting up for an advantageous attack in the next round (taking out a wand, moving to a position that will make someone else move where she wants (she hopes), etc.). Rarely she will feint an opponent to get sneak attack on them if she can't flank with someone.</p><p></p><p>Revel generally intimidates someone or shoves them, but quite often when she's in the thick of melee she just takes that third swing.</p><p></p><p>Nasha actually usually makes 3 to 4 attacks since she has Flurry of Blows (which lets her make 2 attacks with a single action once per turn). When she does have a free action to spare it is most often spent on the Step action (which lets her move without risking provoking attacks of opportunity). Taking a 4th attack is made at the same -10 or -8 as a third attack. That's as high as the Multiple Attack Penalty goes.</p><p></p><p>I could go on, but I'm really verbose, so I probably shouldn't. Like I said, if you ever have a question about anything going on, feel free to ask. We're happy to explain OOCly the mechanics or motivations driving a scene. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crys, post: 8011672, member: 7024831"] Aww, thank you! I'm really glad you're enjoying it! :) On this in particular, when we first started doing solo campaigns (in about 2006) it tended to be that I had a 'primary' character and several 'backups' as it were. You'd either rarely get a feel for anyone but the primary character or the backups and the primary seemed to be more or less the same personality. After years of practice I've gotten a lot better at letting each character breath. I tend to try to react to any given situation first as either the character who would react first or the one who would have the strongest reaction and I find this helps let the spotlight travel between them. Skull & Shackles is proving [I]very[/I] fun to me. When we sat down to make characters my husband told me I should create characters who would "want to continue being pirates". With that in mind I built characters who were neutral in alignment, though I'd actually say they lean toward being evil... Because if you're a pirate you're willing to take the livelihoods of others in order to better your own position. As far as the system goes, I'm really loving it. We started out with [I]Dungeons & Dragons [/I]3.0 and 3.5. We did actually play [I]Pathfinder[/I] first edition for a number of years as well, feeling it was basically a streamlined 3.5. The last 5 years we've been playing [I]Dungeons & Dragons[/I] 5th edition. While it is a great system for what it is (a friendlier and more approachable version of D&D), I hadn't realized how much I missed the crunchier nature of 3.5/Pathfinder until we tried [I]Pathfinder 2[/I]. Owlbrarian had realized 5th had gotten stale to him. Basically all of the monsters had begun to feel like pinatas (big bags of HP where throwing out as much damage as possible mattered more than anything else for the player characters). Feel free to ask if you every have a question about mechanics at play and one of us will happily explain it. For a "brief" starter, the action economy is different in 2E than in the other systems. Every character and monster gets 3 actions per turn (barring [I]Haste[/I] and similar). Actions include: Move, Step, Attack, Cast a Spell (the actions required vary, but usually 2 actions), and many others. Each attack on your turn imposes a Multiple Attack Penalty (default is -5, some weapons are -4).. Hence the accuracy for Revel being 17 | 12 | 7 for her attacks while Nasha's are 17 | 13 | 9. I find it's usually highly advantageous to use that third action for something other than attacking because you usually are gonna miss with it anyway (but not always with bonuses and penalties in play). That third action often ends up reflecting on my character's personalities. In example: Mirielle usually has to use hers to move into position because she's slower than everyone else. Once she's close enough she will often spend it maintaining [I]Bless[/I], which increases the radius of allies who gain it's +1 benefit (due to the Sustain a Spell mechanic, she's locked into doing this once she casts the spell - or choosing to lose it if something else is more important (I think that's happened once)). Dolce often spends hers making a Recall Knowledge check about whatever they are fighting or possibly setting up for an advantageous attack in the next round (taking out a wand, moving to a position that will make someone else move where she wants (she hopes), etc.). Rarely she will feint an opponent to get sneak attack on them if she can't flank with someone. Revel generally intimidates someone or shoves them, but quite often when she's in the thick of melee she just takes that third swing. Nasha actually usually makes 3 to 4 attacks since she has Flurry of Blows (which lets her make 2 attacks with a single action once per turn). When she does have a free action to spare it is most often spent on the Step action (which lets her move without risking provoking attacks of opportunity). Taking a 4th attack is made at the same -10 or -8 as a third attack. That's as high as the Multiple Attack Penalty goes. I could go on, but I'm really verbose, so I probably shouldn't. Like I said, if you ever have a question about anything going on, feel free to ask. We're happy to explain OOCly the mechanics or motivations driving a scene. :) [/QUOTE]
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