Bunt / Oliver

Dec 26, 2023 5:35 pm
Welcome @Bunt

This thread is for your character creation. Take a look at welcome and character creation.

If you have any questions you can post them here or if you think they are general on the Q&A
Dec 26, 2023 6:09 pm
Lovely, I'm on it
Dec 26, 2023 6:44 pm
Apropos to nothing, but I love that avatar.
Dec 27, 2023 3:48 pm
Haha, thanks!

So, I have the following character so far:

Oliver, the alchemist otterfolk. I chose Beastfolk-mammal with hearing sensitivity. I thought about smelling sensitivity, which is more flavorful imo, but that seems to overlap with alchemist's substance identification. How would they interact?

As Trait 1 I chose Alchemist, with the intention of learning to make handy substances and potions. I don't mind starting the game with no recipes known, as learning stuff and collecting ingredients should be fun.

As trait 2 I tentatively chose nimble fingers, with the idea of being quick to hand potions to other allies during an encounter. I'm not sure this works in this manner, but that's why I'm asking now. An option B is barfighter (throw a flask?), and an option C is Dark-Fighter (throw a smoke bomb?). In any case, I would appreciate some advice here. Open to new ideas.

Also, how does drawing a weapon work here? Does it take your action? Is there a viable way to have a two-handed weapon and occassionally throw a potion flask on the ground (some turns attack, some turns use potion)? Maybe that's exactly what a light weapon is for after all...
Thanks for the help!

Ah also, as background I thought of Circus work, thinking of an otter playing around with balls (and that's why the weapon of choice is a "Ball Mace").

https://i.imgur.com/uC3uerj.jpg

Also, I wrote as belief "Be wary of anyone who's unwilling to play catch", though it didn't save properly.
Dec 27, 2023 4:18 pm
Nimble fingers in the rules is for pick pocket and the like but can easily be re-flavored to suit your character. Go ahead and submit your character so I can look it over in detail and give better feedback.
rules says:
Combat is strictly turn-based to keep things running smoothly. During your turn in the Initiative Order, you have two Actions. You can choose to move, attack, and generally not be useless with these Actions. Other Actions include sheathing or unsheathing a weapon, grabbing an item, and giving an item to an ally.
I have not been requiring an action to draw/sheathe a weapon (actually I assume everyone has their weapon to hand when in dangerous situations so I dont think it camp up) or other minor actions. So grabbing something easily accessible form a belt can be free but getting something from a pack would not. Do note that
Rules says:
Ranged Weapons require one hand to hold, but two to operate. Ranged Weapons treat all targets on the field as being within range ... The downside to this is that they require one Action to load, and one Action to fire.
So if you will be "hurling" potions and what not then mechanically it takes you an action to prep, and another to throw/attack. There is a trait, Quickdraw, that eliminates this and can be adapted/applied to your alchemical focus.

ps. Nice avatar picture
Dec 27, 2023 4:53 pm
Alright! Yeah, quickdraw made a lot of sense.
So, just to see if I understand it properly...
An archer without quickdraw would need to use its two turn actions to ready and shoot, right? Whereas an archer with quickdraw could use an action to move and an action to ready-n-shoot.
Can an archer with quickdraw shoot two arrows in a turn or is the number of attacks always 1/turn?

Well, to be more practical, what source material should I read to find the basics?
Dec 27, 2023 4:59 pm
Quick draw allows 2 ranged attacks a round for 2 actions.
I allow archers to have 1 arrow/bolt/potion readied so they can do a ranged attack once as a single action but the 2nd ranges attack is 2 actions later.
The source material is linked in the What is TinyD6 section. You can also find it on Drive Through RPG
Dec 27, 2023 5:10 pm
Cool! I see, that makes sense.

I just edited the Heritage trait to Sensitive smell, as that's more fitting for an otter.

What happens if I try to identify a substance (say a flower) by smelling it? Alchemist gives advantage on that as well. Do these stack?
Dec 27, 2023 5:27 pm
No stacking
Sensitive smell inherently will give a broader range of what your can detect/identify while alchemy learning also expand the scope of known materials. So some things will be automatically identified due to ability and experience.

As for the overlap. I can give additional information based on multiple success. Ex : roll 3d6
2,4,6 = you smell poison
1,5,6 = your smell poison and catch the scent of the prison who delivered it
Dec 27, 2023 5:32 pm
Lovely! Glad it's not a dead mechanic then. Will cook up the minor magic item now
Dec 27, 2023 7:25 pm
Scent-capture flask it is. I think Oliver is almost ready.

Im still undecided between light and heavy proficiency, though.
Last edited December 27, 2023 7:26 pm
Dec 27, 2023 8:03 pm
Most pick light, possibly because heavy is two handed? A few have added ranged as a secondary. So if your go heavy you will stand or more. Still do your own thing
Dec 27, 2023 8:39 pm
Yeah, okay, juggling the flasks and two handed with draws and stows sounds fine. Regarding chucking the flasks, do I need ranged proficiency additionally to Alchemy?
Dec 27, 2023 9:38 pm
You get a weapon proficiency. If you take ranged you can throw your concoctions, or use a sling, or slingshot. without it attacks beyond Close would be at disadvantage. See Weapon Damage Range & Zones
Dec 27, 2023 11:22 pm
Ok, so I'm picking the following in the end:

Otterfolk (beastfolk-mammal)
Sensitive smell

Trait 1: Alchemy
Trait 2: Quickdraw

Proficiency: Ranged
Weapon: Slingshot (munition round river rocks & the flasks i'll concoct)

There seems to be a copy of the Oliver character with no traits, which is different to my character. Is that all good?
Dec 27, 2023 11:34 pm
I only see 1 oliver in the game. If you have 2 copies you can easily tell which in in my game by opening both. The one in a game will have "Forums" in the red footer bar at the bottom of the page. If the wrong one is submitted you can simply copy paste the character sheet by editing both. Or remove one and submit the 2nd. Or just update the one in my game with the content from the other. Let me know if you need help with this. Below is a copy of the one currently in my game.
[ +- ] Oliver
Dec 27, 2023 11:44 pm
Ok, I think it's fixed now. The correct Traits and info now appear when I click on the name Oliver right here.
Jan 10, 2024 1:43 pm
I added Slingshot mastery, as that's the main way that I will be using to chuck flasks. It plainly makes attacks with 3d6 instead of 2d6, right? Is the technical word for that "advantage" or is that something different?

We either pick this or a trait, correct? I'm asking because Mastery seems sort of much more powerful than a trait, raw-numbers-wise. Or is it balanced after all from your experience?

Edit: Oh, I also added the alchemical recipes in the character sheet. Loved your descriptions for them.
Last edited January 10, 2024 1:45 pm
Jan 10, 2024 1:58 pm
3d6 is advantage. Any disadvantage drops out to 1d6 still.
Traits can be more useful than mastery depending. It is pretty balanced.
Jan 10, 2024 2:44 pm
It should be pretty balanced.

Think of it this way: Many traits simply give advantage in certain situations (e.g. social situations for Charismatic or hiding and sneaking for Sneaky). Mastery is simply giving advantage in certain situations (i.e. combat with a specific weapon). Granted many will view the situations that Mastery works in is more important that the situations that many traits work in, but that is not necessarily true.

So, as difficult as it is to balance something as loose as Tiny D6, on the surface it would appear that mastery is relatively balanced with traits.
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