The Common Room - Small Talk

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Jun 22, 2015 4:11 am
Welcome Parvus!

Just noticed I forgot to announce my absence for the weekend, my apologies.
Jun 22, 2015 7:13 am
Thanks Grendel :)
Jun 23, 2015 2:32 pm
So just to confirm that I'm understanding the layout: The manor house is atop the cliff face, and the cave is somewhere on the same cliff face. The camp is below on the beach.

So we are returning to the beach to climb up the cliff to reach the caves we were told of. Is this more or less correct?
Jun 23, 2015 3:53 pm
Thanks for the map Dex, that clears it up quite a bit.
Jun 23, 2015 4:38 pm
Not quite exactly how I imagined the area, but clear nonetheless...
Jun 24, 2015 3:43 pm
Ouch! Nice first shot mr. Centipede.
Jun 24, 2015 9:16 pm
Not that it really matters, as it's 50/50 regardless, but does the torch go out on a 'successful (read:lower than)' CTN:10 check?
Jun 24, 2015 9:37 pm
ctn 10 to stay lit
Jun 25, 2015 12:13 am
In case you don,t want to constantly open your DS4 pdf to figure out what Slayer Points do (p.43 btw if it's what you want to do), I thought I'd make a table here telling you what they do.

SP Free Action/Bonus
1 Ignore 2 damage
1 Cooldown Period -1 round
1 Defense +3
1 Opponent's Defense -1
1 Get up in melee
1 Movement Rate +1
1 Change/pick up/draw weapon

2 Dodge once*
2 Ignore 6 damage
2 Cooldown Period -3 rounds
2 Defense +8
2 Attack +2
2 Opponent's Defense -2
2 Movement Rating +2
2 Repeat failed attack**
2 Change spell (check required)

3 Second attack in round
3 Ignore 9 damage
3 Cooldown Period -10 rounds
3 Defnese +12
3 Knock over injured opponent***
3 Opponent's Defense -4
3 Movement Rate +3


* As with talent of same name.
** Does not apply to fumbles.
*** Does not apply to gigantic (Huge? going to have to check that for the errata...) or larger opponents.
Jun 25, 2015 12:20 am
Thanks, K.

Do the stats on this giant centipede sound familiar? :)
Jun 25, 2015 1:16 am
As soon as I saw the words "giant centipede", I knew you borrowed it from me. :P
Jun 25, 2015 4:10 am
Using slayer points is something declared on one's turn right? Can they be used immediately after acquiring them?
Jun 25, 2015 2:59 pm
Yes. And spent basically anytime. Due to the nature of PBP, I permit things like Dodge to be post attack roll, too
Jun 25, 2015 3:20 pm
Unless roleplaying or other circumstances dictate otherwise, I assume healers heal during the catch breath portion post encounter. If situations force the party to flee or into another fight right away, there would be time to roll perhaps one heal.

No need to roll otherwise
Jun 25, 2015 3:56 pm
sounds good. I hadn't really studied the magic rules yet, so I wrongly assumed that magic was more limited as it is in other systems. But it seems the only limiting factor as far as frequency is the cooldown period? (and requiring a successful check to cast of course)
Jun 25, 2015 4:01 pm
And the active spell. You are free to cast your "active" spell, but if you want to change this active spell to be a different one you need a skill check-
Jun 25, 2015 5:17 pm
Sorry, super busy pulling an all-nighter at work. It's 5am here. Dex would you mind rolling Healing Touch on Bart for Herja! Thanks!
Jun 25, 2015 6:27 pm
I didn't want to commit to the full 'catching breath' action, as I wasn't sure we wanted to spend an eternal 6 minutes waiting for Bart to pull himself together.
Jun 25, 2015 7:54 pm
There is an alternate "mana points" system I've used from time to time that puts more limits on casting.

The cooldown system allows GMs to really throw the kitchen sink at players, and rather than counting 100 rounds cooldown, I just call that "per encounter".
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