Who nabbed GM assistant?
Eh, actually, going back to original format. Whos GM?Me.
The entrance to the dungeon is a simplified entrance room that has been overtaken by nature. Their is thick grass and shrubbery all around this place that makes moving through it a slow and tedious task. The dungeon leads has two other crevices and hallways to go through to confuse fellow adventures.
In the center their is a simple spike trap configuration, where if a inept adventure steps on a pressure plate, that is partially concealed by the foliage, than a grouping of spikes will impale them.
Oh. Appears Gwolf has been gone for hours.Sorry I was asleep.
johiah would you like to be DM? Go ahead and take a turn if yes.
Ok. So the chance to dodge depends on their speed, ability at spotting traps, and a d6. To successfully dodge they need a 4 or higher, this is lowered by one for being fast, or one for being good with traps. These effects stack. The damage is determined by how badly they fail the roll. 1 below lowers health from fine to injured, 2 below lowers it from fine to moderately injured, as well as adding a "bleeding!" Malus to all subsequent rolls, manifesting as a -1 until health is returned to normal, 3 below is very injured, which includes the "bleeding!" Malus, as well as a -1 called "faint". 4 below is critically injured, and unless they are treated within 5 turns, they will die.DM, you can use this or create a "house rule".
Each treatment raises wound level by 1.
This particular trap requires a 4 or higher to dodge, and a 5 or higher "spotting" roll. The spotting roll can receive a +1 bonus for being perceptive, or good with traps.
Party members can inform those behind them of a spotted trap, providing a +2 to any who attempt to go through.
DM, you can use this or create a "house rule".Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
Simple; Spikes, Darts, etc (+0 to DC)
Complicated; Magical Flames, Poisoned Darts (+1 to DC)
Superior; Spray of Acid, Lightning Trap (+2 to DC)
Ridiculous Insane; Disintegration, Time Manipulation, the ceiling of the dungeon falling on you (+4 to DC)
Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specification.DM, you can use this or create a "house rule".Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.Spoiler (click to show/hide)
Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specification.Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.
Edit: Ah, just to make clear, he didn't actually ask me yet.Doesnt matter, since you clarified it was basically what you had.
Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.How exactly does this part work? I thought you controlled the NPCs and what they did.
I will roll any numbers. Tell me, DM and GM, all that I must roll.
Players my house rule was just a clarification and it's also accepted by the GM, you just got out-ruled.Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specificationDM, you can use this or create a "house rule".Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.Spoiler (click to show/hide)
Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.You have to a roll a 1d6 for each player to see if they spot the trap, if they do spot it (they respectively need to get a 5 or higher), they get a +2 bonus to moving past it, since they get a +2 bonus to the actually dodging the trap roll. They must roll a 1d6 for each hero moving through the room to see if they actually evade the trap. They all have to get a 4 or higher (if they succeeded on the spot check, than 1d6+2), the thief also gets an extra +2 bonus due to his specialization with traps and extra agility.
I will roll any numbers. Tell me, DM and GM, all that I must roll.
That is what I meant by perception. You puny axe man get a bonus to spotting for your instinct, and you slinking thief get a bonus since you have skill with traps.
Okay fine I will make a compromise, +1 bonus to Spot Check Roll for the Barbarian and +2 Bonus for the Thief Trap evasion roll, effectively the same roll sheet as everyone else. Happy? Let's move on from this simple beginning room and go into the more important rooms, that also contain money..."Hmm, interesting point."
Barbarian is "injured".
-I will introduce a stealth, combat, and pride mechanic system in the morning. I think this is enough.
I guess I can work on stealth now.
DM. First off, roll a d6 for the perceptiveness of each enemy goblin, and a d8 for the scorpion.
Next roseheart, if you would be so kind, could you assign the sneakiness levels of each character based on their abilities. As in, smaller people. (Thief) is a d8+2. Normal sized people, (cleric and jester) are a d8+1. The barbarian is a d8. Then, when the team attempts to sneak by, it is their sneakiness + a d6 roll, minus the enemy they are sneaking pasts' perceptiveness + a d6 roll. If the number is one or higher, they successfully sneak. If it is 0, they will be spotted immediately starting next turn. Lower than that is a fail and they are spotted.
How does this look?
I guess I can work on stealth now.The only problem I see in your system is that what if the Cleric is wearing chain mail?, I think for their 1d8 roll they should get a -2 penalty if wearing chain mail/whatever, and a -3 penalty if it's like plate mail.
DM. First off, roll a d6 for the perceptiveness of each enemy goblin, and a d8 for the scorpion.
Next roseheart, if you would be so kind, could you assign the sneakiness levels of each character based on their abilities. As in, smaller people. (Thief) is a d8+2. Normal sized people, (cleric and jester) are a d8+1. The barbarian is a d8. Then, when the team attempts to sneak by, it is their sneakiness + a d6 roll, minus the enemy they are sneaking pasts' perceptiveness + a d6 roll. If the number is one or higher, they successfully sneak. If it is 0, they will be spotted immediately starting next turn. Lower than that is a fail and they are spotted.
How does this look?
I said a +2 bonus to evading the trap, not spotting it for the thief, should of been more specific. Also, what the heck!
thief why did you just go on and tell them? You know their is a Pride Mechanic, where if you don't give your allies helpful information or ignore them for wealth, than you get even more money. Don't you want some pride points, scoundrel?
The next you room you encounter is a gruesome sight, that any of you with a sense of humanity should look away.
Their is still some dim light covering the place as crevices to the holes of the ceiling of the dungeon still gives light, but very little of it. You expect that if none of you brought torches or other means of light (holy magic?), than you will be walking in complete darkness for the next room.
Anyways what's so appalling is at the center of the room you see what looks to be a large... anthropoid!, at least the size of a cow, it resembles the shape of a scorpion. This creature is occupied by this orange looking humanoid with long stubby ears, that seems to be chewing on human flesh, wait that's a Arm!, disgusting.
Their seems to be a whole pile of human corpses alongside the small-to-medium sized orange humanoid and cow-sized scorpion, also their is a small campfire aside them as well. They probably used that to cook/roast the "meat". A few meters away you see two small green humanoid both sitting around a small wooden table, feasting on much more "refined" meat than just raw, you think it's not human. Your general sense is that these guys are the common goblins you adventures often encounter, and than you overhear a chat from them.
Goblin Lackey 1: I don't know how Mr. Feral over here can eat raw flesh, I mean we killed a couple of peasants, but eating them is a little too crazy for my taste
Goblin Lackey 2: Yeah, me too. I mean this horse meat we are eating is a lot more tastier than that stuff. Maybe the bawss will allows us to take down a pastry for them pies and cakes, Mmmmm.
Goblin Lackey 3: Good Joke
Their also seems to be a couple of bags of coins on the table, where the goblins are eating horse venison. It seems like you guys might be able to do a sneak attack on these guys, along as you won't vomit at the smell of human corpses.Quote from: Don't Look At This PlayersEnemy List:
Two Reds are Used and 1 Yellow is used.
-A giant scorpion, around the size of a cow, it is tamed by the Feral Goblin Beastmaster. It scales are quite thick and armored. Also has a poisonous sting.
-A Feral Goblin Beastmaster, seems to like the the taste of flesh. It is larger than the green goblins. Equipped with a improvised wooden short bow, small hide armor, two iron daggers
-2 Goblin Lackeys, small green goblins, their I.Q has much to be desired from. Equipped with a Blowpipe, small leather armor, and an iron dagger
Ok. I NEED to make a new thread. I need more OPs to stick rules and dungeon info/beastiary ect ect.I might be one of the players.
I have decided I will not continue playing the players. It's too much work and it's a waste of what this is end up making.
I'll let you guys tell me if you want to keep the same roles. And hey you can reuse pretty much any of this as the game progresses. Let me know if you want to be in again or if you had enough.