Welcome karabooo

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Mar 14, 2024 6:31 pm
Ha! Now, if I choose hardy as an ability, do I start the game with those extra 6 hp, or does that just bump up my max?
Mar 15, 2024 3:17 am
karabooo says:
... if I choose hardy as an ability, do I start the game with those extra 6 hp, or does that just bump up my max?
It means your rollable HP range is 7-12 instead of 1-6, and has immediate effect.

Given how the HP work, it does mean that can't end up with less than 7 whenever you roll to Heal as well (being Hardy also means you heal quicker, or don't take as much damage as it appeared). Most people have to consider if they want to 'treat their wounds' as a bad roll can leave them with fewer HP than before the roll (it turns out, once they see them, that their injuries were worse than they thought), if a Hardy someone is above 7 they still have that risk, but tend not to worry about injury and such (it is reflected in the fiction and personality).
Mar 15, 2024 5:13 pm
Okay, I'm a little confused about how treating wounds works and how it can lead to losing HP, but I'm okay figuring that out during gameplay. Once I submit it to the game, will you be able to look over the AC/HP/DMG section of my character sheet and make sure I've done that correctly?

My character's name is Ezmaray. I've been doing some brainstorming, and here is my first stab at a backstory for her:
https://docs.google.com/document/d/1g5xlulYARbav-0_Fu_dV896FxvVNOpyFujl_l5aIHIg/edit?usp=sharing

This is all flexible, and I'm happy to make changes to help it fit the narrative better.
Last edited March 15, 2024 5:13 pm
Mar 16, 2024 4:42 am
karabooo says:
... I'm a little confused about how treating wounds works and how it can lead to losing HP ...
It is the most confusing part of this game, but adds an interesting element.

As the Rules say:
Rules says:
Hit Dice
You have 1 Hit Die (d6) + extra hit dice equal to your CON. Roll all your hit dice and keep a number equal to your level to determine your HP.
This is probably not the confusing part, but let's summarise:

So, at Level 1, you only ever keep the 1 best die, no matter how many you get to roll. Rolling more only increases your odds of getting a high number.

This is your current HP, not your max, there is no, 'max'. Gronk rolled a 1, but, fortunately, that only means that he starts low on HP for some reason, not that he is permanently weak.

There may come a time when your Level is higher than the number of Hit Dice you roll, which will make it more important to try to increase your CON or find 'healers' to get those missing dice that you get to keep.
Rules says:
Healing
When you rest and consume a ration/waterskin/wineskin, you may re-roll your HP. If you are attended by a healer, roll an extra hit die.
As written, you re-roll your HP. So the number can be lower. The rules don't dictate how this works, so various GMs rule this in various ways (it is always a good idea to talk to one's GM about how they run things:).

We have ruled that there may be times —like when you have complete safety and all the time you need, or a very special healer, or something— where you can choose to keep your old value if you roll worse. But otherwise we follow the rules and keep the new value, whatever it is.

Think of it like this: You get hurt during an exciting and adrenaline-fueled fight. Later you rest and have someone take a look at your wounds, you take off your shirt and the crude dressing you ripped from the hem, and find —once the adrenaline has worn off— that your wounds are worse than you thought, that you are in a very bad condition and need immediate care. There are countless real-world stories of people getting stabbed or shot and not realizing till later, when they look down and see the wound/knife sticking out, then they suddenly fall over.

You can always choose not to risk re-rolling if you are still above acceptable levels. Either you are just 'not looking, in case it is bad', or we don't think too much about it in the fiction.

Being Hardy means that if you are ever below 6 HP you will always benefit from 'Healing' as you can't roll lower than a 7.
Mar 16, 2024 4:43 am
karabooo says:
... look over the AC/HP/DMG section of my character sheet and make sure I've done that correctly ...
Looks good.

The 'Damage' number is part of the weapon, so there may not be much value in having it up with the HP and such. But then, the Amour value is also part of the specific gear, so who knows, at least you are likely to keep the same Armour value throughout a confrontation, and Character choice can also affect your Armour value. No harm having Damage listed, but it might become confusing if you end up with weapons that do different numbers and change during a fight.

There is little value in keeping the STR/DEX/... dice-rolled numbers. They are purely to generate the +1 Modifiers. We can always refer back to this thread if we care about them. No real harm in having them in the sheet either, but they mean nothing anymore. :)

What is the 'Weak?' column in your Stats?

There is no 'aliment' in this game, but feel free to keep that in the sheet if it helps describe the character.

There is no 'Load' concept, the fiction will dictate if you are 'encumbered' or anything.
Mar 16, 2024 4:44 am
karabooo says:
... I've been doing some brainstorming, and here is my first stab at a backstory for her:

This is all flexible, and I'm happy to make changes to help it fit the narrative better.
Most GMs are not going to read multiple pages of backstory. I have no read it. :)

It is fine for you to have a strong idea of who the character is, and it might help you play them, but remember that you are a Fresh Faced adventurer with little past experience that is relevant.

Maybe summarise what is relevant into a paragraph (or two if you have to) in the sheet, and let us learn the rest as we play, if it comes up.
Mar 16, 2024 1:47 pm
LOL. Apologies. It's fine for you not to read all of the backstory. I mainly wrote that to help me have a firm grasp of who I'm playing. Let me summarize what might be relevant for you to know. (I actually prefer for folks to learn stuff about my characters in the telling of the story. That way I feel less ... redundant.)

In a nutshell, my character fled to this town from far away (either by sea or land -- doesn't matter). I'm not sure how long she's been here, but probably not very long. She is an experienced trapper and will likely be investigating places where she can hunt and sell furs, etc. She is looking to earn some money to send back home. She has a friend back home named Richie whom she writes letters to. He's the son of a bandit warlord who took over her town. She is counting on him to stay abreast of how things are going back home, especially in regards to her family.

Hopefully that's enough to give you an idea of who in the crew she might know... if anyone!

Thank you for the thorough healing explanation! I'll likely be referring back to that in the future. :)
Mar 16, 2024 3:33 pm
karabooo says:
... Hopefully that's enough to give you an idea of who in the crew she might know... if anyone! ...
We need to think about why you would want to go adventuring to a far off land (... another, further off, land!) where there is danger and possibly not much trapping prospect and probably no chance of sending letters home.

You own 60 silvers worth of stuff, the party did just drop 2000 silver on a celebration party. So the lure of money is a very valid reason.
With what you have said, I am thinking that it might be apropos to not know anyone yet, we can treat this as a first meeting. I see two obvious ways to handle this, depending on how much you want to be the one initiating the scenario.

Maybe you are trapping in this area and get caught up in the mist quest? You have to fight off the mistlings (hey, they just got a name!:). Maybe you need to be rescued by the party, maybe you rescue the party? Maybe it is mutual?

Or maybe you know someone who was hurt... or is hurt by the mist, and you are trying to solve the problem and encounter the party doing the same? It seems the mist attacks have lingering effects, so maybe you are looking for a answers about what to do about that, or maybe it is revenge? Or something else? Your call.

You impress them, they impress you, you hear about the money potential (from one of the NPCs probably) and bada-bing you are an adventurer.
Mar 16, 2024 8:35 pm
I'm down with any of the above. If she has observed that these heroes are making a bunch of coin AND her usual industry has been interrupted by the mist creatures, that would be plenty motivation to work with them -- either to resolve the mist issue or earn an income another way. I would rather act out a scene where they meet rather than just have her suddenly appear in the story and pretend that she was there all along, but if that's going to be difficult to arrange, I understand!
Mar 16, 2024 9:00 pm
karabooo says:
... either to resolve the mist issue or earn an income another way. ...
We can start by dealing with the mist issue. That is local, so does not require any justification as to why you join them on a long journey.
karabooo says:
... motivation to work with them ...
We can worry about future adventuring after the problem were you live is resolved.
karabooo says:
... I would rather act out a scene where they meet rather than just have her suddenly appear ...
Let's do that then. Do you meet out there in the wilds while you are tackling the mistlings, or have you also heard about the strange resident of the nearby town of Oldmford who might know things about 'strange mist'?

We can either run a scene of your meeting at Gronk's place [ref]. Or have the others gather him and then make their way out to look at the mist tonight and encounter you there. As a wilderness-type person, I would think it would be more interesting if you all meet out there in the middle of the action and forge bonds in the crucible of high-stress-situations.
Mar 16, 2024 9:45 pm
Yes, I agree that that does sound more interesting and exciting. No rush. I can patiently wait in the woods for the others to find me. :) And I'll leave it to you to decide who will be saving who!

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