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bezel
Oct 19, 2009

chomp chomp chomp
So the PCs are fighting in one army and this badass dude is in the enemy army and they meet in the middle of a big fight? That's perfect-- a war-sized melee isn't going to give them the time for a full-length encounter anyway.

Say the PCs are doing their thing, fighting along the front lines, when they see this Kratos guy wrecking all their friends. Maybe they try to get to him, or if not then maybe he just ends up nearby because he's carving a path through their army and they're in the way. They get one round to take a shot at him before he's swept away from them in the chaos of battle, and maybe he knocks a couple of them down or something before he goes after another target. Suddenly they're on their asses and surrounded by his minions, because all of their friends nearby are down, or running away from him in a panic.

They can try to keep pursuing him but it's going to be really difficult, because he'll be pretty far away by the time they get their local situation under control. That also seems like a good time for whoever's commanding their army to call for a retreat.

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bezel
Oct 19, 2009

chomp chomp chomp

Fenarisk posted:

The Rogue in my 4e group wants to start a thieves guild in a very small town
Yeah, there won't be anything worth stealing in the town, and word will get around quickly if he starts attacking traders. That's the last thing he'd want to happen.

Maybe what he could do is put together a small roving band that only uses his town as a home base. One day they're breaking into some nobleman's house ten days to the east, another they're ambushing people in a forest ten days to the west. That's not the same thing, but if you flavor it as being Robin Hood, or the A-team or something, it'd be pretty cool.

How involved with his "guild" does this guy want to be? That's really the sort of thing he should be leading in person, but I suppose just a random update every once in a while could work. "Hey, boss, here's your cut from that port job we told you about," or "Bad news, Steve got killed by a stray arrow and we need a new lockpick expert," or whatnot.

bezel
Oct 19, 2009

chomp chomp chomp
How close to the real Demon's Souls do you want to be?

For those who don't know the game, the major effects of soul form are:

- half hit points (3/4 with an easy to get magic ring);
- improved stealth (ghosts don't have footsteps);
- no death penalty (dying in body form makes the game harder);
- you can't be attacked in PvP as a soul.

An interesting dynamic is that it is easy to go from body to soul, but hard to go from soul to body. It works in the game, but you probably don't want your players thinking "well, we need to sneak through the castle now, so let's cut our own throats for stealth bonuses and resurrect ourselves later."

Don't be afraid to add all sorts of penalties to soul form; you're already giving your players a huge bonus by letting them keep going after they die. One thing I'd consider is upping the overall deadliness level of the game, and then saying that character death in soul form is permanent. You'll have that safety net of a soul when you start out, but if you get killed you'll be very nervous until you can get your body back. That's the opposite of how Demon's Souls works (the more dangerous the area, the better off you are in soul form) but it might work better for a tabletop game.

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