I have a question about throwing. A 6-unit item does 1d6 damage while a 7-unit item does 2d6-3 damage. If the 7-unit attack rolls two 1's, then it's 1+1-3=-1 damage, compared to the minimum damage of a 6-unit item which is 1. Why is this?
The Flanking Attack section needs a visual aid.
Front | You | Front |
Side | Them | Side |
Side | Back | Side |
I'm a bit stuck on allocating skills at the moments, I figured out what 35d means (35 pennies, used for buying equipment) but I have no idea what luck points are used for.Luck Points are in section 6.1. Man-Hours are for crafting. You should skim the whole book in the order the book suggests in the introduction (except Setting) before you create your character, so you know all the systems.
EDIT: Also why are there man-hours in the equipment menu. Does it represent how long it takes to craft if you decide to craft it instead of buy it?
I thought I explained it well enough, but I'll add a visual aid.You did explain it well enough but only in summary.
The two tiles adjacent to those tiles, and the two tiles opposite those twoThis was the confusing part. It talks about the "two tiles opposite those two tiles" but in my head I was trying to figure out how that worked because there are four tiles adjacent to it, not counting diagonals. You cleared it up in summary but see if you can word it better initially. The visual aid should remain there simply because it's so damn clear and useful.
tiles, are considered “side” tiles, and a flanking attack made from those tiles would downgrade
the target’s evasion dice once.
Front | Front | Front | ||
Front | Front | You | Front | Front |
Side | Side | Them | Side | Side |
Side | Side | Back | Side | Side |
Back | Back | Back |
To disarm an adjacent target, the attacker must either have both hands free, be wielding a flail-type weapon, or be wielding a weapon that has the ‘Disarm’ property...Oh boy. (https://www.youtube.com/watch?v=O-y6oirEsZA#t=284)
I thought I got an acrobatics bonus for putting one rank in acrobatics?Oh, in that case your bonus is 1. You had it set to "-1", and I assumed it was because you had mistakenly interpreted the effects of inventory weight.
Also fixed attack dice, I'll send you a PM with a link that will allow you edit my sheet.
That's a pretty neat concept, but you should be aware that crafting potions is a lengthy process and you'll need to have somewhere to buy the ingredients from. This is all accomplishable in the game you're going to play, and you might choose to craft your potions when your party takes a break to sleep, but if you want to make them in quantity your party might have to stop for several days, allowing the other team to get ahead of you.I plan to have alternate throwing weapons as well, to deal with quantity. I didn't choose the build for power, more for personality. Which may be a poor choice in a competitive game, but we'll see.
Of course, you could also just buy potions, but you don't need to be an alchemist for that.
Most of the builds in this game have not been tested, so you never know, it might be more powerful than you think. Throwing weapons are much cheaper than arrows, but they are subject to quality, whereas only bows and not arrows are. On the bright side, you'll never lose your throwing weapons (unless you throw them off a cliff or something), so you don't have to worry about replenishing your supply too much.That's a pretty neat concept, but you should be aware that crafting potions is a lengthy process and you'll need to have somewhere to buy the ingredients from. This is all accomplishable in the game you're going to play, and you might choose to craft your potions when your party takes a break to sleep, but if you want to make them in quantity your party might have to stop for several days, allowing the other team to get ahead of you.I plan to have alternate throwing weapons as well, to deal with quantity. I didn't choose the build for power, more for personality. Which may be a poor choice in a competitive game, but we'll see.
Of course, you could also just buy potions, but you don't need to be an alchemist for that.
Left foot 3-
Right hand 4
Left leg 5
Left arm 6
Head 7 to 8
Torso 9 to 12
Waist 13 to 14
Right arm 15
Right leg 16
Left hand 17
Right foot 18+
So what you're saying is that we're 3 times as likely to hit someone's left foot than we are to hit one of their arms. More than that, we're more likely to hit that foot than we are to hit an arm at all. Arms are bigger than feet and I don't feel this is well-represented. Maybe make each foot a 1/20 chance of being hit with each arm and leg being 2/20 chance of being hit.Damn! If we'd just started at 1 more level I could've fulfilled my dream of having a matchlock pistol in a medieval world. I would've been so cool! Oh well, riches shall come soon enough.All of these things and more are explained to you if you read the whole book.
EDIT: *scrolls down to Ammunition* O_O
EDIT2: The PDF needs a glossary of acronyms. What's WR? What's MH?
EDIT3:You have no idea how a 3d6 works. No offense, but I will not take my advice on probability balance from you.Code: [Select]Left foot 3-
So what you're saying is that we're 3 times as likely to hit someone's left foot than we are to hit one of their arms. More than that, we're more likely to hit that foot than we are to hit an arm at all. Arms are bigger than feet and I don't feel this is well-represented. Maybe make each foot a 1/20 chance of being hit with each arm and leg being 2/20 chance of being hit.
Right hand 4
Left leg 5
Left arm 6
Head 7 to 8
Torso 9 to 12
Waist 13 to 14
Right arm 15
Right leg 16
Left hand 17
Right foot 18+
EDIT4: There aren't enough options for feet protection. Right now, we only have low boots and high boots, which I believe are both types of plate armour. What about leather boots or padded boots?Considering how incredibly unlikely it is to hit either foot (0.92%), and how relatively easy it is to offset the penalty for losing them, there don't really need to be more types of boots, and the varieties that exist are fairly cheap. I will add Padded boots, though, because they look kinda cool. Updated the PDF with them.
EDIT5: Aventail‡ Torso ˝ unit 12d Notes:Helm or bascinetNo, the Helmet, Helm, and Bascinet all cover the Head. The Aventail covers the Torso, but you can only wear it if you are wearing a Helm or Bascinet.
This "Helm or bascinet" (which are both their own distinct armour) covers the torso.
EDIT6: After reading through everything I've confirmed that there's a distinct lack of leather armour. No leather cap, no leather booths, no leather curaiss, no leather anything except maybe gloves.By that logic there is a distinct lack of metal armor. The armor section does not explicitly state what material the armor is made from because A) armor was sometimes made from a mix of materials, and B) it's horribly unrealistic (according to real armorsmiths) to make certain materials "better" than others. If you want leather armor then purchase regular armor and call it leather armor.
EDIT7: Ambidextrous: You can only put two ranks into this skill. The first negates the penalty for using your offhand to wield weapons or complete actions. The second allows dual wielding with no penalties.With the first rank, you can wield a weapon in your off hand. With the second rank, you can wield a weapon with both hands.
What's the difference?
You have no idea how a 3d6 works. No offense, but I will not take my advice on probability balance from you.The 3- and the 18+ threw me off and made me think it was with a d20. I'm an idiot. :-[
I upgraded my weapon attack dice with specialization I. Is travel rations weight accumulative with amount? And is there a Weapon/Armor Tab? Also I am not entirely sure how to get the Attack dice.
How much heft would I need to dual wield 2H weapons?Only as much as to carry them with no penalties, plus Ambidextrous II. You would never be able to get rid of the downgrade from using a 2H weapon one-handed, though. It's a matter of the weapon's balance and swing, not just weight.
Sorry, I missed this post because I was doing a bunch of rebalancing. Travel Rations weigh .5 units each. You only need to enter the weight once. The sheet will calculate the total weight for you. There is quite clearly a Weapons/Armor tab. You add the attack dice yourself.I upgraded my weapon attack dice with specialization I. Is travel rations weight accumulative with amount? And is there a Weapon/Armor Tab? Also I am not entirely sure how to get the Attack dice.
Which could be neat. Imagine /two/ matchlock pistols.That's exactly what I'm going to go for.
It seems like every character except Urist's is planning on dual wielding. Admittedly, matchlock pistols are cooler to dual wield than other weapons, though it would take you two entire turns to make another attack with both of them. Though you would deal 3d6+4 with each hit, so you might not need to. Oh shit, I forgot to stat ballista bolts. Okay, reuploaded the PDF. Sorry you guys are having to redownload this so often.Which could be neat. Imagine /two/ matchlock pistols.That's exactly what I'm going to go for.
It seems like every character except Urist's is planning on dual wielding.Well it is called Duelling Blades. ;D
Is my short spear even more expensive now?The short spear is 21d now. But it's not really meant to be a starter weapon. It was the lowest-tier weapons that I meant when I said it might be cheaper.
Exactly, dueling, not dual-wielding!It seems like every character except Urist's is planning on dual wielding.Well it is called Duelling Blades. ;D
Exactly, dueling, not dual-wielding!It seems like every character except Urist's is planning on dual wielding.Well it is called Duelling Blades. ;D
@Andres: You can use commas instead of + signs. The plus sign implies you're adding them. Your Acrobatics bonus should be 1. Your Shoddy Gloves and your Rondels should be listed under Weapons/Armor. Looks fine otherwise.I don't know how to apply that bonus and I can't find any tab called Weapons/Armor.
Gilbert Tourneville (Raycaster) (https://docs.google.com/spreadsheets/d/1ZsePpyyONYkufm1q9Rh9h0BR2kMJROZQF1cGuuYIXC4/edit?usp=sharing)Someone click this.
I do have a rank in acrobaticsYou don't. You have two ranks in Ambidextrous, a rank in Survival, and a rank in Specialization.
The Ambidextrousness is getting real. Also what is the quality of your hand-axes?It's Dual-Wielding Blades for a reason!
Out of curiosity, what is the point of buying high quality food?
Nelly Casey - Gunslinger without the gun (https://docs.google.com/spreadsheets/d/1osdolkLqnmiKKh6L24i-zf5yxB45LnPAw0bU_6M1hJ8/edit?usp=sharing)I was gonna say that you stole my thang, but just as long as you don't dual-wield pistols I think we'll be fine.
Nelly Casey - Gunslinger without the gun (https://docs.google.com/spreadsheets/d/1osdolkLqnmiKKh6L24i-zf5yxB45LnPAw0bU_6M1hJ8/edit?usp=sharing)You should spend your Specialization ranks on your raw attack dice even though you don't have a gun right now and won't get the benefit. Also, you don't have any ranks in Acrobatics and shouldn't get a bonus. Your actual attack dice should be 1d6-1 because your dagger is Poor. You should list your weapons and armor under the Weapons/Armor tab.
Do not scroll down, just look at the bottom of the monitor and you will find itThanks.
We can always do untrained medical rolls :)Yes, but ranks in Heal have the serious benefit that they allow you to heal 1 VP per rank per day for free, no roll.
Since no one else has taken it, I recommend you spend your last skill rank on Heal. If you can't afford an alchemy set when the game starts you can buy one later on. You won't be able to use it right away anyway since you won't be able to buy ingredients.Heal does seem awfully practical, and fits the character. I'm not sure I wanna start the character without an alchemy set.
Pencil_Art, why are your raw dice pools different from your regular dice pools? And Andres, you can go ahead and pick a team once you fix your raw evasion dice.
Are you sure? You'd have to carry it around, and you'll have plenty of opportunities to pick one up later.It's something he'd have though. :-P
Alrighty. You need to spend your Specialization rank, but it looks good otherwise.So, I have 1d6-1 right now, and I can turn that into either 1d6+1d4-1 or 1d8-1? and should I report that on Raw Attack Dice, or Attack Dice?
Both the 1d6 and 1d4 would get the -1, but yes, what heydude said.Awesome, my sheet is done then.
Oh and you know the crossed swords in the title? They appear as such in my email but on the forums they're just blank squares or rectangles. What's with that?No idea!
On my phone they show up on the forums, but not on my computer. I'm not really sure why.Oh and you know the crossed swords in the title? They appear as such in my email but on the forums they're just blank squares or rectangles. What's with that?No idea!
For some reason Solgeid always ends up being the last team to fill up, usually with people who didn't care which team they were on. I dunno, I think the lion is pretty cool.
So, on Solgeid, we have:
-Spear-Wielding Acrobat
-Carpenter Craftsman
-Spear-Wielding Acrobat
-Dual-Dagger-Wielding Acrobat
And on Paralun, we have:
-Swordsman Survivalist
-Dual-Dagger-Wielding Fighter (who still hasn't fixed his dice pools, Pencil_Art)
-Dagger-Wielding Gunman
-Dagger-Wielding Alchemist
-Bloke what hits things real hard with a stick
We need one more player and we'll be ready to begin, but I can't help but feel you guys have pigeonholed yourselves somewhat.
I haven't? (I'll take Rogue 2)No, your raw attack dice are different from your attack dice. Same for your evasion dice.
Svante (Urist Arrhenius) (https://docs.google.com/spreadsheets/d/1ZsePpyyONYkufm1q9Rh9h0BR2kMJROZQF1cGuuYIXC4/edit?usp=sharing)
Jesus, I can't stop linking Andres's sheet instead of everyone else's.
This (https://docs.google.com/spreadsheets/d/1NkzFgirt2cUfUH3vddEajQTiBou7eXpaVwVfovARE7A/edit#gid=0) guy has too many skills/knacks.Yeah, I didn't see the knack. Kj, why do you have a knack?
Alright, you guys, go ahead and pick an icon to represent your character while we're waiting:Token as in one of these
(https://i.imgur.com/I0kKy3i.jpg)
So I'm looking through equipment and then I see the stats for the various spears available. Notably, I find that the Short Spear, Spear, and Pike all do different amounts of damage. Perhaps you should make them all do the same damage but instead give them different amounts of reach? The whole point of a spear is its reach, after all, and separating different types of spears by their reach rather than their damage would be something unique for that class of weapon. Before I talk about halberds, what's 'R'? I've read through the PDF but I couldn't find mention of what it does. What's CR?Spoiler (click to show/hide)
Anyways, I don't see a reason to change the spear's stats. Afterall, a short spear has less handle to thrust with so it's gonna do less damage. Same with the other two.I....but....what!? No! That's not how it works at all! If you want proof, find two sticks of different lengths, then poke your little brother with each of them and ask which one hurt more.
Don't got a brother.Oh, sorry about that.
A better reason is that the different types of spears have different types of heads which can do different damage.Wouldn't that be represented through weapon quality?
No. No matter its quality, a halberd head is going to have more capacity to deal damage than a spear point. And within the system, weapon quality is never indicative of damage, only how easy the weapon is to use.A better reason is that the different types of spears have different types of heads which can do different damage.Wouldn't that be represented through weapon quality?
WEAPONS
Name: Unarmed
Damage: 1d4+1
Type: Brawling
Weight: -
Price: N/A
CR: 2
Notes: Attack dice upgraded for dominant hand
MH: -
Yes, as per the Knight in Chess.You mean the bishop, right? Knights move and attack in an 'L'.
Handling the SituationFirst of all, how do you block with a weapon? The section on blocking (p.123) only mentions blocking with a shield or buckler. Secondly, why would an increase in the attack dice pool matter when on defence?
Requirements: Specialization: Spear VI
It’s occasionally necessary to get a grip on yourself to avoid being shafted. When blocking an attack with your spear, you may add your spear’s damage dice to your attack dice pool. You may not carry over damage bonuses. (ex. “+4”)
So I'm looking through knacks and I've noticed a distinct lack of crossbow and gun knacks.The bonus is how easy it is to kill with them.
Yes, as per the Knight in Chess.You mean the bishop, right? Knights move and attack in an 'L'.
"A melee weapon may only target an opponent in an adjacent square. If the weapon has reach,
the choice of targets is extended to two squares away. To determine whether a square is “two
squares away,” consider the movement pattern of the knight piece in Chess. For example, a
square that is one to the right and two above from a character can be hit, because a knight
could move to that square in Chess. As long as there is a square between the attacker and the
target that both of them are adjacent to, the attacker can hit the target, as long as there is not
another target in that square."
No, I mean the knight.Yes, as per the Knight in Chess.You mean the bishop, right? Knights move and attack in an 'L'.
So I'm looking through knacks and I've noticed a distinct lack of crossbow and gun knacks.All Bow knacks apply to crossbows. Guns don't have knacks.
Also, I found this in Spear knacks:From Step 1b, Section 7.4:QuoteHandling the SituationFirst of all, how do you block with a weapon? The section on blocking (p.123) only mentions blocking with a shield or buckler. Secondly, why would an increase in the attack dice pool matter when on defence?
Requirements: Specialization: Spear VI
It’s occasionally necessary to get a grip on yourself to avoid being shafted. When blocking an attack with your spear, you may add your spear’s damage dice to your attack dice pool. You may not carry over damage bonuses. (ex. “+4”)
If the target has a shield and rolled higher than the attacker’s roll to hit, the blow is blocked. If the difference between the target’s roll and the attacker’s roll is at least equal to the shield’s Counter-Attack Rating, they may counter-attack. If the target has a buckler, they may not block ranged attacks . The target can also choose to try and block with their weapon, as long as it is a melee attack, in which case they roll with downgraded attack dice to block the attack.
The attacker can move at most 6 meters per round as a free action. This represents walking pace. This is useful for positioning herself for attacks.
The attacker can move twelve meters per round as a half round maneuver. This represents jogging pace, and is not cumulative with walking pace; if she jogs six squares, those are the only six squares she can move from her original position that round. The attacker can move an additional 1 meter for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can jog eight squares per round. A character with ten ranks in Acrobatics can jog eleven squares per round.
As a full round maneuver, the attacker can run twenty meters. This takes up her entire round. She may not walk three additional squares, or take any other action that round. She can move an additional 2 meters for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can run fifteen squares per round. A character with ten ranks in Acrobatics can run twenty squares per round.
if she jogs six squares, those are the only six squares she can move from her original position that roundFirst statement uses the word "jog". That could mean that if she -walks- the six squares she can still move more. (EDIT: Ohhhh, squares. I was thinking metres.)
the attacker can run twenty meters. This takes up her entire round. She may not walk three additional squares, or take any other action that round.
Excuse me, but how do those not explicitly state that you cannot move, jog, and walk in the same turn?
First statement uses the word "jog". That could mean that if she -walks- the six squares she can still move more.No, because if she walks, and then jogs, she's still jogging, and it would still move her more than six squares from her original position. So it can't be done. The section on running pretty clearly states it takes up her entire round. But that section is a bit poorly worded in other ways, so I rewrote it (slowly, because I had to take apart my S key, superglue the rubbery bit back on, and then re-assemble it):
The second statement could mean that she can run the twenty metres as a first action but can't walk another three as a second action, but can run a total of 23 metres if she walks three metres as her first action.
Moving to an adjacent square horizontally or vertically is a distance of 2 meters. This is referred to as the distance of a square for convenience’s sake. Moving diagonally, however, is a distance of 3 meters, which is where things get complicated. If a character ends up with one or two meters left over, that they can’t use to get where they want to go, they can carry it over to the next round so that it’s not wasted, or you can ignore it for simplicity. The reasons for this rule are trigonometric and have to do with circles. It’s complicated. Just roll with it.
Movement can only occur as the first action in a round. The attacker may not move after performing any other action in a round, and she may only move at one of three paces: walking, jogging, or running.
The attacker may move up to six meters as a free action. This represents walking pace. This is useful for positioning herself for attacks.
The attacker may move up to twelve meters as a half round maneuver. This represents jogging pace. The attacker can move an additional meter for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can jog 17 meters, or around eight squares. A character with ten ranks in Acrobatics can jog 22 meters, or eleven squares in a cardinal direction.
The attacker may move up to twenty meters as a full round maneuver. This represents running, or sprinting, pace. Because this is a full round maneuver, it ends her turn. Because it is movement, she may not perform any other maneuvers before running. This means that running takes up her entire round. She can move an additional two meters for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can run 30 meters, or 15 squares in a cardinal direction. A character with ten ranks in Acrobatics can run 40 meters, or 20 squares in a cardinal direction.
If the attacker is over her carry weight, she may not receive any movement bonuses from her Acrobatics ranks. Additionally, she may move fewer squares. For every unit over her carry weight, the attacker may move one fewer meter when she runs. When her running distance equals her jogging distance, jogging follows the normal rules of running, and walking follows the normal rules of jogging. For every unit over her carry weight from there, she may jog one less meter, until it equals her walking speed (6 meters). Then, walking follows the normal rules of running, and additional units are subtracted from that speed until she can no longer move.
The notation for movement speed is 6m/12m/20m. This represents how far one can walk (6 meters), how far one can jog (12 meters), and how far one can run (20 meters).
The attacker can move to any square adjacent to the target, but if she moves to a square away from the target, the target may counter-attack her. When riding a mount, some rules for movement are different. The attacker selects a pace at the start of the round as normal. Then, she moves up to the maximum number of squares she could move at the next slowest pace (unless walking). She may then either move the remainder immediately, or save it until a later point in her turn. For instance, if she were riding a horse with a speed of 10m/40m/140m, and chose a cantering pace (40m), she would have to move up to 10m, and would be able to save the remaining 30m for later in her turn, to represent the horse’s momentum.
Used my Specialization points. My blade is now 3d8-1, from 2d6-1. Is this okay, I used 1 point for damage, and 1 point for die.No. That's not how Specialization works. Someone please tell me where people are getting this misconception. For the third or fourth time, nothing in the game upgrades damage. You can only upgrade your attack dice pool, which is the dice you roll to hit an enemy.
PluckThank you.
Requirements: Readiness I, Sleight of Hand III
You can artfully snatch something off the ground in an instant. With this knack, picking up a single item in a round is a free action, rather than a half round action. Any further items are half round actions.
Oh yeah, do everyone a favor and stop running off to grab shit like an asshat.Dude, not cool. If you want, have your character say it to mine but don't bring it to OCC.
Don't thank me, thank section 4.16.PluckThank you.
Requirements: Readiness I, Sleight of Hand III
You can artfully snatch something off the ground in an instant. With this knack, picking up a single item in a round is a free action, rather than a half round action. Any further items are half round actions.
Not currently. You could cut off their head, but that wouldn't just blind them. Thing is, if you're driving a knife into someone's eye, why not just push a little harder and get their brain?That's actually very hard to do even with thrusting weapons. You either need something thin or something with a lot of mass, either way you're going to need to put some force into it to get past all the tissue and bone. Also, it's possible to take out someone's eyes by slashing at them or hitting them with a hammer.
Yes, you may.
I would like to be placed last to move, so that way I'm not holding up the others.For future reference, this action is "delaying."
GUNINANRUNIN: If you're planning on using intent to mangle a lot, your attack dice pool is terrible for it. That 1d4 is outright eliminated, so its benefits are nil. Instead, you should use your 3 ranks to get a 1d8 and a 1d6, or a 1d10 and a 1d4, so that when they're downgraded you can still get decent rolls.But the sheet isn't wrong, correct?
Please fix.
Moving to an adjacent square horizontally or vertically is a distance of 2 meters. This is referred to as the distance of a square for convenience’s sake. Moving diagonally, however, is a distance of 3 meters, which is where things get complicated. If a character ends up with one or two meters left over, that they can’t use to get where they want to go, they can carry it over to the next round so that it’s not wasted, or you can ignore it for simplicity. The reasons for this rule are trigonometric and have to do with circles. It’s complicated. Just roll with it.
Movement can only occur as the first action in a round, with the exception of changing poses. The attacker may not move after performing any other action in a round, and she may only move at one of three paces: walking, jogging, or running.
The attacker may move up to six meters as a free action. This represents walking pace. This is useful for positioning herself for attacks.
The attacker may move up to twelve meters as a half round maneuver. This represents jogging pace. The attacker can move an additional meter for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can jog 17 meters, or around eight squares. A character with ten ranks in Acrobatics can jog 22 meters, or eleven squares in a cardinal direction.
The attacker may move up to twenty meters as a full round maneuver. This represents running, or sprinting, pace. Because this is a full round maneuver, it ends her turn. Because it is movement, she may not perform any other maneuvers before running. This means that running takes up her entire round. She can move an additional two meters for every rank of Acrobatics she possesses. A character with five ranks in Acrobatics can run 30 meters, or 15 squares in a cardinal direction. A character with ten ranks in Acrobatics can run 40 meters, or 20 squares in a cardinal direction.
If the attacker is over her carry weight, she may not receive any movement bonuses from her Acrobatics ranks. Additionally, she may move fewer squares. For every unit over her carry weight, the attacker may move one fewer meter when she runs. When her running distance equals her jogging distance, jogging follows the normal rules of running, and walking follows the normal rules of jogging. For every unit over her carry weight from there, she may jog one less meter, until it equals her walking speed (6 meters). Then, walking follows the normal rules of running, and additional units are subtracted from that speed until she can no longer move.
The notation for movement speed is 6m/12m/20m. This represents how far one can walk (6 meters), how far one can jog (12 meters), and how far one can run (20 meters).
The attacker can move to any square adjacent to the target, but if she moves to a square away from the target, the target may counter-attack her. When riding a mount, some rules for movement are different. The attacker selects a pace at the start of the round as normal. Then, she moves up to the maximum number of squares she could move at the next slowest pace (unless walking). She may then either move the remainder immediately, or save it until a later point in her turn. For instance, if she were riding a horse with a speed of 10m/40m/140m, and chose a cantering pace (40m), she would have to move up to 10m, and would be able to save the remaining 30m for later in her turn, to represent the horse’s momentum.
If I'm dual-wielding pistols, does that mean I can target two people at once?
EDIT: The way it is now, it takes just as long to reload a pistol as it does to simply drop/sheathe a pistol and pull out another one.
EDIT2: Maybe making the firing of firearms and crossbows a free action at the start of a round?
Familiar FootstepsIt's actually "Fool me once, shame on you. Fool me twice, shame on me."
Requirements: Tracking III, Hop Skip Jump
Fool me once, shame on me. Fool me twice, shame on you. With this knack, you gain a +1
bonus on Tracking checks on new trails for any individual you have successfully tracked before.
It works either way, really.No, it really doesn't.
Yes it does. Fool me once, shame on me for being fooled. Fool me twice, shame on you for being such a jerk.That's not it at all. Fool me once, shame on you for taking advantage of my trust. Fool me twice, shame on me for not learning from my mistake and trusting you again.
Hey everybody,Small recommendation in manual. In combat step 2: damage , When it talks about removal thresholds it talks about "total Vp" rather than "Max VP". total Vp may be misinterpreted as current VP.
I messed up and made the locational damage chart calculate thresholds based on your current VP instead of your maximum VP. Unless you feel like fixing the equations yourself you'll have to make a new copy of the Foot Soldiers sheet (here (https://docs.google.com/spreadsheets/d/1euapX9LoFSjZgzCY1XgTmwrQyMmi6toEmp0vzAxkJEc/edit?usp=sharing)) and copy the information over.
Fine, how much money would it cost me to buy a serf?Well, first you buy a time machine, and then you go back in time and get yourself born to a noble family.
Drive is murder on my computer for some reason (it always slows everything to a crawl and it crashed me out of Firefox again this morning) and I just don't want to deal with having to close all my other programs and make sure everything is saved before using it. You should drop me from this Squeegy. I can keep playing until you get a replacement but, unless I can fix this issue by then, I'm just not going to be able to play this anymore.Well, since you opened your sheet up for anyone to edit, I've just been keeping yours up to date. That's why I exempted you from the check. Are you sure you want to drop? I think you should try opening it in Chrome or something before giving up on the game.
Ok, I think I fixed my sheet.Yep, all good.
Ehhhh I don't like Chrome but I guess I can try..Drive is murder on my computer for some reason (it always slows everything to a crawl and it crashed me out of Firefox again this morning) and I just don't want to deal with having to close all my other programs and make sure everything is saved before using it. You should drop me from this Squeegy. I can keep playing until you get a replacement but, unless I can fix this issue by then, I'm just not going to be able to play this anymore.Well, since you opened your sheet up for anyone to edit, I've just been keeping yours up to date. That's why I exempted you from the check. Are you sure you want to drop? I think you should try opening it in Chrome or something before giving up on the game.
Me neither, but I keep it around for things I can't do in Firefox, like Netflix (because of my privacy settings).Ehhhh I don't like Chrome but I guess I can try..Drive is murder on my computer for some reason (it always slows everything to a crawl and it crashed me out of Firefox again this morning) and I just don't want to deal with having to close all my other programs and make sure everything is saved before using it. You should drop me from this Squeegy. I can keep playing until you get a replacement but, unless I can fix this issue by then, I'm just not going to be able to play this anymore.Well, since you opened your sheet up for anyone to edit, I've just been keeping yours up to date. That's why I exempted you from the check. Are you sure you want to drop? I think you should try opening it in Chrome or something before giving up on the game.
I'm interested in taking over, if no one else has the spot. It'll take me a couple of days to read the rules and make a character.
I have an idea about how we can do this smoothly, we can take a rest after our encounter, and some of us leave the dungeon and can go into the market, KJ goes home and Cheesecake joins.
If I make my sheet freely editable will you keep track of stuff like you were for GUNINANRUNIN?Yes.
Thanks! Dunno if making it editable changed the link, so here (https://docs.google.com/spreadsheets/d/1zRuu3w_W-RONZKRvQSAFLnWMJ9AZXbcVLKx5QWhgmXo/edit?usp=sharing) it is again.If I make my sheet freely editable will you keep track of stuff like you were for GUNINANRUNIN?Yes.
A tourniquet can also be applied using a bandage (makeshift or otherwise) and any blunt stick-like object that can be scavenged to tighten it. The DC is twice the total VP/round loss to apply a tourniquet, which will stop damage to VP and prevent death, but deal limb damage instead. Tourniquets can only be applied to bleeding inflicted on major or minor limbs. Yes, this includes the head; you can tourniquet their neck if you really want to, but if their head is crippled by the bleeding they’re going to die anyway.
I would allow them to be used as an ingredient in crafting, but they would either have no effect or a negative effect on the weapon's stats.This was what I meant, I was just trying to think of a way of preventing that from merely being house ruled-in.
Well, you're forgetting the part where I said "no effect."I would allow them to be used as an ingredient in crafting, but they would either have no effect or a negative effect on the weapon's stats.This was what I meant, I was just trying to think of a way of preventing that from merely being house ruled-in.
They might not be following the OOC thread.They've posted in here, so it should be showing up on their new replies list at least.
Did you send them PMs? They might not be following the OOC thread.They should be.
Nah, might change the other team's play-style.
Interestingly, you weren't in China when I did the sheet checks, nor were you when I told everyone I was going to be deducting XP until the sheets were fixed, so it's no excuse that you ignored it until you were unable to do anything about it. Sorry.
I've brought Ronald's sheet up to date as best I can.
You're already out of XP to deduct. In the meantime keep playing I guess.Nah, might change the other team's play-style.
+1Interestingly, you weren't in China when I did the sheet checks, nor were you when I told everyone I was going to be deducting XP until the sheets were fixed, so it's no excuse that you ignored it until you were unable to do anything about it. Sorry.
I've brought Ronald's sheet up to date as best I can.
I am sorry. I'll change it when I get back. Until then, deduct as much XP as you feel the need to. Can I continue to post turns?