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Thug2

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  1. Yepesnopes said: Thug said: I would not put such restrictions to the use of the Perform a Stunt action. Its purpose is to give players freedom to fully use their imagination. This rule also poorly simulates for example an encounter where character uses different kind of charming tricks to persuade Lady Ludmilla (he sings a serenade, kisses her hand, etc.). Stunt is a difficult and risky action compared to well practiced specialiced actions learned through experience. I would just add more challenge or misfortune dice to the Perform a Stunt check. Agreed. But somehow I want to motivate my players to buy social action cards, the same way they are motivated to buy combat action cards to have a good action cards rotation during the duration of a combat. If in a social encounter you can accomplish everything with a successful opposed skill check (with or without the Perform a Stunt action card), which is the point on investing exp on social action cards? Another option would be the one mentioned by Hedge Wizard. Where without the proper social action cards you need to roll three+ hammers to obtain an "Influence" result. I am looking for ideas. Ok, now I see the problem clearer. Here's an idea: The action cards represent "special powers" that cannot be performed using the Stunt card. For example, your character meets some rich nobleman and lies to be the noble's long lost cousin. This is so outrageous lie that the character fails automatically and is sent to prison, unless, he has the Honeyed Words card! Or in another example a character wants to challenge somebody in duel, but there are no willing opponents. This attemp becomes impossible unless the character has Come, Face Me! action card. Would this mechanic give your players motivation to invest these cards, so that their characters can do almost impossible acts?
  2. Yepesnopes said: Within my house rules, me and my party definied the following rules regarding social encounters and basic action cards: Due to the lack of a basic social action card, like Melee Strike or Ranged Attack act for combat situations, player characters may use the Perform a Stunt action card to Influence their target. This is done by using the card normally as described in page 68 of the Player’s Guide. The following limitation applies though: In a given encounter, a single PC can only achieve 1 successful "Influence" with the Perform a Stunt action card per skill (i.e. Charm, Guile, Intimidate, Leadership). Understanding that with the simple succees line of the Peform a Stunt you achieve an "Influence" result, and also agreeing that not all the skills are equally appropriate for all social encounters, e.g. an Intimidate skill check may not be the best option (or it can even go against the PCs interests in the case of a chaos star result) to convince Lady Ludmilla to go with you to the Mascarade Ball. The idea behind is that by limiting the amount of uses per encounter of a given skill, players who want to have a bigger impact in social encounters will need to buy extra action cards. I believe that this is not the best option, since by analogy, there is no limitation on the amount of uses of the Melee Strike or Ranged Attack action cards. But given the difference in mechanics between the two type of encounters i.e. wounds and critical wounds versus stress, shame and a progress tracker, and typically the difference in the amount of "opponents" involved, we have found it so far a good aproximation. I would not put such restrictions to the use of the Perform a Stunt action. Its purpose is to give players freedom to fully use their imagination. This rule also poorly simulates for example an encounter where character uses different kind of charming tricks to persuade Lady Ludmilla (he sings a serenade, kisses her hand, etc.). Stunt is a difficult and risky action compared to well practiced specialiced actions learned through experience. I would just add more challenge or misfortune dice to the Perform a Stunt check.
  3. With this kind of scenarios the game world becomes very unbalanced and not very immersive. Where the hell does those cannonfodder dragons emerge if few novice adventurers can kill them? This reminds me of some stupid hack and slash computer game. I don't know where the problem is. Is it the GM's unwillingness to play dragon's strengths using its incredible raw strength, intelligence, and abilities (it really should have proper action cards)? Or is the combat system really so heavily favouring PCs?
  4. In our last session yesterday we were using the rule "If a NPC suffers a number of criticals equal to its threat rating, it will die/fall unconscious”. It worked out fine. The battles were vs. low level enemies (skavens and ruffians) that had threat ratings of 1 and 2. Our characters were rank one and only one of them is combat oriented character who is wielding great weapon. He killed several enemies and I think that one of the kills was a result of the above rule (his single Thunderous Blow caused two criticals on a ruffian which was enough to kill that weakling). Some of his blows vs rats also caused enough criticals but they also caused enough wounds to kill them, so the rule didn't come into play. The rule adds excitement to the combat because it is more fun to see if the attack causes enough criticals than just calculate the same old wound score.
  5. …or more grittier version of the above rule: "If a NPC suffers a number of criticals equal to its threat rating, it will die/fall unconscious”.
  6. Nishra said: “If an enemy gets hit by a critical attack he must succeed a resilience check against the total number of critical wounds he suffers or he will die/fall unconscious”. That would take the TO of stronger opponents into regard as well as making the first critical count. Example: If Yorn hits a BM with 9dmg+1 crit the BM soaks 5 and would get 4 wounds and 1 critical. The GM would now roll a resilience check against 1 challenge die to see if he can take this hit or if he’s gone for good. If he withstands and would suffer another critical wound in this encounter, he would have to make another check against a challenge of 2. This is quite good solution. If you want to avoid additional dice rolls I propose a rule: "If a NPC suffers a number of criticals above its threat rating, it will die/fall unconscious”. I will playtest this rule in my next play session and tell how it goes.
  7. I use the tracker. Either skill checks for the static difficulty tests or actions when testing against opposing character can advance the tracker. The opponent's arguments (skill checks or actions) or wasted time (failed checks) can make the tracker go backwards. Our rule is that the tracker can only move maximum of one step in either direction per round. This way also the "social buff" actions become valuable and the tracker won't rapidly jump to some direction. Perform a stunt is used as a basic action that can be used in any circumstance but usually with higher difficulty modifier compared to more specialized actions.
  8. Your rule regarding criticals is excellent! I thought that something about criticals was missing. They didn't have desired impact in RAW. I've tried other houserule variants like severity converted to extra wounds but that didn't work that well. Your ruling was just what I was looking for. I'm using it in my games now.
  9. Seriously people, forget the stats and use your imagination (which could lead to roleplaying). In the case of weapons and gaming scenarios, different sorts of tools for different purposes. Here is for example a scene where (witch) hunter named Uli is chasing a monster in dark narrow tunnels. Obviously, Uli left his stinky longbow at home. After all, it is a gay elves weapon and does not even properly fit in those caves anyway. So his chosen weapon is his new pistol which cost a ransom but is worth every crown because it makes him feel like a man. He has heard that the lurking monster carries some nasty disease so he does not want any close contact. He plans to give it just one shot in the head. After this cannon shot it should be dead. Now he is deep in the tunnels with pistol in his right and torch in his left hand. Even with lightsource he can see maybe ten meters at best. Suddenly a breeze of freezing air distingushes the fire and leaves him in utter darkness. Now he is at mercy of his hearing ability which unfortunately has gotten worse after few practices with that pistol. Uli consentrates and sharpens his senses and continues, the beast must be near. There it is! He hears steps in front of him and sees even darker monstrous shadow approaching. Like a flashlight the burning gunpowder lights the caverns. Then only darkness and ringing in his ears. Uli can feel his heart racing like never before. The picture is burned in his mind like a painting. A lightning struck wet mossy cavern wall and mouse with glowing eyes in the corner.
  10. Actually downgrade of armour soak reducing actions was my initial concern as well. However, the propabilities of rolling four or more successes are so low that for example ***** in the Armour is still as good as before for certain (high Observation or weak) characters or any character when opponent's armour soak is very high. The real problem is that for some actions like Extreme Shot or Covering Fire this rule may trigger anomalously good damage because they only have one hammer success line. But for these actions this rule does not make much sense anyway, so its easy for GM to discard those results.
  11. New higher lethality rule inspired by GM's toolkit one. If more successes are generated than necessary to trigger the maximum success line of an action, the action reduces the target's armour soak value by one per extra success against this attack. Note that there is no maximum amount of extra damage related to skill level. I think that the GM's toolkit rule overvalues already very powerful skill training. This rule also attemps to address the issue of armour being maybe too protective when compared to unarmoured style. Armour still is very effective against opponents with lesser strength, but more powerful opponets have better chance to pierce through armour.
  12. to jahonen: Welcome to forums fellowfinn! I too used to play warhammer long time ago, in Heinola if I recall correctly. If you have been in "The Quest" then I know you.
  13. I must add that I think that recharge mechanic works really well because it balances different actions you can justify it to satisfactory degree (not perfectly as Alrded pointed out) by narration which usually fleshes out gameplay it adds variation to gameplay
  14. Aldred Fellblade said: Falling leaves block your shot for six rounds? Why don't they affect your basic Ranged Shot? Also, it's more than a little convenient to repeatedly use something that's so dependent upon a combination of specific enviromental conditions and bad luck. If it's based on time to aim how come you now have to spend another five rounds aiming? Surely numb fingers would affect your basic Ranged Shot too? Basic Ranged Shot is not affected by minor nuisances because it is simple action and can be executed in various conditions (simulated by 0 recharge). Whereas Accurate Shot is so easily interfered (by falling leaves, slippery bowstring, flashing lights, sudden image of chaos moon, or any random temporary effect you can think of) or more difficult to control that you average time interval for doing such action is many times longer than basic Ranged Shot.
  15. "You cannot use Accurate Shot because your line of sight is slightly obscured by falling leaves. This however will not penalize your basic Ranged Shot. Joe next to you is not interfered by those leaves and may use ..." or "Because you used Accurate Shot previously you only have time for one quick shot before your target reaches you (or hill blocking your sight). Joe next to you however has already aimed carefully enough to launch his Accurate Shot because his first shot was so quick one." or "You cannot use Accurate Shot now because your fingers are slightly numb for too much aiming and your touch is little bit off. This however will not penalize your basic Ranged Shot. Joe's fingers however are in perfect condfition and he may use ..." or ...
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