Test for that little mini game I posted a couple days ago.
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Test for that little mini game I posted a couple days ago. I'll have to redo it in a word processor to format the text more than I can in Real Paint, but this is the idea.
Ah cool. The Wizard's damage dealing reminded my of SH's fray dice mechanics.
You could actually ditch the roll to hit entirely - hit die roll - armor/defense = damage.
so fighter throws d8 against a Hog Orc, who has -3 from heavy plates of rusted steel bolted to his bones, and natural layers of insensible gristle. The fighter has the Faithful Hound as well, a +1 hammer that returns to the hand when thrown. So d8+1 with a -3 against the Hog Orc. Total 4, minus 3, 1 damage.
It works well with the roll-and-keep-best mechanic you have in the wizard too, and very well with the wizard's magic attacks ignoring normal armor.
There, the wiz rolls 2d4 and keeps best vs the Hog Orc, and here the orc's bone-bolted armor plates do nothing. I get 1 and 3, and without any kind of magic defense, the orc takes that damage.
Wands, rods, staves - add to magic damage. Amulates and wards and holy symbols raised in defense reduce it like armor.
Originally shared by Jonathan Tweet Tonight, my "Lethal Damage" 13th Age campaign draws to a close. Meanwhile, the guys are work have talked me into running a couple D&D sessions for them. That was the day 13th Age was announced, and they're happy to play 13th Age instead. That will be my "Great Center" campaign, based in the imperial capital of Axis, the center of the world. It's my opportunity to explore the setting from yet another perspective.
Correction in comments, I'm still mad Ok, I found out the 5e allosaurus from Tomb of Annihilation was only CR2 and was outraged, so I made a comparison of a D&D character and allosaurus specimen MOR 693. Then I compared the allosaurus to a polar bear, also CR2. The bear has 5HD and the allosaurus has 6HD. So, I take it back. CR 2 is fine.
From Voyageurs National Park on FB: Called “Catamaran” by locals, Bert Upton is among the strangest of historical characters on area waters. He lived in a hut built over a dug-out at Squirrel Narrows. Found frozen to death in the 1930s by Kettle Falls pioneer Oliver Knox; Upton was perched lifeless in the snow just a half-mile from his home. Shunning civilization, Upton defined the word hermit. First spotted rowing his crude log raft on Namakan, no one knows how he got there. Upton’s accent implied an English heritage but any personal inquiries brought a stony silence. Some suspected him a man fleeing the law; others saw a bizarre outcast; everyone knew he was peculiar. Just five feet tall and wildly unkempt, Catamaran wore hacked-off pants and walked barefoot with a stick. Winter demanded shoes but no socks, a cast-off Mackinaw, and a trailing cap made from the leg of old underwear. He was oddly religious, and suspicious of being poisoned. Surviving on snared rabbits and fish, he ofte...
This is really good - super tight.
ReplyDeleteIs this based on Crimson Heroes ?
Rather, Scarlet Heroes . Doof.
ReplyDeleteNope, little hit-dice based rules popped into my head on Wednesday. See this post for the first draft of the rules:
ReplyDeletehttps://plus.google.com/u/0/+CaseyGarske/posts/8uvEvSMos5v
Ah cool. The Wizard's damage dealing reminded my of SH's fray dice mechanics.
ReplyDeleteYou could actually ditch the roll to hit entirely - hit die roll - armor/defense = damage.
so fighter throws d8 against a Hog Orc, who has -3 from heavy plates of rusted steel bolted to his bones, and natural layers of insensible gristle. The fighter has the Faithful Hound as well, a +1 hammer that returns to the hand when thrown. So d8+1 with a -3 against the Hog Orc. Total 4, minus 3, 1 damage.
Hmm...food for thought.
ReplyDeleteIt works well with the roll-and-keep-best mechanic you have in the wizard too, and very well with the wizard's magic attacks ignoring normal armor.
ReplyDeleteThere, the wiz rolls 2d4 and keeps best vs the Hog Orc, and here the orc's bone-bolted armor plates do nothing. I get 1 and 3, and without any kind of magic defense, the orc takes that damage.
Wands, rods, staves - add to magic damage. Amulates and wards and holy symbols raised in defense reduce it like armor.