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    Dunedin, Otago, New Zealand
  1. It seems to me that your players have set themselves up nicely for the end of the adventure. Imagine the tension when they notice that the guards have fallen asleep... maybe as they try to escape... then the dogs go crazy as the beastman do their thing... then you could have them get caught up in the beastman attack... if they fend that off then they will have to deal with the demon... nasty with two fights like that one after another (especially if it appears they are beating the beastman and then a daemon bursts from the mansion... I can imagine their faces now! ). No need for any save .... I think you have the making of a great last session with playing the adventure through to it end with out any further additions thanks to the players actions.
  2. There is also the rule in Winds of Magic that makes it harder to cast spells of a higher rank than your character... 1 purple dice for each difference in rank I seem to remember (someone correct me if I'm wrong). This also increases the chances of miscast and corruption.... Of course if you don't have WoM then that rule doesn't exist for you!
  3. I think Thrakazog's got it right... It doesn't have to be a realitive though - it could be a rumour that the character has heard (it seems like it is the sort of information an agitator would come across). You could even tie it into the missing merchant in some way to give the character a reason for joining the party... Maybe something like the merchant was going to confront the Burgher because his inaction was ruining trade.. .and then the merchant goes and disappears... 'a typical reaction from those in power, make a problem disappear!'
  4. As someone mentioned above they leave themselves open for attack - So, something like - 'The gobo goes for a massive attack, mistimes its swing, and for the barest moment it's guard drops. Your blade flicks out causing a shallow wound across it's thigh.' That sort of thing... but I must admit, that often I don't even tell the players this has happened, I just mark it down and keep the combat going (it also means I can ignore it later if I want/need the poor beastie to survive a little longer *evil gm laugh here*)
  5. I must admit that the second option never even occurred to me - I've played both methods as toughness + fortune dice, soak. Now that you've pointed it out it doesn't seem as clear (though thinking about it I'm not sure how a fortune die would work with soak?)- I think my gut reaction though is to keep playing it this way. I'll be interested to see what everyone has to say.
  6. I had broken them down further - but It was a bit easier for me, as I had a good idea what my players would want to play and so could break down the cards to suit those choices.
  7. To help with this problem before the character creations session I split all the cards etc into groups - eg missile, defence, 2h weapon, etc... Then once my players had a career I got them to come up with a concept and then fed them the groups of cards that matched the concept. They then chose from the group rather than wade through all the cards (though they could do this if they choose). So, for example we had a scout. He wanted to be a outdoors type missile expert - so rather than have him go through every card I gave him the groups that fitted the concept. I think this streamlined the whole system, and let the players get pretty much what they wanted.
  8. Agility has no direct effect on defence, other than allowing the use of dodge. There are endless examples of situations where dice could be added - basically anything that would make it harder to succeed then add that black dice: Fighting in mud Fighting in mud on a hill side Fighting in mud on a hill side during a howling storm Fighting in mud on a hill side during a howling storm with one leg incapacitated etc... Don't forget though that if there is a situation where it would be easier to succeed then allow some white dice - for example on higher ground than you opponent.
  9. I add misfortune (black) dice for shooting into combat, or through allies. Sometimes multiple depending on the circumstances, and I tell my player that there is a chance that things can go wrong (chaos star may mean hit a friend, banes cause stress etc). I've read some where that 3 black dice = 1 purple.... though to my mind the black dice still won't generate a chaos star, so I'm not so sure. Has anyone crunched the numbers on this?
  10. There is an archer in the group that I GM for and he can be a real pain if they catch monsters out in the open. I found though, that even with TGS I could manipulate the encounters so that they didn't start at medium to long range all the time, and when the monsters started in close, the Archer struggled... To my mind (and the extra dice your archer seems to have aside) your still trying to compare apples to oranges. Can you archer handle social situations like you priest, will she be able to curry favour and cast spells later, could she even stand toe-to-toe in combat with the priest? But then on the other hand, your Priest can't compete with her at range, probably isn't as sneaky or skilled outdoors etc etc Each and every character has their own strengths and weaknesses, and I think you can run into problems if you start trying to compare them to each other.
  11. That situations stacked in favour of the Archer though. If I was playing the fighter there is no way I'd single handedly charge towards an archer at range... I'd either look for cover to advance in, or somewhere secure to hide so that the archer had to come to me... In saying that I know you were just trying to illustrate a point. But what if the whole thing is setup in favour of the fighter - the combat starts at close range, and the fighter goes first... Then it's the archer who is in a tight spot. One is good at range, one in close, and each is going to hold an advantage in their 'area' and shouldn't really be compared.
  12. I think what gruntl is meaning - and I agree. Is that the damage caused by an attack is not just the result of one attack, but of a period of attacking. So, a 5 point wound might in actual fact be a gash to the upper arm, a nick of the thigh, a scratch to one cheek rather than just one single wound. Personally, I think that if your character is using multiple defences then they are being pushed too hard to use multiple counterattacks. I would allow only one. Mind you that is just a gut feeling, a flavour thing, not based on any game experience of this happening. Though I'd still go with what I say above, thinking about it - would multiple counterattacks be unbalancing? After all the character doing the counter attacks isn't going to have any defences left for next round. It's a calculated gamble, especially if there are multiple opponents or the enemy isn't downed by the counterattacks.
  13. I tend to only give a range modifier if there is something that would make the shot harder - for example a shot at long range with a howling wind, is more difficult than a short range shot in the same conditions - so there's a fortune dice. If there is any kind of cover between the archer and target, rain, shooting up an elevation etc... You get the idea I'm sure. If there is nothing interfering with the shot, then I don't apply any range modifier. In saying that, iIf your archer is anything like the one in my group , then you are going to start to look for reasons to add misfortune dice!
  14. My players were out in the streets... don't ask why, We had a pretty good chase scene as the mage apprentice legged it, and the archer climbed onto the roofs and picked off zombies from there. We had only six zombies in total and two player characters.... it was a pretty close run thing. I had set up a tracker which showed how long it would be for the city guard to arrive. They got there with the mage having been cornered, taken a couple of criticals and down to the last handful of hp.... tense times!.
  15. In the case of the 2 boons vs 4 banes, you'd simply tell them that their boons have been cancelled. You don't have to tell them they were cancelled by 4 banes. So all they would know is that out of the dice you rolled at least 2 banes were rolled with no idea what the other dice are showing. Of course, if all you were rolling was two purples, and they know this, then they would also know that they didn't make the roll. However, in this case they also wouldn't have failed the roll, and I would make it obvious in my description that they had no idea about the potion (or whatever it was they were looking at) one way or the other. One other thing I sometimes do is grab more dice than I need. Then they have no idea what dice are in my pool... The iphone app is great for this as no one knows except you the make up of the dice pool you are using. I think in the end though it all comes down to interpretation of the result and the description that you give.
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