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WarriorHeart
Guest
I was planning on overhearing the conversation and offering my services so the fort works for me.
SOYLENT GREENThe Necromancy League accepts body donations for....relieving food shortages.
IS PEOPLE!!!SOYLENT GREEN
We had a pretty balanced group of seven, however, our "medic" disappeared two weeks ago. If you want, you can just take over that character.I'm still around, you lot. I've had a hard time picking out a particular concept to focus on, given the party make up.
This is actually a very cool and unique idea, I wouldn't have problems in general. But, let's talk about some specific issues.So! Would that kind of idea (perhaps with some changes) fit into the setting?
Assassinations (done with daggers or ranged weapons on unaware targets), ignores armor. This applies to both the enemies and playable characters. However, every piece of equipment can be modified to have special properties, which can include adding armor bonus against assassinations.In terms of game mechanics, consider that anti-assassin armor from before.
Let's say that it's a Tier 2 suit of heavy armor. As such it'd add a 4 point bonus to injury rolls. But for the specific case of being stabbed in the back, it somehow functions as a Tier 3 armor. You could call it magic, dumb luck, faith, or maybe there's a specific technique to forging it that made it as wondrous as it is, but the blacksmith prefers to pass it off as mysticism for the sense of mystery.
Very poetic, but...Basically - the idea boils down to a warrior-smith that pours their heart and soul into their crafts. The stipulation being that the weapons and armor they make seem tailor-made for a specific person, more so than any regular artisan could create. That isn't to say that any weapon they make will burst into flame, or that a breastplate they forged will stop bullets.
But somehow, a weapon made with a calm, collected warrior in mind would feel unwieldy and uncomfortable in the hands of a berserking savage. And a suit of armor crafted to guard from betrayal, would stop a treacherous dagger a hair's breadth from the wearer's heart.
...you never know.That isn't to say that any weapon they make will burst into flame, or that a breastplate they forged will stop bullets.
You can also make your own medic, Fire, if the soul smith doesn't work out to your liking.So in the end, its up to you to choose what you want to play. Either adopt our poor, negelected Celeste or build your own smith.
You get this guy.You can also make your own medic, Fire, if the soul smith doesn't work out to your liking.
Speaking of which... Glacier! What happens if a medic doesn't appear in time for the mission? Do we get an NPC? A second character? A headstone?
Maybe, but you need to think about couple of other things first, before getting checkups from Dr.Highwayman....Any chance we find Bandit MD in the fort?
Let's talk about it 12 hours from now. In the meantime, I won't be near the computer.I'm making progress on my CS, and so far, I'm quite pleased with how it's all turning out, though I do have some concerns, now that I've done some imaginary test battles on my own.
I'd be very grateful if we could go over the combat system in detail, in real-time in the chat. From my observations so far, mathematically - it's plain and simply a bad decision to go for heavy weapons and armor. They just seem very weak, compared to the alternatives.
Make sure you give our rules a read, and I would ask you to get rid of that dagger, since she already has so much gear starting out. Once done, you'll be good to go.Laharil
I definitely agree with this, a initiative system sounds like a great idea to make combat more tactical. However, I still believe "luck" has a role to play, as you cannot accurately predict everything in the heat of battle. With that said, there's already a very basic system for perception check when starting combat. This is just a comparison of "who hits first".What I strongly feel we need - is an initiative system.
As it stands, if all opponents in a fight end up acting simultaneously (what the system in place is right now), injuries just start piling up far too quickly, and everyone ends up dying. It's really a key mechanic of any turn-based, dice-based combat system. It allows for some strategic planning and eliminates a great deal of reliance on pure luck.
Essentially, what initiative allows is the players to plan ahead, rather than let random numbers dictate everything.
Injuries are exactly what I intended them to be, quick and decisive. Therefore, medicine is important for the exact reason, to mitigate all of the harsh injuries. Nevertheless, I do like a lot of your proposals.As it stands, Injuries have very serious effects that might very well decide the outcome of a fight if even one of them is inflicted. Even a character with an Endurance score of 5 would be slain easily, if they sustained the right kind of injury. It also makes Medicine more important than any Weapon Skill for combat.
And although it'd be difficult to inflict a Heavy Injury on such a character in one attack, the second Light Injury they sustain would be enough to cripple them. Some examples of injuries that are far-too crippling for their intended purpose, and only serve to take a character out of the fight, keep in mind that there is literally a minimum 10% chance of suffering these effects, and only in very fortunate situations would it ever be lowered that much:
Broken Arm: A character with a broken arm cannot use their weapons - thus they are far less effective in combat - and as such, are easily slain.
Having both arms or legs taken out in one hit seems unlikely, so here's the change. A regular injury to appendages only takes out one arm/leg, which nerfs stats instead of making players immobile or defenseless. Getting another heavy injury to the same spot would then take out the other appendage, giving the current effects.Injured Leg: Immobilizes the character, but doesn't prevent them from fighting back. They are vulnerable, but not helpless.
Not really, only the weapon is gone, you can still deploy a secondary weapon. This stays.Misfire: Essentially a different version of Broken Arm.
Deep Laceration: Giving a character a Death Timer only serves to take away control from the players.
That's exactly what's intended, forcing you act (or die). Still, I'm open to adjustment proposals.Burning: Essentially the same as Bleeding.
Good eye! Pretty big oversight here. How about changing to 0 injury bonus?Punctured Lung: Lowers Endurance score to 0. Essentially this means instant death.
Effects are appropriate, however, change to how it's induced is welcomed. Still thinking on this one, specific suggestions would be appreciated.Panic: Far too powerful, considering it cannot be resisted.
I've removed the carving dagger.