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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8386015" data-attributes="member: 70468"><p>We had our second session today and our first major combat. The barbarian (full warrior) is incredibly effective at destroying anything with only a few hit dice. She massacred a bunch of dark creepers and finished off a dark stalker using a whirlwind attack. They all combusted or exploded when they died, so she ended up Mortally Wounded, and the priest ended up blinded, but it was impressive what she did without even needing an attack roll.</p><p></p><p>The remaining dark creeper made his morale check and instinct check, but I figured he’d just try to get out of there anyway. His monstrous drive is <em>theft</em>, so I figure he would just bolt and live to steal another day. I guess he could try to take the treasure, but he’s not got the tool, and he probably doesn’t want to risk having the party wander up on him.</p><p></p><p>That does make me wonder instinct checks. Has anyone here gotten any good mileage out of them? We’ve had a few other combats, but they were one-sided or against effectively invulnerable creatures (coffer corpses can only be damaged by magical attacks). Is all the extra rolling worth it on top of morale checks and the rest of what’s happening in combat?</p><p></p><p>Otherwise, I seem to be getting two to three sessions out of the adventure I generated, which is really good. That makes the amount of time spent prepping about equal or possibly less than the time spent running the session. Depending on how things go, I may be able to drop <a href="https://www.drivethrurpg.com/product/348880/Halls-of-the-Blood-King" target="_blank"><em>Halls of the Blood King</em></a> into the game. One of the treasures is a deed to a manor, and the core conceit would work pretty well as an iterum.</p></blockquote><p></p>
[QUOTE="kenada, post: 8386015, member: 70468"] We had our second session today and our first major combat. The barbarian (full warrior) is incredibly effective at destroying anything with only a few hit dice. She massacred a bunch of dark creepers and finished off a dark stalker using a whirlwind attack. They all combusted or exploded when they died, so she ended up Mortally Wounded, and the priest ended up blinded, but it was impressive what she did without even needing an attack roll. The remaining dark creeper made his morale check and instinct check, but I figured he’d just try to get out of there anyway. His monstrous drive is [I]theft[/I], so I figure he would just bolt and live to steal another day. I guess he could try to take the treasure, but he’s not got the tool, and he probably doesn’t want to risk having the party wander up on him. That does make me wonder instinct checks. Has anyone here gotten any good mileage out of them? We’ve had a few other combats, but they were one-sided or against effectively invulnerable creatures (coffer corpses can only be damaged by magical attacks). Is all the extra rolling worth it on top of morale checks and the rest of what’s happening in combat? Otherwise, I seem to be getting two to three sessions out of the adventure I generated, which is really good. That makes the amount of time spent prepping about equal or possibly less than the time spent running the session. Depending on how things go, I may be able to drop [URL='https://www.drivethrurpg.com/product/348880/Halls-of-the-Blood-King'][I]Halls of the Blood King[/I][/URL] into the game. One of the treasures is a deed to a manor, and the core conceit would work pretty well as an iterum. [/QUOTE]
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