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Also, note that players don't become incapacitated, they become disabled. The difference being that if an incapacitated creature takes any damage (say from an AOE) they die. A disabled player, however, basically rolls a d6 on each round to see what happens to them,: and they're only going to die if you roll two 1's and they're actually more likely to just get back up again. I killed a couple players early in our campaign because we hadn't seen this special rule. Edit: Wait no, now I'm re-reading it...and players do die if they take any damage? Someone help me out here. Now I'm reading the 3rd paragraph of the INCAPACITATED block as modifying only the 2nd paragraph, not the 1st? Jack B Nimble fucked around with this message at 14:08 on Feb 8, 2018 |
# ? Feb 8, 2018 14:05 |
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# ? Jun 3, 2024 17:40 |
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I am pretty sure PCs will die if they take more damage while down, which is making life really hard for our Rogue. He got Erode cast on him last session, which hit for 20+ so it's doing 2d6 every round, and welp. We had to end the session mid-fight, which stinks, but we are LOVING this game.
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# ? Feb 8, 2018 15:00 |
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Rogue Trickery question.... "Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage." Does a Rogue still get this if said Boon is offset by Banes, to the point where they have zero Boons? It looks like Backstab explicitly would not, and neither would Dirty Tricks, but this one's different.
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# ? Feb 8, 2018 15:18 |
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What "with a boon" means came up in our last game and I just said it as plus one because, what, you want it to reduce 3 boons to 1 too? I'm not sure which is right though, we just agreed on something. Also that particular passage seems clear because it says in the next sentence that the boon may not result in a net positive. Jack B Nimble fucked around with this message at 15:37 on Feb 8, 2018 |
# ? Feb 8, 2018 15:29 |
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Jack B Nimble posted:What "with a boon" means came up in our last game and I just said it as plus one because, what, you want it to reduce 3 boons to 1 too? I'm not sure which is right though, we just agreed on something. In this case - our Rogue was shooting at someone who had cover. So his boon from trickery was counteracted by a bane from cover, and he made the attack ultimately straight up with neither boons nor banes. If our Rogue attacks with a Boon and Trickery, he's normally dealing +2d6 damage, from Trickery and Backstab. It looks like if that Boon is offset by Banes to the point where he has no remaining Boons, he should still get the +1d6 from Trickery (because the boon is still being used, kinda) but lose the +1d6 from Backstab.
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# ? Feb 8, 2018 15:44 |
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My rogue would have used trigger action to gain a boon on that. When I'm not phone posting I'll say more but basically you can get a boon that was at the risk of having your long action not go off. I should say I'm not sure that's exactly how a triggered action work RAW but we like the trade off. Edit yeah I just checked and prepare gives a boon. It was especially helpful at lower level when players didn't have many triggered actions anyway. Jack B Nimble fucked around with this message at 16:15 on Feb 8, 2018 |
# ? Feb 8, 2018 16:05 |
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Yeah, in the game I'm running I'm using Trickery as "If you use the boon on an attack roll, that attack gains +1d6 damage". Combined with Backstab he's the deadliest bastard in the group, but given the rest of the group is 3 priests and a magician...
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# ? Feb 8, 2018 16:05 |
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Jack B Nimble posted:My rogue would have used trigger action to gain a boon on that. When I'm not phone posting I'll say more but basically you can get a boon that was at the risk of having your long action not go off. Antilles posted:Yeah, in the game I'm running I'm using Trickery as "If you use the boon on an attack roll, that attack gains +1d6 damage". Combined with Backstab he's the deadliest bastard in the group, but given the rest of the group is 3 priests and a magician...
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# ? Feb 8, 2018 16:29 |
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Before the game the DM was explaining that rogues were broken and magicians were bad but I said hey what if I take technomancy and a club. I drop a bolt thrower and bop the enemy with a club that's as many D6 as a rogue would do on a hit and the DM said oh wow okay sure that could work. Every single one of my bolts missed. Boons are important and good. It is hard to not feel shafted but I withhold my formal complaints because this is the punishment for playing 5e where a martial feels this every day.
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# ? Feb 8, 2018 18:08 |
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I have a player who likes bolt thrower. It's very powerful but just remember the turret can be attacked.
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# ? Feb 8, 2018 18:13 |
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dwarf74 posted:Yeah, the Rogue is super deadly. If he uses Trickery with net boons, he also uses Backstab and deals +2d6 damage. If he uses Trickery but attacks without any net boons - is he dealing +1d6 damage or +0 damage? So far I've been giving the extra damage even if they lose all their boons. Rogue damage is very dependent on boons, so I think taking away all their damage in addition to their boons is a bit harsh.
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# ? Feb 8, 2018 19:09 |
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My Rogue avoided the chance of ever not having a boon on hand by going Rogue/Spellbinder/Gunslinger. No backstab, but boons and extra d6s of damage for days.
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# ? Feb 8, 2018 19:18 |
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dwarf74 posted:Yeah, the Rogue is super deadly. If he uses Trickery with net boons, he also uses Backstab and deals +2d6 damage. If he uses Trickery but attacks without any net boons - is he dealing +1d6 damage or +0 damage? RAW/RAI he's dealing +0 damage. It's basically classic D&D-esque rogue design- massive damage if you've got an advantage over your target, but damage that's inferior to a warrior-type if you're forced into a straight up brawl. Trickery abstracts stuff like feinting or setting up a flank so that rogues can do their thing without it being obnoxious/time consuming/difficult to pull off. Though you can certainly house-rule it. "Robert Schwalb posted:"In order to gain the extra damage from the Rogue Trickery talent, you must have the boon from the talent. You only count as having the boon for a roll if you actually roll the die. So, if you lose the boon from Rogue Trickery, you do not deal the extra damage." LGD fucked around with this message at 21:30 on Feb 8, 2018 |
# ? Feb 8, 2018 21:23 |
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LGD posted:RAW/RAI he's dealing +0 damage. It's basically classic D&D-esque rogue design- massive damage if you've got an advantage over your target, but damage that's inferior to a warrior-type if you're forced into a straight up brawl. Trickery abstracts stuff like feinting or setting up a flank so that rogues can do their thing without it being obnoxious/time consuming/difficult to pull off. Though you can certainly house-rule it. In other questions, has anyone bought Caecras or Kingdom of God? How are the Expert paths in them? (I miss the wiki )
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# ? Feb 9, 2018 05:46 |
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dwarf74 posted:HUH! Okay then. Yep, got both. Caercras has Saboteur and Trooper, Kingdom of God has Agent, Flagellant and Red Cloak. The Saboteur has some rogue-y stuff (Quick Reflexes), some direct damage against contructs/objects, and a fairly meaty sabotage/trap focus. The Trooper is very warrior-y, with a good balance of attack, damage and survival. The Agent is a personal favorite, a touch of rogue-y stuff, a hint of combat utility, and a whole heaping of 'solve/progress plot' abilities. The Flagellant is... weird. It's a combat class where you're wearing no armor (but get divine protection), you flagellate yourself (penalty to Health) to get attack/damage bonuses and certain immunities, and a talent called 'Crazed Charge'. The Red Cloak is a pacifist healer that eventually gets the ability to revive recently-dead people.
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# ? Feb 9, 2018 09:36 |
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Antilles posted:Yep, got both. Caercras has Saboteur and Trooper, Kingdom of God has Agent, Flagellant and Red Cloak. The Saboteur has some rogue-y stuff (Quick Reflexes), some direct damage against contructs/objects, and a fairly meaty sabotage/trap focus. The Trooper is very warrior-y, with a good balance of attack, damage and survival. The Agent is a personal favorite, a touch of rogue-y stuff, a hint of combat utility, and a whole heaping of 'solve/progress plot' abilities. The Flagellant is... weird. It's a combat class where you're wearing no armor (but get divine protection), you flagellate yourself (penalty to Health) to get attack/damage bonuses and certain immunities, and a talent called 'Crazed Charge'. The Red Cloak is a pacifist healer that eventually gets the ability to revive recently-dead people.
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# ? Feb 9, 2018 14:53 |
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dwarf74 posted:Sweet, thanks. I'm trying to decide between getting those, or getting Companion 2. Companion 2, for my money. The new ancestries alone make it worth it, and the new paths and traditions in it are a lot of fun. Wardscribe is something I really wanna play someday...
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# ? Feb 9, 2018 16:19 |
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I'm on the verge of running a SotDL campaign via Roll20, and I'm looking for advice on how to use that system best. I see that there's a character sheet, but it's hard to get a sense of how complete it is. Also, I think my group will like something a little less grimdark than the default SotDL angle. Avoiding Forbidden is obvious, and having people choose their background stuff rather than roll, but are there other things that I might want to excise to lighten things up a bit?
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# ? Feb 9, 2018 20:15 |
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Subjunctive posted:I'm on the verge of running a SotDL campaign via Roll20, and I'm looking for advice on how to use that system best. I see that there's a character sheet, but it's hard to get a sense of how complete it is. Tone down the Insanity stuff, maybe remove Corruption too? Insanity is important insofar as it has an effect on the combat math, but removing it might be helpful for a more heroic tone as well. Some Paths may not be to your liking either, like the Torturer, so consider axing that as well.
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# ? Feb 9, 2018 20:19 |
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Forbidden Rules also has a section on increased healing to make a less grimdark game as well.
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# ? Feb 9, 2018 20:21 |
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How do you guys adjudicate Iron Vulnerability? Do you include alloys like steel, or just figure cold iron is enough? I'm leaning towards the latter.
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# ? Feb 10, 2018 05:50 |
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I am finding a problem. Monk gives 1d3 unarmed, if the unarmed damage is less. Then up to 1d6 at 2nd level if unarmed damage is below that. Mystic improves unarmed damage to 1d6 if it is below that. Neither seem to do anything if your damage is already equal to or greater than that. This perfect seeming combination ends up with a bunch of wasted features. EDIT: Also I tried charting out a Sylph Monk, Mystic, Martial Artist. And man that gets some crazy Defense and Speed.
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# ? Feb 10, 2018 05:56 |
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dwarf74 posted:How do you guys adjudicate Iron Vulnerability? Do you include alloys like steel, or just figure cold iron is enough? I'm leaning towards the latter. I copied The Witcher and made silver and silver-infused items a core mechanic for fighting monsters and fey.
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# ? Feb 10, 2018 06:31 |
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Ryuujin posted:I am finding a problem. Monk gives 1d3 unarmed, if the unarmed damage is less. Then up to 1d6 at 2nd level if unarmed damage is below that. Mystic improves unarmed damage to 1d6 if it is below that. Neither seem to do anything if your damage is already equal to or greater than that. This perfect seeming combination ends up with a bunch of wasted features. Try asking Rob about it on the G+ page. You usually get a reply right quick.
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# ? Feb 10, 2018 08:21 |
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Ryuujin posted:I am finding a problem. Monk gives 1d3 unarmed, if the unarmed damage is less. Then up to 1d6 at 2nd level if unarmed damage is below that. Mystic improves unarmed damage to 1d6 if it is below that. Neither seem to do anything if your damage is already equal to or greater than that. This perfect seeming combination ends up with a bunch of wasted features. Unarmed Prowess is +1d6 damage to unarmed strikes, similar to a normal Warrior's Combat Prowess (but only affecting unarmed attacks), it doesn't increase your base unarmed damage- i.e. a level 2 human (or Slyph in your case) monk does 1d3+1d6 (with probably an extra +1 from knuckledusters). The damage from Unarmed Combat Training is basically to tide you over at level 1-2 until you can take an expert path that boosts your damage at level 3 (i.e. Mystic or PoB Fighter) if you're not playing a race that already has a superior unarmed combat option. If you are then it's true you're not maximizing the value of those path features, but you also probably already have adequate damage and are not as tied to needing to take one of those Expert Paths. e: You definitely deal less damage at lower levels than some of the other build options, but ignoring the bane for the combat manuevers gives you a lot of extra control/extra defense, you've got one of the best crit effects in the game and you ultimately build into a character with gross defense/mobility and quite decent if not necessarily wombo-combo-tier damage (at level 10 it'd be like 8d6 per round single target [via Flying Kick + Instinctive Focused Qi Strike]). e2: dwarf74 posted:How do you guys adjudicate Iron Vulnerability? Do you include alloys like steel, or just figure cold iron is enough? I'm leaning towards the latter. do whatever feels right for your game, but I'm pretty sure it explicitly includes alloys like steel- Terrible Beauty, Page 3 posted:Iron Loathing which fits, since otherwise they presumably wouldn't continue to use bronze and bone weapons- iirc the only iron/iron-alloy thing called out as being non-disruptive is the Vorpal Sword, which is meteoric iron (and therefore presumably magical enough) LGD fucked around with this message at 10:06 on Feb 10, 2018 |
# ? Feb 10, 2018 09:29 |
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LGD posted:
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# ? Feb 10, 2018 17:42 |
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Huh yeah okay somehow last night I misread Unarmed Prowess from Monk 2. So new question. Pixie's Wee means half damage on weapon attacks. If one was a Pixie Monk/Mystic/Martial Artist would it be just the 1d3/1d6 unarmed damage, or also all the extra +1d6s, that would be halved? Also man how are Pixies supposed to survive since they start with 5 Strength/Health, and get half Health each type a level gives them Health. Which begs the question, Level 4 Pixie gets +2 Health, so is that halved as well to 1? Or is that supposed to be the equivalent of a 4 halved to 2 already?
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# ? Feb 10, 2018 19:34 |
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Ryuujin posted:Huh yeah okay somehow last night I misread Unarmed Prowess from Monk 2. You'd halve the total damage inflicted, including the extra D6's (unless under the effects of Dilate)- SotDL, Page 39 posted:When a creature or object takes half damage, divide the total damage by 2 and round down to the nearest whole number. You halve damage only once, regardless of how many times you are instructed to halve it. Pixies aren't really terribly potent martial combatants prior to getting Dilate at level 4, at least in situations where you're trying to maximize DPS rather than shoot tiny arrows/stones at something that can't see or reach you until it dies. If you want that juicy 13 agility to start I think playing a Kung-Fu Goblin is a lot more straightforward. As far as survival goes I think you're mostly planning not to get hit at all, since you're naturally invisible (to some things) and have limited flight (even in the absence of suitable terrain to take fuller advantage of it, 5 yards should still be higher than almost all size 1 creatures with normal weapons can hit). Some stuff trumps/negates those advantages and you're definitely more prone to getting splattered than the average character if they are, but they're quite potent if used well (to the point of being insurmountable in some scenarios), and once you get Dilate you can play as a normal character whenever it's advantageous. I'm also pretty sure that a Pixie will get 2 health at level 4 since it's a bonus from an Ancestry rather than a Path (i.e. it's already effectively "pre-halved"). e: dwarf74 posted:Yeah that sounds conclusive! But I think I'll ignore it for my party's changeling... Who has never even used his powers yet. He's also a Fighter so he's already hardly powergaming. I'll keep it in mind if I ever get any elves though. yeah that sounds pretty reasonable also, if he's feeling weak (to either you or him) take a look at the Paths of Battle revision to the Fighter- it goes from a very "blah"/"I don't know what else to pick" Expert path into something quite a bit more exciting/powerful LGD fucked around with this message at 20:48 on Feb 10, 2018 |
# ? Feb 10, 2018 20:36 |
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I'm having a legitimately hard time deciding which master path to take for my fight mans. Brute is great for the bumped health and damage, Champion has a nice effectively passive boon and defensive bane and the unbelievably sick 75% chance to just no-sell an incapacitating hit, and Dreadnaught halving all weapon damage is great. I'm leaning pretty hard towards Champion. Is there a compelling argument against Champion, or maybe a class in another book that might be better?
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# ? Feb 10, 2018 20:45 |
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Pharmaskittle posted:I'm having a legitimately hard time deciding which master path to take for my fight mans. Brute is great for the bumped health and damage, Champion has a nice effectively passive boon and defensive bane and the unbelievably sick 75% chance to just no-sell an incapacitating hit, and Dreadnaught halving all weapon damage is great. I'm leaning pretty hard towards Champion. Is there a compelling argument against Champion, or maybe a class in another book that might be better? Honestly, Master Paths are specialized enough you should consider your character more than the mechanical effects. There is more than enough variety to specialize in what you feel your character is best at, or what your character likes to do. As for Champion, keep in mind that sick feature only comes in at level 10, which means you'll get to use it for maybe 1 or 2 adventures at best, depending on your GM, admittedly. When picking Master Paths I typically try to see which one has the better level 7 feature instead, since that's one I'll be living with for a while. Champion's isn't BAD but keep in mind you're sacrificing some considerable mobility to stay in the stance. Amusingly it's a really good option for being a ranged-type character, since you can just shoot from the back anyways.
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# ? Feb 10, 2018 20:56 |
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and just to complicate things further, don't forget you can take a second expert path instead of a master path (see page 60 in the corebook), so if you were a sword + board fightman you could take something like Knight from Paths of Battle to be more defendery (though that particular example also has similar issues to the champion where a lot of the juice is at level 10) Master paths are sweet, but I missed this wrinkle for quite a while myself so I like to point it out when I can
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# ? Feb 10, 2018 21:06 |
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LGD posted:yeah that sounds pretty reasonable He also went with Soldier from the Bred for Battle book, which emphasizes heavier armor even more, so...
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# ? Feb 10, 2018 21:39 |
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dwarf74 posted:Oh yeah we're already there. It's also been updated in the most recent PDF of the core book. He's been eating the Bane to wear heavier armor for a session or so, and is ready to get rid of it. He picked Changeling for RP rather than power reasons, if it's not obvious. hah you're totally right- I knew Schwalb had wanted to back-port it to the core but I remember some people complaining about the Fighter actually being good and I couldn't remember where that had ended up/I hadn't re-downloaded my copy in ages yeah, changeling really isn't the best mechanical choice for a strength build though
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# ? Feb 10, 2018 23:29 |
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LGD posted:hah you're totally right- I knew Schwalb had wanted to back-port it to the core but I remember some people complaining about the Fighter actually being good and I couldn't remember where that had ended up/I hadn't re-downloaded my copy in ages Trying to talk the dwarf into grudge-bearer but dunno if I'll be successful.
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# ? Feb 10, 2018 23:43 |
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Any less-bad character sheets out there? The basic one is really bad, and the 'detailed' one is just as bad, but in different ways.
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# ? Feb 12, 2018 19:07 |
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dwarf74 posted:Any less-bad character sheets out there? I've seen some fan creations on the G+ page, but most of the ones I can remember were variations on the official 'basic' one.
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# ? Feb 12, 2018 21:07 |
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There's a v3 up of Bred for Battle. I'm guessing it mainly fixes bookmarks; I haven't found any other changes as of yet.
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# ? Feb 16, 2018 06:53 |
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The DTRPG update email said something about fixing a layout error but I couldn't find any changes either.
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# ? Feb 16, 2018 10:01 |
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Lemon-Lime posted:The DTRPG update email said something about fixing a layout error but I couldn't find any changes either. So how about that Order domain in Demon Lord's Companion 2? My wizard player is wide-eyed and giddy about the possibilities. Consistency looks like one hell of a 1st level spell. quote:Area: A 5-yard-radius sphere centered on a point you can reach It's basically "maximize your allies' boons and damage dice (and your enemies' banes) for the combat." We've got a Fighter who can swing a greataxe around for 6d6 damage right now (with a boon if the priest gives it to him) and ... wow. e: Or Immobility at 2nd level quote:IMMOBILITY ORDER ATTACK 2 dwarf74 fucked around with this message at 17:13 on Feb 16, 2018 |
# ? Feb 16, 2018 17:06 |
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# ? Jun 3, 2024 17:40 |
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dwarf74 posted:Consistency looks like one hell of a 1st level spell. Yeah, that sounds... pretty silly. It should apply automatically to every die regardless of who rolls it (so that if you pick 6, you make enemy boons roll 6 as well).
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# ? Feb 16, 2018 19:01 |