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Jan 13, 2024 3:56 am
Ok, so does that mean my armor works that way, too? In effect it gives me the advantage of medium armor proficiency even though I don't have that? That would be great!
Jan 13, 2024 3:59 am
Wouldn’t it be cheaper to buy the Tough, then spending 6xp to keep building up your HP?

Ohhh, I can buy the trait without the proficiencies?!
Last edited January 13, 2024 4:00 am
Jan 13, 2024 4:04 am
Yes. Armor proficiency is good for when you're already set with Tough (like Blornvid is).

In Skeeve's case, he has neither. His "armor HP" is from his magic armor, not a trait or proficiency.
Jan 13, 2024 4:16 am
Does it cost 8 for medium and then another 8 for heavy armor prof? That’s negating 2 dmg per encounter right? For 16 xp
Whereas you can get 2 hp for 12 xp, but that would only regenerate on a longer rest, right? It’s interesting to think about
Last edited January 13, 2024 4:17 am
Jan 13, 2024 4:24 am
Bold is Official Italic is house rules
I do not use the Armor Master trait
All players start with basic armor proficiency. This does nothing but it is assumed to help and is thematic
8 XP for any proficiency or mastery
Weapon Group Proficiency 8xp -> Single Weapon Mastery 8xp
Medium Armor Proficiency 8xp -> Heavy Armor Mastery 8xp
You can't Heal armor benefits
Tough +2 HP 10xp
+1 HP 6 xp (stat increase)

It is a work in progress but isn't too broken (I hope)
Jan 13, 2024 4:36 am
Added XP for people out of their intro. Basically I give 10 for finishing the intro then try to follow the rules. I do this so that newcomers only have a few things to handle but can advance quickly if they stick around. I require players to fill weapon mastery and a 3rd trait before going into prestige traits, which I allow and can go over when you get there.

Experience is generally awarded as follows:
• 1 for the group as a whole for good roleplay.
• 1 for the group as a whole for defeating enemies (not per enemy, just if they defeated any enemies).
• 1 for the group as a whole for advancing the plot and their goals.
• 1 for the group as a whole if players contributed to the out of game enjoyment of the session (snacks, music, carpooling, hosting at their home).

I try to track character progression at the bottom of their sheet in the History section with EXP loosely correlated to this.
Jan 13, 2024 4:41 am
Oh cool! Thanks!

What are prestige traits? After weapon mastery I might consider working up to these traits:
- tough
- dark fighter - is this dark vision?
- Familiar - what is this? A companion creature?
- Opportunist - I assume it’s an opportunity attack?
Last edited January 13, 2024 4:46 am
Jan 13, 2024 4:54 am
Quote:
I require players to fill weapon mastery and a 3rd trait before going into prestige traits
Dark fight allows you to fight without sight
Familiar is a companion spirit
Opportunist attacks people who attack them
Jan 13, 2024 4:56 am
Very cool!
Jan 13, 2024 5:45 am
There are multiple sets of prestige traits. All of them are keyed off of normal traits. They are:
- Archmage: gives cool magical powers, but requires Spell Touched, Spell Reader, or Familiar.
- Archdryid: gives an animal companion, but requires Beast Speaker.
- Grandmaster: gives cool martial arts moves, but requires Martial Artist.
- Assassin: gives a literal Death Attack! Requires Darkfighter, Sneaky, or something else.
There are also some others in extra publications that you can try to sell Psybermagi on. You can also try to make a custom one if you do a really good selling job.
Jan 13, 2024 12:34 pm
I’m not a very good salesperson. Death Attack sounds pretty baller to me. I’ll look into it, thanks!
Last edited January 13, 2024 12:35 pm
Jan 13, 2024 3:06 pm
As this may come up from time to time (IE : recently did) I expanded the details on damage, healing, and death
Health, Damage, Death, and Recovery says:
• Hit Points reflect the punishment your body can take before you lose consciousness
• 6 hours of sleep heals you fully
• Hit points recover 1 HP per hour of rest
• You can not be reduced below 0 HP by damage
• At 0 HP you are unconscious and must roll a Save Test. Failure drops you to -1 HP
• At -1 HP you are unconscious and must roll a Save Test with disadvantage or die
• Success at 0 or -1 HP stabilizes you up to 1 HP and you are no longer unconcious
• Allies can help stabilize unconscious individuals as an action and roll a Save Test. Healer kits allow the test to be rolled with advantage.
Jan 13, 2024 5:22 pm
What happens if someone magically heals a person at 0HP? Obviously, the healer has to succeed their roll, but that should negate the need for the victim to make their Save Test, correct? (Or could correct the issue if they do fail the Save Test?)
Jan 13, 2024 6:02 pm
Psybermagi says:

• At 0 HP you are unconscious and must roll a Save Test. Failure drops you to -1 HP
• At -1 HP you are unconscious and must roll a Save Test with disadvantage or die
• Success at 0 or -1 HP stabilizes you up to 1 HP and you are no longer unconcious
When are these rolls performed? At the beginning of your turn, or immediately?

Say I drop to 0 from an enemy attack. Do I immediately roll to see if I fall to - 1? And then, if I do get to - 1, do I immediately roll (with disadvantage) to see if I die? I'm guessing it's at the beginning of my turn, otherwise this would be bonkers.
Jan 13, 2024 6:48 pm
If you have HP > 0 you are conscious immediately.
as soon as you are at 0 HP you are unconscious
you roll saves if at 0,-1 at the beginning of your round. that is all you can do anyhow.

Round 5 : 2 hp, 2 dmg = 0 hp, unconscious
Round 6 : unconscious, roll save 2d6 (1,3) = dying
round 7 : dying & unconscious, roll save 1d6 (2) = dead
Jan 13, 2024 7:40 pm
.,===.
/_[+]_\
| ~~~ |
|.R.I.P. |
|_____|
Jan 13, 2024 8:22 pm
Lol, it can't be clearer than this, gravestone included. Thanks!
Jan 14, 2024 4:02 pm
See, I always pictured dark mantles more like these. Assumed the tentacles were more Boney then Tentacley
https://i.imgur.com/9H65Zcz.png


I never really thought of them looking like this. With tantacles hanging from the webbing.
https://i.imgur.com/bUHGExU.png


Piercers are a thing, but not really strong. IMO. You use them once, and then they are useless.
https://i.imgur.com/BhUKSHl.jpg

Ropers are a lot better.
https://i.imgur.com/525wg6t.png


Now that I think of it, it would be cool if they were all the same monster, just different "evolutions" of it.
They start as piercers. They change into either a dark mantle or a roper, depending on the circumstances.
Any other creatures that would fit to add to this idea? Gricks?
Last edited January 14, 2024 4:04 pm
Jan 14, 2024 4:10 pm
1st and 2nd are pretty much the same save for color which they can adapt to match their local stone. Longer tendrils just gives a better grip as they get larger? Note that darkmangle can fly while piercers do not.
Innocent whistling when the phrase "it would be cool if they were all the same monster, just different 'evolutions' of it" is brought up . . . .
Jan 14, 2024 4:24 pm
Great I am giving the DM bad ideas again...
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