5
« on: April 18, 2011, 10:02:37 AM »
we had some good situations in this last session and it brought up a few more questions/concerns.
in a dungeon, how exactly is trap expert supposed to work? if you roll once per area then you can find at most 3 traps? or are you supposed to roll once per trap?
when attacking a group, how does the warrior move killer work? it says you kill opponents of a lower level outright on a hack and slash roll of 10+? (this didnt come up, as i dont have this move but we fought hordes of little guys so i am curious on your thoughts of this.)
the thief took poisoner and his damage increased a good chunk. it is still behind HnS (mainly because he cannot double it) but he doesnt take damage for it. (comparing 2d8+4 to d10+d6)
we fought one large bad guy and it was a hard fight. unfortunately if it had hit anyone besides my fighter they probably would have died in one go. (it was level 5 we were level 3) there were three of us, my fighter, a wizard and the thief. it should have killed me too, but i was able to down some health potions to stay alive. this is probably a null point because you are redoing the hp and dmg systems.
we used the -1 ongoing to spell casting option instead of 1/2 potency. i think it worked out rather well. it made the wizard really think on if he wanted to cast the spell and if he did roll a 7-9 he actually chose to put himself in danger a few times, and forgot a spell! (or maybe the MC made him forget the spell... dont remember) but he did take the -1 to spell casting a few times and it does just get harder and harder as you choose that option. while resting would have easily overcome that burden, the fiction didnt really allow it (we were in the bowls of a falling down temple to a demoness that was infested with little gray goblin things) hopefully combathobo will comment on what he thought of the rule (he plays the wizard)
we also used carry limit rules. i think we are using 6+ str mod for ranger fighter paladin and 5+ str mod for everyone else. this is still rather hap hazard as we are making up weight values on the fly for things. it does have its downfall because most of the people in our group dump statted str (we didnt start with this rule) so people cannot carry much. the thf doesnt carry a melee weapon because he doesnt have the slots for it...
currently we are having 5 small items (rations bandages etc) having one weight. adventuring gear takes 1, d8 weapons weigh 1, d10 weigh 2, plate weighs 2, chain weighs 1, bows all weigh 1, 100 gold weighs 1.
i dont mind the rules, but i have 9 slots. the thief hates it, and not just because he only has 4 slots (he does not like encumbrance rules in general)
all in all i think it went well. i am still looking forward for the new rules. the only real game breaking thing that we are experiencing is the hp/dmg thing. anything that can threaten me will demolish everyone else!