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Re: Monday Wilderlands, The Slavelords.

Posted: Tue Sep 18, 2012 7:45 am
by Treebore
:D Nice summary!

Non magical stuff youo can easily identify:

Expert Studded Leather x2
Expert Full Plate x2
Magical Full Plate
Expert Medium metal shields x3
Expert Broad Sword,
Expert Long Sword x2
Magical Short Sword with poison still on it.
Magical Long Sword
Magic Potions x2
Magic Ring
Clerical Scroll, Harm x2, Cure Critical Wounds, and Dispel Magic. Made by level 12.
6 Vials, likely various poisons. Type IV you know to have been used against you, but these do not look to all be the same.
Recipe for Type IV poison (Gives Assassins +10 to checks to make this). Worth 1,500 GP if sold.
4 vials of (Un)holy Water
8 Vials of Holy Water
14 vials of Oil
Gold Holy Symbol of Throm, God of Violent and Deadly Storms.
50' rope x3.
Set of Expert Thieves Tools.

Re: Monday Wilderlands, The Slavelords.

Posted: Thu Sep 20, 2012 12:10 am
by Rhuvein
Hilarious recap. I'm sorry I missed it!! :)

Re: Monday Wilderlands, The Slavelords.

Posted: Sun Sep 23, 2012 9:46 pm
by Treebore
Been watching a lot of Anime the last few days, and in there I have been seeing a recurring theme of "The Warrior Spirit" being tapped into to give the various characters magical or super human abilities.

Then I started to think about the fighter. In a high magic game, where nearly every other class has something "magical" or super human about them, why not the fighter?

Any ideas on what powers/abilities would be appropriate for a Fighter and their "Warrior Spirit"? One thing I have seen is what is basically a "Power Attack", where they use their Warrior Spirit to strike this unavoidable and devastating blow. So what that has me thinking is allowing a Fighter, "X" times per day, or maybe once per encounter, pulling on their Warrior Spirit to add half their level to their to hit and damage.

I have also seen them gravely injured, and pulling on their Warrior Spirit to shrug all of that off enough to "finish" the fight, usually victoriously. Kind of reminded me of the 4E "Healing Surges". So I was trying to figure out what to do along these lines, especially since I have also been thinking about going back to the 1E AD&D definition of Hit Points being mostly luck and stamina, and very little of it being direct and actual physical damage. That or continue to believe a 8th level fighter can have 10 arrows sticking in him and he keeps on fighting.

Things like that. Any other ideas?

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Sep 24, 2012 7:26 pm
by Treebore
I am getting worse as the day goes on, guess I felt better because of all the sleep. So I am not going to run a game tonight. If someone wants to run a filler game I can probably manage to play better than I did yesterday.

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Sep 24, 2012 11:21 pm
by Rhuvein
Sorry to hear that, Tree. Hope you feel better soon!

Kinda tired meself, but I may get a 2nd wind. I'll see how I am at game start time.

8-)

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Sep 25, 2012 4:39 am
by 64bitrobot
I'll give a few thoughts to the 'warrior spirit' thing tree.

God knows I've watched enough anime.

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Sep 25, 2012 6:45 pm
by Treebore
Yeah, the Fighter is pathetic, as written. Granted, with my House Rules they are already a much better class, but even so, over all, they do not really outshine everyone else in combat. All they really get is an additional BtH of +2, and +1 to damage, initially, that goes up to +3 and +2 at level 6 or so. But nothing that is comparable to the Rangers enemy modifier, what the Paladin gets, or what the Knight can do.

Maybe I could give them something like "Master of Damage", allowing a fighter to add 1/2 their level to all damage rolls, in order to more frequently max out damage rolls, but not exceed the dice value. Much like how I allow clerics to add their level to healing spells, but not go above the max value of the dice. That would certainly make them more dangerous on the battle field. Hmmmm... Yeah, I am going to have to play test this idea.

Re: Monday Wilderlands, The Slavelords.

Posted: Wed Sep 26, 2012 12:26 am
by Aramis
Treebore wrote:Yeah, the Fighter is pathetic, as written. Granted, with my House Rules they are already a much better class, but even so, over all, they do not really outshine everyone else in combat. All they really get is an additional BtH of +2, and +1 to damage, initially, that goes up to +3 and +2 at level 6 or so. But nothing that is comparable to the Rangers enemy modifier, what the Paladin gets, or what the Knight can do.

Maybe I could give them something like "Master of Damage", allowing a fighter to add 1/2 their level to all damage rolls, in order to more frequently max out damage rolls, but not exceed the dice value. Much like how I allow clerics to add their level to healing spells, but not go above the max value of the dice. That would certainly make them more dangerous on the battle field. Hmmmm... Yeah, I am going to have to play test this idea.
Well, the vanilla fighter may seem a bit weaker at high levels, but remember, we have Treeborean fighters ;). That extra attack per round makes them much tougher than vanilla C&C fighters. We don't want to get ahead of the module in terms of oomph.

Rangers and Paladins seem more powerful but they are also more specialised (and they pay more in XPs for those abilities). The ranger generally only dominates humanoids and the like, and the Paladin is much more effective against evil critters than animals etc.

But as to your original question, I liked what I read of the Dungeon Crawl Classics fighter who gets to do special actions regularly. Things like disarms and so forth. That kind of thing makes the fighter more tactical, and thus more interesting. But I feared (and some users have reported) that that system gets a bit bogged down with everyone stunting on everyone else every round :lol: . Alas, adding flavour seems to always slow the game down. Maybe have the stunt occur only when the fighter beats AC+HD. Something like that.

Either way, we have already defeated those nefarious slavers in that fight in the harbourmaster's house right? Now it is time to divide the loot and head off to the Barrier Peaks ;)

Re: Monday Wilderlands, The Slavelords.

Posted: Thu Sep 27, 2012 2:52 am
by Treebore
Aramis wrote:
Treebore wrote:Yeah, the Fighter is pathetic, as written. Granted, with my House Rules they are already a much better class, but even so, over all, they do not really outshine everyone else in combat. All they really get is an additional BtH of +2, and +1 to damage, initially, that goes up to +3 and +2 at level 6 or so. But nothing that is comparable to the Rangers enemy modifier, what the Paladin gets, or what the Knight can do.

Maybe I could give them something like "Master of Damage", allowing a fighter to add 1/2 their level to all damage rolls, in order to more frequently max out damage rolls, but not exceed the dice value. Much like how I allow clerics to add their level to healing spells, but not go above the max value of the dice. That would certainly make them more dangerous on the battle field. Hmmmm... Yeah, I am going to have to play test this idea.
Well, the vanilla fighter may seem a bit weaker at high levels, but remember, we have Treeborean fighters ;). That extra attack per round makes them much tougher than vanilla C&C fighters. We don't want to get ahead of the module in terms of oomph.

Rangers and Paladins seem more powerful but they are also more specialised (and they pay more in XPs for those abilities). The ranger generally only dominates humanoids and the like, and the Paladin is much more effective against evil critters than animals etc.

But as to your original question, I liked what I read of the Dungeon Crawl Classics fighter who gets to do special actions regularly. Things like disarms and so forth. That kind of thing makes the fighter more tactical, and thus more interesting. But I feared (and some users have reported) that that system gets a bit bogged down with everyone stunting on everyone else every round :lol: . Alas, adding flavour seems to always slow the game down. Maybe have the stunt occur only when the fighter beats AC+HD. Something like that.

Either way, we have already defeated those nefarious slavers in that fight in the harbourmaster's house right? Now it is time to divide the loot and head off to the Barrier Peaks ;)
They only get an extra attack if they succeed on a SIEGE check, and every single class can attempt it, as well as earn a extra attack permanently. The only thing about it is with their BtH, and specialization being allowed, they succeed much more often, and earn the attack faster. Plus my house rule for them when facing 3 or more opponents is pretty impressive. Especially if the player gets some good rolls going. Just ask Rigon and Rhuvein when they saw it at work at the Troll Con we all attended.

Still, the Fighter needs more, so if they need to earn more XP to get it, then that is fine too.

I agree Rangers and Paladins are more "specialized", but only 2 factors differ between a fighter and a Paladin. 1) the extra BtH a fighter gets. 2) Specialization. So all a fighter really gets over a Paladin is a grand +3 to hit and +2 to damage, once they reach 7th level.

After that the Paladin gets a +2 to AC and all saves versus "evil" creatures. Then the immunities, healing etc...

So maybe that has been the fighters problem all along, they have always been too simple, too basic.

So if I do add more to the fighter, it won't get bogged down any more than the other classes already do. Plus if people went nuts about doing SIEGE checks for everything they can do under my house rules, my game can already get bogged down. Since everyone does as I asked and only do that when the fights get tough, it hasn't been a problem, at least not that I have noticed.

Anyways, I just think its time to put some thought into making the Fighter more than he has always been.

Re: Monday Wilderlands, The Slavelords.

Posted: Fri Sep 28, 2012 3:19 am
by Rhuvein
Count me in . . I like what you are proposing, Tree! :P

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Oct 01, 2012 8:35 pm
by Treebore
I am definitely feeling good enough to run a game tonight, so lets do some gaming!

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Oct 01, 2012 10:30 pm
by Rhuvein
Sounds good. I will be able to play from 8 PM to 9:30, and then I'm off to work.

:P

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Oct 08, 2012 6:48 am
by 64bitrobot
I will be later than usual, as work wants me an extra hour. However, I should still be able to make it for half the game or so.

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Oct 08, 2012 11:46 pm
by Treebore
Thanks for the heads up.

Game in just over an hour!

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 12:36 am
by Rhuvein
Gawd, I'm tired! I'll try to stay awake . . . and see how long I can play! :|

:D

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 12:40 am
by Treebore
Rhuvein wrote:Gawd, I'm tired! I'll try to stay awake . . . and see how long I can play! :|

:D

I know the feeling. This pneumonia has my energy levels so low, that if I didn't have this game to run, I'd go to sleep for a few hours.

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 12:43 am
by Treebore
In the mean time, maybe reading this recap I have been writing of the Legend of the 5 Rings game my daughter ran us through Saturday will help keep you awake. Writing it has helped me stay awake most of this afternoon.

viewtopic.php?f=16&t=12614

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 12:56 am
by Rhuvein
Treebore wrote:
Rhuvein wrote:Gawd, I'm tired! I'll try to stay awake . . . and see how long I can play! :|

:D

I know the feeling. This pneumonia has my energy levels so low, that if I didn't have this game to run, I'd go to sleep for a few hours.
Hope you're getting/feeling better!! :)

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 12:58 am
by Rhuvein
Treebore wrote:In the mean time, maybe reading this recap I have been writing of the Legend of the 5 Rings game my daughter ran us through Saturday will help keep you awake. Writing it has helped me stay awake most of this afternoon.

viewtopic.php?f=16&t=12614
Read the first thread. Very interesting.

I believe this is the game that you guys have been playing and enjoying for some time now, yes?

I love anything Asian/Oriental.

Is it too complex and/or detailed for online/SKYPE play?


:P

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 1:03 am
by Treebore
Rhuvein wrote: Is it too complex and/or detailed for online/SKYPE play?
:P
Yes, we have been playing it off and on for quit a while.

No, it is not too complex for online play as long as the dice roller allows for explosions. In fact Rhiannon has ran a coup-le of games on line that I think at least two, if not 3, of our Monday group has played in.

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 4:06 am
by 64bitrobot
Just a few ideas for your 'bumping up the fighter' Tree. A lot of things that would make sense should help the fighter stay in the fight, or recover more quickly.

Maybe for example, have them act first when they go down and get back up, stuff them to the top of initiative. Or maybe just let them get up from prone quick.

Maybe something to resist damage, or let them stay up one round after they should hit the floor.

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 09, 2012 4:25 am
by Treebore
So 5 out of 6 of the party have been taken prisoner by the Slave Lords!

Will the mighty Akouna be next? Stay tuned!

By the way, guys, if I did that poison as per the module, you would not have gotten saves, at all. The module says to have you fail no matter what you roll. So at least you went down fair and square. With crappy rolls at the wrong time. Heck, you even had Luck rolls available to all but Gavriel. Simply put, the dice did not like you enough. Good news is, your all still alive. Bad news is, when you wake up you will all be in loin clothes, somewhere. Hopefully Arkouna will find out while staying out of the clutches of the Slave Lords!

Re: Monday Wilderlands, The Slavelords.

Posted: Wed Oct 10, 2012 4:33 pm
by Treebore
Abner the mage will be returning to the party. You last adventured with him when you were all about 4th level. I am not sure where he will be ran into. Maybe Highport, where Arkouna is, or maybe in the row boat exercise program, where everyone else is. In loin clothes.

Re: Monday Wilderlands, The Slavelords.

Posted: Wed Oct 10, 2012 5:31 pm
by Kayolan
Can't seem to find Abner's sheet anywhere :oops: Any info you can give me? If not should I make a new character or just "redo" Abner?

Re: Monday Wilderlands, The Slavelords.

Posted: Wed Oct 10, 2012 5:33 pm
by Kayolan
Also, are we using C&C rules or AD&D3?

Re: Monday Wilderlands, The Slavelords.

Posted: Wed Oct 10, 2012 5:37 pm
by Treebore
Kayolan wrote:Can't seem to find Abner's sheet anywhere :oops: Any info you can give me? If not should I make a new character or just "redo" Abner?
I was looking for him too, can't find it anywhere. Recreate him if you wish, or do a completely new one. Whichever appeals to you more.

No, we have quit using the ADD3 rules and have gone back to C&C. Only those playing ADD3 classes still use those lass rules.

Re: Monday Wilderlands, The Slavelords.

Posted: Mon Oct 15, 2012 6:02 pm
by Treebore
Arkouna/Aramis has given me permission to start tonights game with him captured as well. This way the rest of you won't have to sit there while we figure out how many times he avoids capture. So everyone will begin play tonight in their new job careers, Slaves.

Looks like Kayolan will definitely be rejoining tonight as well, as Abner.As soon as 4 of you show up we will start. Those who are late will just have to play catch up. I just want to get as much gaming in as possible before Rhu passes out on us.

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 16, 2012 12:05 am
by Rhuvein
Rhuvein wrote:Gawd, I'm tired! I'll try to stay awake . . . and see how long I can play! :|

:D
Again . . :(


I played Abner for a bit after Josh left the game. And I believe his token may still be on one of the maps in Tree's game. I'll have a look and post shortly.

:)

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 16, 2012 12:06 am
by Rhuvein
Treebore wrote:I just want to get as much gaming in as possible before Rhu passes out on us.
:lol:

:o yawning . . . "who me?"

;)

Re: Monday Wilderlands, The Slavelords.

Posted: Tue Oct 16, 2012 12:10 am
by Treebore
Its OK, he has decided to play a Gnome Fighter instead. After hearing how god-like Akouna is, he was afraid to compete with such awesome sauce. ;)