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Quick mini poll for the roll20 sheet, Would you like talents, feats, and spells to... A: Have a single resizable textarea per entry? B: Have a standard input for the ability's name and then a textarea beneath it for the mechanics of it?
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# ? May 30, 2014 16:32 |
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# ? Jun 8, 2024 21:09 |
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B, definitely. Also having a dice option there would be pretty sweet.
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# ? May 30, 2014 16:40 |
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PantsOptional posted:having a dice option there would be pretty sweet. Wouldn't that be better saved for a macro? since each one has their own rules. I could make a textbox/area that would be be called when you press a nearby button, but that seems like a waste of space since you could just make a macro for it, and get the benefits of autocomplete and knowing it works. Current version on my personal campaign. Not pushed on github yet, Thoughts? (Elaine is a player in my game) Twibbit fucked around with this message at 20:06 on May 30, 2014 |
# ? May 30, 2014 17:28 |
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Btw, the latest View from the Pelgrane's Nest is up: http://pelgranepress.com/site/?p=15203 Wanna see sexy? Check out the new Drakkenhall map: (Full size it at the link above - plus more layout samples from 13TW)
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# ? May 30, 2014 20:11 |
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Kenderama posted:Btw, the latest View from the Pelgrane's Nest is up: That seems a little... on the nose, don't you think?
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# ? May 30, 2014 20:37 |
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When you're an Icon, branding is very important.
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# ? May 30, 2014 21:39 |
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We're talking about immortal narcissistic dragons with functionally infinite time on their hands for urban planning.
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# ? May 30, 2014 21:40 |
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Afinostux posted:We're talking about immortal narcissistic dragons with functionally infinite time on their hands for urban planning. The real evil is the commute.
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# ? May 31, 2014 08:16 |
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The massive destructive power of the red is surprisingly useful for building bypasses.
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# ? May 31, 2014 09:45 |
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It's mostly that loving tail and those heads, any sensible map would just have three north gates Jackard fucked around with this message at 19:36 on May 31, 2014 |
# ? May 31, 2014 19:32 |
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It's sort of like main street USA, but they couldn't decide what would be the most "the three" way to greet visitors, so each of them came up with one.
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# ? May 31, 2014 20:23 |
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Blue Street is a practical, normal entrance. Black Street is a back alley only accessible at night. Red Street is on fire. Always.
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# ? Jun 1, 2014 20:58 |
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The Crusader's citadel is laid out to look like a gauntleted fist giving the finger.
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# ? Jun 1, 2014 23:34 |
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waderockett posted:The Crusader's citadel is laid out to look like a gauntleted fist giving the finger. This will now be canon in my game
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# ? Jun 2, 2014 01:11 |
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Unlike humans, who lay out their cities haphazardly, dragons have to actually look at their layout from above all the time when they fly. It makes sense that they would force the most beautiful possible shape on a city.
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# ? Jun 2, 2014 22:46 |
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Starting a new campaign this week which may end up being nothing but 13 True Ways classes. Occultist, Druid, and Monk. It's also looking like each player may wind up being one of the three variants of Werebeast, which is doing my ego no end of good.
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# ? Jun 3, 2014 19:29 |
Is it going to be normal for this game's releases to be so far apart? I was just checking out my Kickstarter profile to see what projects slipped through the cracks, and 13 True Ways funded in September 2012, meaning that it took ~2 years of work to get out? I don't even remember when 13th Age came out, and I'm not expecting (or desiring) WotC's monthly splatbook program, but that is a hell of a long time between resources.
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# ? Jun 4, 2014 05:12 |
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-Fish- posted:Starting a new campaign this week which may end up being nothing but 13 True Ways classes. Occultist, Druid, and Monk. Let us know how it turns out. I'm particularly interested in how the occultist handles in play since it has really unusual mechanics. I wonder if it would be better in a larger party since there would be more potential triggers.
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# ? Jun 4, 2014 07:12 |
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GrandpaPants posted:Is it going to be normal for this game's releases to be so far apart? I was just checking out my Kickstarter profile to see what projects slipped through the cracks, and 13 True Ways funded in September 2012, meaning that it took ~2 years of work to get out? I don't even remember when 13th Age came out, and I'm not expecting (or desiring) WotC's monthly splatbook program, but that is a hell of a long time between resources.
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# ? Jun 4, 2014 07:23 |
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HomegrownHydra posted:We should have a steady release schedule from here on out. We get the Bestiary this month, 13 True Ways in August, and probably three adventures after that. 2015 will be even better. The main book came out at GenCon last year as well.
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# ? Jun 4, 2014 15:43 |
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Latest organized play adventure, Tower of the Ogre Mage, just went out to subscribers. I gotta ask, does ASH LAW really have a real name that sounds like an pulp action hero?
Captain Walker fucked around with this message at 17:23 on Jun 4, 2014 |
# ? Jun 4, 2014 17:16 |
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I'm reading the adventure now. I like how they're doing something short to break up the whole "fight orcs for three months solid" thing. I think I'll see if any of my players want to try out the playtest classes for it too. Still not 100% sure how this adventure is supposed to work, though... e: I do really like the idea of using Icon relationship dice to avoid traps, though. Evil Mastermind fucked around with this message at 17:41 on Jun 4, 2014 |
# ? Jun 4, 2014 17:38 |
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Evil Mastermind posted:e: I do really like the idea of using Icon relationship dice to avoid traps, though.
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# ? Jun 4, 2014 18:12 |
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It's a way of getting around the fact that relationship rolls aren't that useful in Organized Play since (by the nature of organized play in general) you need to follow a scripted adventure. Like, one whole season was the group running in front of an army of orcs in the frozen wastes, so there weren't a lot of chances to have NPCs come in. Most of the time they just translate into "an agent of _________ shows up and gives you a magic item". Basically they're normal traps (it's a DC to notice them before they get one attack against however many targets), but if you have good relationships with certain Icons then you can avoid them completely, get rerolls, or some surprise benefit. Here's one of the traps: quote:Creeping Hand
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# ? Jun 4, 2014 19:33 |
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... That is awesome
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# ? Jun 4, 2014 19:43 |
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One of my favorites is the "Sleeping Kobold", because if you roll a 6 with the Orc Lord you intimidate him into carrying your stuff for the rest of the adventure, and if you roll a 6 with the Great Gold Wyrm makes him your faithful squire for the rest of the adventure.
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# ? Jun 4, 2014 19:46 |
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I'm a pretty big fan of the "dungeon pressure" system. It's basically a stealth meter for the dungeon, which goes up the louder and more blatant you get and down the quieter you get. When you go into a new area, you roll a d6: if you roll equal to or lower than the dungeon pressure you run into wandering monsters, if you roll higher you get a trap. Traps also tend to increase your dungeon pressure because you're gonna make some noise when a lightning ward tasers you in the face.
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# ? Jun 4, 2014 19:51 |
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I'm thinking of testing a way of using Icon dice in my upcoming Theros game. I may give them to the players to spend, in the sense of: when you're in a situation and need some help that is in theme for your Icon, spend the die. For a 5, the problem you're facing changes. For a 6, things improve, straight up. Because I'm using gods and Theros rather than the standard Icons, this might take the form in combat of, say, a divine blessing or a divine curse, or the sudden appearance of a god-sent monster (which then has to be dealt with afterwards) or so on. It feels like it might be easier and more organic than me trying to plan in the Icon rolls.
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# ? Jun 4, 2014 19:54 |
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I have to say I'm really impressed with how Pelgrane's been adjusting and tweaking the organized play adventures to take into account that they don't work like "normal" campaigns, and how they change things that don't work. It's like the exact opposite of Encounters. e: Mors Rattus posted:I'm thinking of testing a way of using Icon dice in my upcoming Theros game. I may give them to the players to spend, in the sense of: when you're in a situation and need some help that is in theme for your Icon, spend the die. For a 5, the problem you're facing changes. For a 6, things improve, straight up.
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# ? Jun 4, 2014 19:55 |
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Evil Mastermind posted:
I did a one-off where the GM did this, except it was a +4, and a 5 meant it came at the cost of a -2 on the next roll, whatever it might be. Boring, but probably about as low maintenance as you could ever get.
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# ? Jun 5, 2014 00:36 |
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HomegrownHydra posted:Let us know how it turns out. I'm particularly interested in how the occultist handles in play since it has really unusual mechanics. I wonder if it would be better in a larger party since there would be more potential triggers. I'll be recording it, so I can just share each iteration of the game here.
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# ? Jun 5, 2014 01:57 |
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PantsOptional posted:I'm a pretty big fan of the "dungeon pressure" system. It's basically a stealth meter for the dungeon, which goes up the louder and more blatant you get and down the quieter you get. When you go into a new area, you roll a d6: if you roll equal to or lower than the dungeon pressure you run into wandering monsters, if you roll higher you get a trap. Traps also tend to increase your dungeon pressure because you're gonna make some noise when a lightning ward tasers you in the face. I've been running a house rule like this, but I didn't know it was actually supposed to be a part of any game I played. Where can I read more about this?
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# ? Jun 5, 2014 03:25 |
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DalaranJ posted:I've been running a house rule like this, but I didn't know it was actually supposed to be a part of any game I played. Where can I read more about this? Sign up for organized play here (it's super loving worth it, they've got a lot of fun mechanics like montages which are now a staple of everything I do): http://pelgranepress.com/site/?p=12301 Alternatively, here's the blurb on Dungeon Pressure: quote:Dungeon Pressure Edit: Seriously though, it's super painless to sign up for the org play just to get the adventures in your inbox.
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# ? Jun 5, 2014 05:38 |
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Are there any good cheat-sheets for PCs/GMs? I'm starting to get involved with the system, and neither I nor my perspective players have played it before. Some of us have d20-game experience, some have never rolled something other than a d6 in their life, and such sheets would be quite helpful. I'll probably make some if not, but just wondering if I can save some time.
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# ? Jun 5, 2014 22:36 |
What kind of information are you looking for? The back of the book has conditions, what you can/can't do while engaged, and what the consumable magic items do/cost.
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# ? Jun 5, 2014 22:40 |
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I suppose that's a good point -- first I'd missed that, and secondly I'm not really sure. Part of that I guess is not remembering what it was like back when I was starting to play anything at all and not knowing what would have been helpful there. I should probably just spend a load of time writing Roll20 macros for folks and explaining them thereafter.
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# ? Jun 5, 2014 22:43 |
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In the resources section, there are player aids for the GM and players
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# ? Jun 5, 2014 22:48 |
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CaptCommy posted:fun mechanics like montages I'm sorry, this is impossibly compelling. Organized Play posted:If you just want to run the adventures for your home group that's cool with us too. I'm in.
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# ? Jun 6, 2014 04:11 |
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I also like the boss fight design from Castle Screamhaunt with giving the Boss as many actions as their are party members and increasing the health with the party size.
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# ? Jun 6, 2014 04:27 |
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# ? Jun 8, 2024 21:09 |
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Twibbit posted:I also like the boss fight design from Castle Screamhaunt with giving the Boss as many actions as their are party members and increasing the health with the party size. Yeah, that was a problem during Wrath of the Orc Lord, where it was one (admittedly huge) monster versus 7 PCs and no health scaling on what amounted to a flat plain. It was a bit of a muckle.
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# ? Jun 6, 2014 04:36 |