Descending the Temple Depths (OOC)

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Mar 2, 2022 7:33 pm
More about "riding" the centipede:
Roald is used to fighting in bars, but this certainly is some next level s. His butcher's skills would come in handy using the blade though.
I am also still using the adrenaline and what he thinks is "Raynor's touch" to explain this act of heroism. The shock of what has happened will come later no doubt.
Mar 3, 2022 2:20 am
TheGenerator says:
@TrailHead, I'd like to use Albert's "cure" ability on Deoring. Got any objections to that? It would mean that Deoring has to stay out of the combat for now.
No objections @TheGenerator. Thanks for asking.
Mar 3, 2022 5:36 am
Airshark says:
More about "riding" the centipede:
... butcher's skills ... using the adrenaline ...
Indeed. :)

Do you want to add an appropriate roll to that or should I just use 'best judgement' on how it goes. This seems pretty Athletic, so even a bad roll would not change the fact of your now 'riding' the thing.

Either way, give us an attack and damage roll for the two handed strike. It almost seems appropriate to give that a -1 to attack and a +1 to damage to represent the difficulty of using the sword that way, you can decide if you want to take those adjustments (all or nothing, both or none).
[ +- ] HP Numbers
What the others do will probably define what the centipede wants to do next (if it has a 'next').
OOC:
And, as calibration: That OOC was a prefect example of when to use them. :)
Mar 3, 2022 7:17 am
Best judgement for the rodeo style '' riding the centipede'' please

Should've brought a hat ..
Mar 3, 2022 7:24 am
And what did you do with those rolls? They don't quite add up.

Did you used the adjustments above?

If so, it should have been `2d6+1-1` and `1d6+1+1` (STR and Skirmish still apply). If not, then it should have been `2d6+1` and `1d6+1` (making it a 10+ on your Attack, so Success at No Cost).

Once we know what you meant them to be, we can just do that adjustment math in our heads.
Mar 3, 2022 7:43 am
vagueGM says:
And what did you do with those rolls? They don't quite add up.

Did you used the adjustments above?

If so, it should have been `2d6+1-1` and `1d6+1+1` (STR and Skirmish still apply). If not, then it should have been `2d6+1` and `1d6+1` (making it a 10+ on your Attack, so Success at No Cost).

Once we know what you meant them to be, we can just do that adjustment math in our heads.
Indeed I forgot my normal modifiers. Shouldn't be rolling dice Before getting out of bed.😄 So that's an extra +1 on both rolls.

Should I put some flavour text with the roll, or only dry numbers?
Or is that your ''job'' ?

I wasn't sure because I didn't know what the outcome would be.
Mar 3, 2022 8:05 am
Airshark says:
Indeed I forgot my normal modifiers. Shouldn't be rolling dice Before getting out of bed.😄 So that's an extra +1 on both rolls.
Hehe. Not hard to add them, bringing the 8 to a 9 does not change anything, but the extra damage might. Let's see what everyone else does.
Airshark says:
Should I put some flavour text with the roll, or only dry numbers?
Or is that your ''job'' ?

I wasn't sure because I didn't know what the outcome would be.
Definitely your job. But the fiction should come before the rolls, so the flavour came from the previous post where you took the action of driving the sword down into the creature. (You could, as easily, have added those rolls to that post (and dropped us a note), but a new post is fine too.)
Mar 3, 2022 10:10 am
Deoring: With the aid of Albert's Cure magic, you can re-roll your Hit Dice as per normal healing rules (without the requirement for time, a rest, and a meal).

You roll `3d6` and keep the highest, and add Hardy.

Given the numbers, there is no chance of your getting worse from this (Hardy is a good protection from 'finding it was worse than you thought').
Mar 3, 2022 10:12 am
Albert: Tell us a bit about your Healing ('Cure', technically; you are not a 'Healer' (so no extra dice)).

You said it has been a while since you did this? But I have heard rumours from patrons of your bar that they walked away from bar-fights feeling better than they expected. Were you accidentally healing people without meaning to?
OOC:
Mechanically I figure a 7-9 allows normal healing (but quicker), a 10+ would allow them to choose to keep their old value if it turns out 'they were worse off than they thought', and a 12 or more might give max on some of the dice, or another benefit where appropriate.

Does that sound good to you? The rules don't tell us what to do.
Mar 3, 2022 4:05 pm
vagueGM says:
Were you accidentally healing people without meaning to?
The bar brawls usually only resulted in black eyes and bruises. Nothing as severe as a giant centipede bite. So in that regard it's been a while. Albert did help out patrons (only regulars and good friends) and perhaps some of that had a hint of magic to it. Sometimes it's enough to make someone think they are healed to have them feel that way. The mind tricks the body, and after 7 beers and a brawl, you can bet that anyone still standing is feeling like the king of the world! The morning after can be a different story.
OOC:
I'd like it more if the 7-9 also had a drawback for Albert. Something like 7-9: Albert must spend resources to make it work (could be a physical item, penance, a sacrifice or even mental anguish.) but they get to roll 1 extra hit die. Is that ok or too much of a hassle?
Mar 3, 2022 4:21 pm
TheGenerator says:
... I'd like it more if the 7-9 also had a drawback for Albert ...
I did think about that, but could not come up with a good drawback, that we can keep using each time. A 6- would definitely have significant risk to Albert, but this is not a miss.

The compromise of the 7-9 is that the player still has to roll, and as always, there is risk there. That gets better and safer at higher levels, and this keeps that mechanic.
TheGenerator says:
... must spend resources to make it work (could be a physical item, penance, a sacrifice or even mental anguish.) ...
I can't really enforce that in the long term, but it makes for good roleplay, so please add it whenever it seems appropriate. Show us --and the other characters-- what it costs you to do such miracles.
TheGenerator says:
... they get to roll 1 extra hit die ...
We can pre-negotiate that for a 10+, if you want, but you are already allowing them to heal 'instantly' rather than over hours, so adding extra dice to the mix could be overkill.

If you become a proper Healer (via the Heal Skill) you would give them an extra dice.
Mar 3, 2022 7:24 pm
Apologies have now read the rules again. The axe is a martial weapon so d6+1 damage I also have a shortbow d6+2 due to ranger skills I think. I did list the other equipment I bought on the character sheet.
Mar 3, 2022 8:48 pm
vagueGM says:
I can't really enforce that in the long term
Alright, no problem. Let's stick with your idea and I'll add the rest in RP as you suggested :)
Mar 3, 2022 10:28 pm
vagueGM says:
Deoring: With the aid of Albert's Cure magic, you can re-roll your Hit Dice as per normal healing rules (without the requirement for time, a rest, and a meal).
I guess that means that the healing actually worked? Excellent!
vagueGM says:
You roll `3d6` and keep the highest, and add Hardy.

Given the numbers, there is no chance of your getting worse from this (Hardy is a good protection from 'finding it was worse than you thought').
Will do, @VagueGm. I don't quite understand how I should interpret the roll I will be making in light of your last sentence. For Deoring's initial HP, my best roll was 4, plus the 6 from Hardy got him to 10 HP. He took 7 HP damage from the centipede, leaving him at 3 HP at the moment prior to healing. (And thank goodness for the bonus from Hardy!)

So, once I reroll my hit dice as a result of Albert's healing, do I understand correctly that by "there is no chance of your getting worse from this" you mean the roll can't be worse than the 3 HP I currently have -- just because of the math it will be at least 7 HP?
Mar 3, 2022 10:38 pm
TrailHead says:
... can't be worse than the 3 HP I currently have -- just because of the math it will be at least 7 HP?
Yes, even if all three dice come up 1s, you still add the +6 from Hardy and will have 7. You are hardy (the adjective this time, not the Ability) so you bounce back from injuries better, as well as being able to take more punishment before going down.
Mar 3, 2022 11:46 pm
Well, that healing really worked - I ended up with 11 HP - that was more than I had to start with! Thanks, TheGenerator! And all praise to Raynor!
Mar 4, 2022 8:12 am
TrailHead says:
And all praise to Raynor!
Maybe it was Raynor who burned down Albert's bar just so he would go out and convert people to his faith. Haha! :)
Mar 4, 2022 8:15 am
[ +- ] spoiler
Mar 4, 2022 8:30 am
vagueGM says:
Believe me, I have had that same thought. :)
Hehe :D Can't argue with the results so far.
Mar 6, 2022 6:05 am
Just checking in to confirm I haven't ghosted the game or anything, there just hasn't been a situation that Rook's been willing to jump in on, and I haven't really figured out a good way to do "Rook continues to wait for an opening" as a post. He's still here watching and waiting though.
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