Soulriders 5.0: Legend of the Unending Games

The Burial Grounds => Old Games 8 => True as Steel => Topic started by: Merc on September 18, 2009, 01:11:09 AM

Title: General Discussion
Post by: Merc on September 18, 2009, 01:11:09 AM
Just a pretty general end-all thread for discussion. Post here about thoughts, "I can't make the session", "Can we change schedule?", etc.

Players: Dracos, Namagami, Navilee, Ataru, Cideon
Place: IRC - #truesteel & #truesteel_ooc @ irc.lunarnet.org
Gametime:Every Sunday, 6:00pm to ~ 9:30pm CST (with occassional breaks)
Title: Re: General Discussion
Post by: Merc on September 18, 2009, 10:39:59 PM
Copied over from other thread. Game would be once every other week. The following are available times where I can run the game without difficulty (time is CST, which is -6GMT/UTC):

Mon-Fri: 6pm-midnight
Sat: 9am-3pm
Sun: After 9am

My preferred time would be friday evening or any time sunday, but I can do anything in the listed times.

Title: Re: General Discussion
Post by: Merc on September 18, 2009, 10:42:07 PM
Cid has stated being okay with weekday evenings and sunday evening.
Title: Re: General Discussion
Post by: Namagomi on September 18, 2009, 11:19:50 PM
Okay with Friday nights and Sunday evenings.  Other weeknights...ehhhh...the issue of my getting home from school around 8:30 PM EST has impact, and home/family conditions make weekend mornings unreliable.
Title: Re: General Discussion
Post by: Dracos on September 18, 2009, 11:32:48 PM
6 pm CST is too early to expect me back from work with any consistency.  8 pm CST might work.

Sats work.  Suns work. 
Title: Re: General Discussion
Post by: Merc on September 19, 2009, 02:19:22 AM
Okay, so narrowing things down, weekdays have to be later in the evening (the work/school crew!), weekends can't be morning/early afternoons (the family crew!). Given that some of you are EST, you probably don't want to go to 1am (midnight CST) on a weekday. So let's scratch out Mon-Thurs from options. 8pm-11pm is kinda short for a once/2-weeks game.

More than likely, best options for everyone, at least those that have talked about times, are Friday 8pm-midnight (and I could go a bit later if we want to), or Sunday 6pm-11pm.

Want to hear from Navilee as well on times.
Title: Re: General Discussion
Post by: Navilee on September 19, 2009, 03:48:55 AM
To be honest, I could make it any day that the others could.  Ditto for times; mornings would be a little more difficult to work (I'm most definitively not a morning person), but late nights are utterly fine for myself.

I am curious if we are to have forum-ing in the interim?
Title: Re: General Discussion
Post by: Merc on September 19, 2009, 04:31:16 AM
Ah, cool. Just waiting on Ataru as well then. He's out drunk right now, so he'll post tomorrow. =)

QuoteI am curious if we are to have forum-ing in the interim?
Forum is primarily for organizing stuff. Once we have players, sheets, and agreed upon schedule, I'll be making two IRC channels, an OOC channel and a game channel.

Basically, I like to do what most of the guys in this forum do when we set up an IRC game:
1) The game channel is for gaming.
2) The ooc channel is for any real time questions/jokes/comments/etc while we're gaming.
3) The forum is for reference, logs, and discussions outside of game time (although if someone's active in the ooc channel, can still chat there).
Title: Re: General Discussion
Post by: Navilee on September 19, 2009, 07:18:36 AM
That makes sense.  I'll admit, my knowledge of IRC is limited to 'following directions' at this point, but I figure you folk'll be able to direct as necessary.

And hurray for drinking!
Title: Re: General Discussion
Post by: Merc on September 19, 2009, 10:41:22 PM
Alright, updated first post with expected game schedule, and first session date.

I'll try to put all stuff regarding house rules concrete this weekend, ask that sheets are done by next friday, and I'll try to put up anything relevant about game world whenever I can over the course of the week.

I'm going to be busy here and there over the course of the week, have a lot of family obligations that week, so can't reliably plan stuff for session, hence game start on october, the week after.

Title: Re: General Discussion
Post by: Merc on September 20, 2009, 01:10:47 AM
Change of plan. Drac's out the 3rd. So scheduling for the sunday after.
Title: Re: General Discussion
Post by: Sierra on September 20, 2009, 10:56:15 AM
You mean October 11, don't you? The 10th is a Saturday.

And...I'm actually going to be out of town that weekend. I think I come home again on Sunday, though. Will have to ask around and see what time I'm likely to get back.
Title: Re: General Discussion
Post by: Dracos on September 20, 2009, 01:25:42 PM
Hum.  We're Teenager party.  Maya's the old bat at 20. :P 
Title: Re: General Discussion
Post by: Merc on September 20, 2009, 02:13:27 PM
October 11, yes. And d'woh! Let me know if you'll be back by the 11th. *fingers crossed*
Title: Re: General Discussion
Post by: Sierra on September 20, 2009, 04:15:42 PM
Urgh. Plane lands at 8:30PM EST. So yeah, I'd probably be back home about two hours after the starting time.
Title: Re: General Discussion
Post by: Dracos on September 20, 2009, 08:35:42 PM
Nnn....

Maybe we could do a weekday evening one to get us started and move to weekends after the pitch of trips ends?
Title: Re: General Discussion
Post by: Merc on October 14, 2009, 02:15:55 PM
A reminder: This sunday is first session.

I'm going to look over all the sheets in detail today to check mathy stuff, and then start up on the town/kingdom stuff like I should have a week ago but got busy/distracted and didn't.

So should have some more info sometime soon.
Title: Re: General Discussion
Post by: Dracos on October 14, 2009, 03:43:46 PM
De Awesome. :D
Title: Re: General Discussion
Post by: Merc on October 16, 2009, 02:58:22 AM
CHARACTER SHEET NOTES
Apologies for not doing this sooner.

Dracos
-What's that tumble attack/charge thing? Where's that +2/+4 bonus coming from?
-There is a tumble attack where you affect their active def, but that's slightly different. Is this what you meant?

-Medium Load with just sword/armor for you right now is 36lb. Remembered that sword double weight by being large size?
-You can only wear Padded armor (combined 26lb), otherwise have max dex of +3, ACP -3, Speed -10
-Other option is switching str/int stats.

Navilee
-Not really important, but keep in mind that there's no exp in game, and you have an exp line in your sheet. =p
-Reflex is +1(+2)= +3. Think you used the +4 from int/tactics of the mind, which only applies to attacks.

-Don't get specialization: Knowledge (Planes). The planes don't really exist here.
-If I do bring in stuff like outsiders/elementals, they'll count as arcana/religion/nature/etc.
-Besides the Planes skill point, you also have one extra skill point you didn't use. So you've got two to use somewhere.

-Keep in mind, Geography/History/Local/Nobility are all region specific.
-I'm gonna assume you're picking Adallia as your region for your existing specializations, for obvious reasons.

Cideon
-Looks like you missed the change to the masterwork system. I modified it a bit the day before you posted your sheet.
-With the current masterwork system, you can only buy a masterwork 1 maul, not 3. It'd cost 16gp to your current 64gp one.

Namagomi/Ataru
-I've got nothing to say.
Title: Re: General Discussion
Post by: Sierra on October 16, 2009, 12:44:17 PM
Fixed.
Title: Re: General Discussion
Post by: Dracos on October 16, 2009, 11:32:38 PM
Resolution of Destruction.
Title: Re: General Discussion
Post by: Merc on October 17, 2009, 04:21:09 AM
Everyone's sheet is good. Meanwhile, I am killing myself by making a map of Ferune and typing out relevant background for it (I'm gonna skip on general Adallia stuff for now).

...Sadly, I just know that once I finish map, not only will it never be used, you'll all tell me "Let's head out of town!" after session one. XD

Oh well, I'm still having fun. Except for the part where I cried tears of bloody agony when I lost 4 hours of the work due to program crashing. That part sucked balls.

Sneak Peek as I go zonk out in bed:
(http://img42.imageshack.us/img42/4492/ferunewip.th.jpg) (http://img42.imageshack.us/i/ferunewip.jpg/)

If you looked at the Adallian map in the other thread, you'll recall that trade path between Adallia (capital) and Kelarin/Masares/Savon's Prayer all go through Ferune. As can be seen in this map, Ferune is a nested city between two mountain ranges. While originally a farming community, the need to support the borders against invasion from Vyrdam necessitated an upgrade in security as a garrison grew in the south-west corner of the village and large walls enclosed a large area of the community. As time passed, the garrison eventually lost use as such, and was rennovated into a housing community. Some arcanist blowing up a large part of the garrison probably also helped with the decision. I've mostly finished doing the general residential zones. Also done: graveyard (southeast corner), fishing lake (north), and a few of the farming areas are shown.

Primarily, there's 4 farming areas within the walls of the city, everything else is located outside the city walls (and are marked by #3 for zones I haven't put in yet). Zone 2 is the livestock area for that little farm area to the northeast. It'll pretty much be like the fenced area inside Ferune.

Zone 1 (which I still need to fill in) is the primary area of the city that's the town center, where the plaza, marketplace, shops, and inns are located. Two inns are located near the east and west entrances, and have little fenced areas for mounts.

Zone 4 is the new military school, moved to the opposite corner of the town. Because war isn't as likely to occur in these days outside of some skirmishes, it's not as serious or large as the old garrison used to be. Part of it is shown already, the buildings with the bluer tile roof.

Finally, areas with #5 are just where I need to put in the edges of the forests.
Title: Re: General Discussion
Post by: Sierra on October 17, 2009, 01:11:52 PM
Obligatory compliment regarding awesomeness of maps.
Title: Re: General Discussion
Post by: Merc on October 17, 2009, 02:10:27 PM
Channels are up.

irc.lunarnet.org

#truesteel (game channel)
#truesteel_ooc (ooc channel)

I'm just iddling there until tomorrow. Penuche is a dicebot. Game channel is moderated, I'll voice people when we start.
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 01:17:32 PM
Nyum.  To be continued for sure.  I am longwinded for sure.

Thoughts, at least a preliminary:

Stunts/Challenges/ETC are really complex and somewhat battle slowing.  They also allow for some neat things.  After using them all of last session, I've concluded that there is some stuff that can be used to speed it up: Almost all of them are countered by Base Attack Checks.  This btw is BaB+Primary Stat, not just BaB.  Both challenges and stunts are supposed to be called out ahead of time.  I suspect all of us will find that challenging given how complicated and piece by piece resolution they often end up being, so we should probably be kind on that front.  

For the stuff I did:
Tumble Attack: Requires me moving into or out of at least one threatened square, no full attack.  This is pretty much always usable by those lines.  BAC to block.  This can go for others as well if they've got a good tumble check, but usually its a struggle to be that BAC and you only can do a single attack with it.  No iteratives.  That's though what the harrier does and since we lack iteratives, there's still good opportunity for it for the next several levels.

Dodging through/around foes: Basically, I have to roll a tumble blocker against AoOs any time their possible.  It's always going to happen, always going to be a BaB bonus.  You may want to just handwave it for anyone who doesn't have combat reflexes as they are going to almost always need a critical hit to manage to AoO me anyway.  This is the harrier modus operandi and it's going to be seen all the time from Maya as its how she basically gets around the battlefield and doesn't stick around getting crushed.

Leaping Strike: This has a weird setup.  It basically (by the rules) gets harder every time I get faster because its dc (for me) goes up 5 and my jump score goes up 4.  I'd really prefer a raw DC of 15 or something for this ("jumping half of a normal person's movement") as really, by level 6-10 I shouldn't be having more difficulty doing a +2 to damage because I'm able to run further.  I have to do a charge for it anyway.

Defensive/Offensive stunts: page 208, they're almost always against a BaB challenge, which means they only work for skills that are heavily tweaked.  kinda sad there, as I'll be able to rock that, but I think others may find those really a flip of the coin to use.  Their mechanical descriptions kind of suck.

Offensive are basically a Full Round Action in which you get a 'move' action limited by how far you can move while doing a skill and a standard action.  They're definitely problematic as they also are descriptively doing things that are normal skill checks.  That more means that doing 'normal good combat moves' counts as a stunt if you're only delivering a single attack and there's no real penalty for trying.  They cost an extra 5 dc to try and use them with a full attack, but then don't allow moving (so they behave exactly the same really).

For instance (using their examle) rolling through an ogres leg to stab him from behind is a normal skill check for tumble that would grant flanking bonuses AND count as a tumble attack that denies their ADB.  It'd also be an offensive stunt doing nothing more than that, meaning I'd effectively get to roll an extra skill check that is basically "Do I get a bonus?".  That's probably the thing that makes it most confusing.  That example usage triggers two different other bonuses and offers no real penalty for just 'yeah, I'll toss a stunt bonus on top of that.  Why not?'

By the way, what I did at the start of the battle qualified for using a stunt...but as I didn't figure out how they worked then and didn't ask to roll about it, it didn't actually count as one.  It was just a complex set of movement and nothing more.  I almost certainly should've rolled something (it was awesome), but I didn't think to say "hey, this is an offensive stunt, let's add an attack bonus there for awesome".

That's me playing the bad guy.  The good guy?  Stunts are awesome.  I suggest the exalted method where as long as a stunt is accompanied by awesome description that enlivens the battle, let 'em roll for it.  Maybe even give a bonus for the rest of the party that doesn't have the skill value for beating BaB checks consistently.  Yes they're a stupid bonus a lot of the times and hard to remember.  I suggest a 'do you want to stunt that' anytime someone does something cool in addition to the normal.  Sadly they do kind of have to be additional rolls, as otherwise folks will just ask for whatever bonus their roll earned or there'd be risk of failing added due to stuntage (and as the good side, penalizing trying to be awesome leads to less being awesome).

Charge: I did some stuff toward the end that wasn't legal.  They always have to be in a straight line.  Sorry about that merc.  I pretty sure I'm legitimately allowed to use tumble to charge through hindering terrain (as I'd treat it as not and have no move restrictions on using tumble), but that's more a GM call.  Either way, straight line or go home.  I don't see anything that lets me avoid that rule.

More to come.  I'll yammer lots and hopefully some will be interesting.
Title: Re: General Discussion
Post by: Merc on October 19, 2009, 04:18:15 PM
Okay, general session thoughts:
1) NINE FUCKING HOURS! While it was long, and I apologize to hell and back to Ataru, I would like to think thatyou guys enjoyed yourself since you didn't call "Okay, I need sleep, I'm ditching -now-". I technically could have cut off right before combat started, but I did want to have combat in first session rather than pure roleplaying. Again, I apologize for that Ataru.

2) Combat was a monster. If I ever do combat with multiple NPCs, I need to find a better way of running them all and keeping track. Perhaps single health pool for multiple mooks, ala 7th Sea and other such mechanics. Mooks are fun in that they die easily, and make things a bit more epic, but yeah, they took a lot of time to handle, and I had to spend a few minutes checking who was still alive here and there. Tracking all the characters was a nightmare. I actually forgo'ed adding some more guards that were supposed to be there, in fact.

3) Dracos fucked my planned encounter route to pieces. My expected encounter route: Aleph shoots at Kenmore, making him duck back and have one of his goons (upgraded mook), the other two goons having traps readied within the building. (I will later post a thread with allof the condition zones, enemy sheets, and such, if people wish to see that)

You guys were supposed to clean up everythign in the plaza while Kenmore kept hiding safely away, then go into the trapped building, possibly killing one of the goons before reaching Kenmore, and then having a nice hard fight against Kenmore+2 goons.

Dracos fucked it all up, and made Kenmore make mistake after mistake after mistake. He's a villain class character, a warleader. He's so-so alone, but when he has toadies adjecent to him or just within 30ft of him? He could have made some serious damage. And Kenmore just kept fucking things up by -not- keeping a toadie within reach except for when they temporarily had Maya boxed in.

Things could have gone either your way or against it, as a result, as a lot of next session rode on things such as survivors/escapees, Kenmore making it out alive, when the horn event triggered, etc. I was also admittedly beginning to expect Drac to die when he made the rather rash decision of locking himself in a building with six enemies, and no assistance. He got lucky the dicebot likes him so much.

4) Anassia was really fucked over by class mechanics. It's something I'll want to brainstorm how to fix, but I think one thing off the top of my head is that eldritch darts won't require concentration checks anymore. I'll also allow it to crit on a roll of 20 for x2, same as magical rays. It does much less damage than everybody else's attacks, and still requires an attack roll, with her having the lowest to-hit bonus. That they go through armor doesn't particularly help her much.

5) Dracos' use/abuse of stunts gave me a headache, I've told him as such. I'm going to allow them still, because, hey, they're damn cool, but I need to (a) set a good mechanic to use them (b) Look up the stunts people are most likely to use and get familiar with them. As I told him, I honestly allowed half of the shit just because he rolled high, over a 20, and I decided, okay, fine, it works, let's move on. One thing I'm going to ask is that, if a stunt has a mechanic behind it, you follow your typed action by stating a list of stunts you plan to roll for, and when you roll, you type the name of the stunt as well. Also, I won't allow stunts that aren't described fully. Drac did describe most of 'em, but there were a few that were lacking and just really a bunch of rolls stringed together.

6) How important is tactical ground information to you guys? I can make maps with 5ft squares for encounters if needed, and it certainly looked like it was important in this encounter, due to the large area the whole thing took place in.

7) Elise was my favorite character. While I probably couldn't stand to interact with her on long periods in real life, she was cute in a naive sense, yet as blunt as her instrument of destruction.

8) I'd forgotten that there's no such thing as a critical failure/pass in Iron Heroes, except with attack rolls (and that's just for passing). To be fair, it worked out well enough, you wouldn't have succeeded on a roll of 1 or failed on a roll of 20 anyhow, either. Still, as it does tend to present certain effects, such as requiring Maya to keep her balance after a bad attack, Aleph getting a climbing bonus, as well as tripping over his shoelaces, do you guys want to keep them/take 'em out? If we keep them, I'd just say that if you roll a 1, it's only a critical failure if you wouldn't have succeeded in the first place, and same with a roll of 20. I also allowed one of Jack's critical attack rolls to do max damage when he rolled a 20 on the threat confirmation. Interested in this, yay or nay?

9) Please share any other thoughts over things you both liked about the session and disliked. The feedback helps tremendously, as I don't have much experience GM'ing over IRC.
Title: Re: General Discussion
Post by: Merc on October 19, 2009, 04:34:10 PM
Additional note:
Navi, what are you hoping out of your character? One thing I noticed is that the school of magics you selected are not particularly built around doing damage. Necromancy is both a healing school, and pet skeleton/zombie school. However, it takes 1 minute/10 rounds to animate dead, and you really don't have a reason to animate a good soldier or two to serve as minions. Also, two medium-sized skeletal minions following you around is really going to make people stay out of your way, but it's primarily how you can be capable as a necromancer, unless you become the group healer with healing hands. And you'd only be surrounded by more and more skeletons, as necromancy mastery levels simply let you get more undead, not better ones. Admittedly, this is something we can work with, and your background makes sense to be primarily necromancer.

Likewise, Transmutation is built around buffing/debuffing characters, not damage output (which is Evocation).

Again, don't mind the necromancy/transmutation build, hence why I didn't mention it before, but like I said, you don't get much out of it casting eldritch darts and that's what you were stuck doing mostly during last session, so want to make sure of what you want out of Anassia.
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 05:52:56 PM
Quote

1) NINE FUCKING HOURS! While it was long, and I apologize to hell and back to Ataru, I would like to think thatyou guys enjoyed yourself since you didn't call "Okay, I need sleep, I'm ditching -now-". I technically could have cut off right before combat started, but I did want to have combat in first session rather than pure roleplaying. Again, I apologize for that Ataru.

5) Dracos' use/abuse of stunts gave me a headache, I've told him as such. I'm going to allow them still, because, hey, they're damn cool, but I need to (a) set a good mechanic to use them (b) Look up the stunts people are most likely to use and get familiar with them. As I told him, I honestly allowed half of the shit just because he rolled high, over a 20, and I decided, okay, fine, it works, let's move on. One thing I'm going to ask is that, if a stunt has a mechanic behind it, you follow your typed action by stating a list of stunts you plan to roll for, and when you roll, you type the name of the stunt as well. Also, I won't allow stunts that aren't described fully. Drac did describe most of 'em, but there were a few that were lacking and just really a bunch of rolls stringed together.

6) How important is tactical ground information to you guys? I can make maps with 5ft squares for encounters if needed, and it certainly looked like it was important in this encounter, due to the large area the whole thing took place in.

8) I'd forgotten that there's no such thing as a critical failure/pass in Iron Heroes, except with attack rolls (and that's just for passing). To be fair, it worked out well enough, you wouldn't have succeeded on a roll of 1 or failed on a roll of 20 anyhow, either. Still, as it does tend to present certain effects, such as requiring Maya to keep her balance after a bad attack, Aleph getting a climbing bonus, as well as tripping over his shoelaces, do you guys want to keep them/take 'em out? If we keep them, I'd just say that if you roll a 1, it's only a critical failure if you wouldn't have succeeded in the first place, and same with a roll of 20. I also allowed one of Jack's critical attack rolls to do max damage when he rolled a 20 on the threat confirmation. Interested in this, yay or nay?

1)Yeah, let's avoid that.  I'd much prefer if we find we have an oversized session to have it split over 2 weeks in a row if possible than 9 hours of play.  I was really dropping off for the last 2 (and it showed) and I bet the east coasters were dying out there... BUT

It was awesome. :3

5)Yup.  And commented a bunch on top and will put more later.  I got shitty on it later as frankly it was exhausting going so long.  Sorry, fair nailing on that.  That said...

I didn't do many stunts.  Most of what I was doing was actually just normal skill challenges.  that's really something to be aware of.  I'll need those to be functioning whether or not we do a lot of stunts because the harrier class is heavily built around it (Otherwise I draw a ton more AoOs moving around for instance and the massive buffing of skill rolls my class gives goes to doing nothing).  I did only 2 actual 'stunt' stunts in the whole night because largely I didn't understand them that well either.

I'll be glad to help you table some of these and get a cheat sheet.  It'll be useful to have us both on a sensible page.  If you want changes on how I'm playing it, definitely best to hash it out casually beforehand than hammer you like last session :)  Narrowing the 'what they can do' down a little may help as well as collectively there are over a hundred challenge/stunts in IH and nowhere are they listed in a sensible scanable manner.  A standard harrier build depends on about a half dozen of them as you saw last night, all around jump, tumble, and balance.

6)I vary on this.  I don't require much detail as long as I get to have props on the side to work with.  Technically, I don't need props...but it's much more fun if I can have 'em! :3  I made up a bunch of props during last night during the first wild bit.  I think what's most valuable is some tactical sense of the scale of everything.  The harrier class is built along flying across the map and gets all sorts of bonuses based on that.  If you want to have obstacles and whatnot around that's probably important as well but that's what can be generally expected of me to do :)

8) Boo, hiss.  As a skill heavy character, critical fails or 'instafails on 1' suck terribly.  It weakens feats like Skill Focus even further as they don't let you drop below a 5 percent fail rate.  And as we saw last night, it's feasiable for me to be rolling 2-4 times a round with any of them failing being a significant hinderence.  Critical success also don't tend to do anyone any good on skill checks unless they don't have any business using the skill to begin with.  (1d20+0=20.  That's still a great roll and they didn't have any talent or training).

I like little challenges (Maya's balancing bit was fine and dandy...My only 'boo' on it was it was caused by a missed attack rather than a bad jump), but instafails and no-chance-to-recover-that-round stuff sucks.

Critical damage success maxing (For PCs) I like.  Because its almost always extraneous on a killing blow anyway and is a bit like we all have the bloody mess perk.  That's cool. :3

Critical damage success maxing (for NPCs) I don't like...because a crit is already pretty likely to be very damaging to a PC and adding to it only makes it worse.


As far as death, Maya probably would've died without the hp boost...

But also without the HP boost, the number of goons would've been insane for us to handle.

Just a thought, but it looks like Warleaders only get that bonus to AC IF their toadies get AoO attempts that round (In exchange for sacrificing them).  If they do not get them, then there's no bonus.  They should probably get to sacrifice a normal action for it too (because it's a cool concept for villians), but it isn't free just for standing next to them.  Generally they're going to get that chance for anyone but a harrier (self-interest obvious :P) because a harrier can deny them that opportunity at all.

anyhow, that's a response of craziness.  I'll keep jotting down thoughts to continue later. :)  I'm noisey and opinionated as ye know, so don't take it to heart (but do to consideration!)
Title: Re: General Discussion
Post by: Merc on October 19, 2009, 06:08:10 PM
5. Well, when I said stunts, I meant everything in general. Skill tricks, skill challenges, attack challenges, etc. But yeah, I kinda need to have a better way to keep track of things of what people expect to use. It's fine if something new pops up here and there, but when every round someone makes 4-6 rolls that I have to keep track of the effect/legality/DC/etc...yeah, messy.

6. I was mostly just thinking prettybasic maps, nothing like the worldbuilding maps so far. Some MS Paint art with a grid overlay or something.

8. Well, as I said, the crit effect is something that would only apply if it misses/hits in the first place. If you roll a 20, and you'd have missed with the skill, it's not a crit, it's only a crit if it had succeeded. Similarly, a roll of 1 isn't an auto-fail and auto-disaster. It's only so if you'd have missed in the first place. And yeah, on the 'disasters', I'd still add some sort of recovery method, at least for PCs, such as the balancing because of a bad attack, or Nama getting a reflex save when he tripped over his shoelaces, or the like.

I do like the idea of PCs being the only ones who get the max damage effect on a threat confirmation roll of 20. Unless other players say anything against it, I'll give this bonus effect just to players, not NPCs.

QuoteJust a thought, but it looks like Warleaders only get that bonus to AC IF their toadies get AoO attempts that round (In exchange for sacrificing them).
Not quite. They can sacrifice their AoO for Aid Another action, giving a +2 bonus, yes....

However, they can also take a standard action on their turn to do a normal Aid Another, but with a bonus of +4 instead of normal +2, which is what that goon did when you attempted to hit Kenmore that one time. He basically spent his entire turn just to give Kenmore a +4 defense bonus. (Page 24-25 of Mastering IH book)

As you can see, that +4 bonus can also be an attack bonus (lethal!), which is why I said Kenmore could have been a badass, but player's razor blew him up.
Title: Re: General Discussion
Post by: Sierra on October 19, 2009, 06:15:26 PM
I would've bailed somewhere around midnight were I currently employed. Staying up in front of the computer until 4AM is ow pain. Length of the fight was my main beef with the session, yeah. Things seemed to lag at times once we were engaged in combat (though that may have just been people being tired). Generally, a few versatile enemies > a horde of simple ones for keeping a fight interesting. Granted, when the enemy's goal is apparently to overwhelm and massacre the civilians of a town, it's hard to think of how else the fight could be presented.

Spatial relationships could stand to be more clear sometimes. Grids aren't always necessary (and I know from experience that they're time-consuming to make), but they are convenient.

I need to read into stunts more because I honestly haven't done so thus far.

Otherwise, I had fun. I usually have trouble sorting out how a character talks the first session. Was pretty easy this time.
Title: Re: General Discussion
Post by: Sierra on October 19, 2009, 06:20:10 PM
Quote from: Merc on October 19, 2009, 06:08:10 PM8. Well, as I said, the crit effect is something that would only apply if it misses/hits in the first place. If you roll a 20, and you'd have missed with the skill, it's not a crit, it's only a crit if it had succeeded. Similarly, a roll of 1 isn't an auto-fail and auto-disaster. It's only so if you'd have missed in the first place. And yeah, on the 'disasters', I'd still add some sort of recovery method, at least for PCs, such as the balancing because of a bad attack, or Nama getting a reflex save when he tripped over his shoelaces, or the like.

I do like the idea of PCs being the only ones who get the max damage effect on a threat confirmation roll of 20. Unless other players say anything against it, I'll give this bonus effect just to players, not NPCs.

This sounds pretty reasonable to me.
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 07:08:00 PM
Let's see...

props on letting us throw a wrench and rolling with it.

Me and you need to sit down and chat on table.  And probably a couple other things as I'm a wrenchthrower build.  You 'may' want to in some fashion use the modified harrier if I'm already giving you pain there, because as soon as I hit level 3, I introduce a constantly changing +hit/damage depending on how many 5 foot squares I moved.  Soon combined with defense and skill bonuses and things.

I think It's obvious but harriers do more stunts/challenges/etc than anyone else, since the usual 'penalty' is 'you don't get iteratives, its some form of move and attack', but since that's harrier's shtick, it's going to roll that way always.

We ran HARDCORE into the problem with level 1 characters.  At 25 'flat' miss chance before anything else is thrown into the mix means that 1 out 4 actions that people are doing simply fail regardless.  It isn't until level 4-5 where a '1-2' will generally hit AC 10, making how skilled the characters are relevant to the odds.  Until the bonus is in that range, we can expect to see this sort of very sporadic flip of the coin effectiveness on pretty much everything but a handful of skill checks (Mostly just Maya's).  Level 2 is going to continue to see this.  Additionally buffing enemy hp to match us with abilities based on 'how many hits you take' will significantly increase their risk factor.  Generally, it's just something to expect with low level play, regardless of how 'capable' we seem, that there's a really high percentage of failure for even basic task resolution presently.  Eventually we'll get to that comfortable spot where there's some things we're good at and some things we're not and all of us succeed commonly on basic abilities, but again, that's not till at least level 5 mathematically.

I hope there's some room for wild antics like I pulled yesterday.  Technically, the scenario ran toward punishing that a bit (Enemies grouping to protect the boss) rather than spreading out to hinder the party.

I assume they killed the mayor or someone.  I hope in session 2 we establish them as something beyond completely random assholes :)

Also...loot topic? :3  We may or may not loot the goons I suppose, but I at least got 1 gold coin..and a handful of copper.  Yay silliness.

Man, I had more coherent stuff to say, but I don't have much coherency anyhow.
Title: Re: General Discussion
Post by: Merc on October 19, 2009, 07:16:21 PM
On Loot, do you guys want me to do it now, or RP through it next session with a minor timeskip? I was honestly planning to just RP through it as you searched bodies, checked survivors, and generally tell people 'okay, danger's over, you can head back to the plaza', etc.

I don't care either way.

Title: Re: General Discussion
Post by: Sierra on October 19, 2009, 07:20:21 PM
We can RP through it, I guess? I'd assume the aftermath of having our hometown get horribly violated is something that should play out onscreen anyway.
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 08:09:55 PM
We should definitely RP through 'aftermath'.

That said, I actually don't think we should even really acknowledge the whole looting in this time.  I mean, if we're being RP heavy, we probably don't actually loot them (which would suck as we could all use basic money) because we're not proper adventurers really yet, and it's not what happens in a town when bandits attack (It'd go instead toward the guard to help them track down why and what of the whole affair). 

I'd encourage thus handwaving the looting, and RP out the aftermath otherwise.

In general I'd encourage loot early so that it is handled during the '2 week downtime' rather than anything during session.  Session times will tend to run long if we let them and the better we handle intermediate stuff beforehand the more time in game.

In other words, do what I say, not what I do in skies where I totally fail on that sometimes :P
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 08:11:54 PM
Not so random thought:
We need to be better at 'who's next' being asked right after each action happens.  So that we don't lose 20-30 minutes again between actions not knowing who's going.


Random pokeout:
Anassia join us in OOC next time more.  Its more fun if everyone is joining in and then the DM/players don't wonder if you're there when your turn goes around :)  don't worry, we don't stab people in the face and tear their heads off.
Title: Re: General Discussion
Post by: Merc on October 19, 2009, 08:14:47 PM
Yeah, that was my expectation with this encounter. You -can- loot the corpses of evildoers, but here it's something of an RP situation. I do have the stuff they had listed out, so I can just type it either here or once it comes up in session.

On the next thought, that was mostly because of the number of NPCs present. As I said, I won't have such huge numbers in the future likely, at the very least not often. If you look at logs, you'll note I made it very simple. Whenever it was someone's turn, I simply typed "ooc - [name]" unless it was an NPC, who just got appended as a follow-up. I was generally quick on typing that ingame/pre-logs for PCs, it was mostly my own end where I was lagging on turn.
Title: Re: General Discussion
Post by: Sierra on October 19, 2009, 09:33:13 PM
Quote from: Dracos on October 19, 2009, 08:09:55 PM
We should definitely RP through 'aftermath'.

That said, I actually don't think we should even really acknowledge the whole looting in this time.  I mean, if we're being RP heavy, we probably don't actually loot them (which would suck as we could all use basic money) because we're not proper adventurers really yet, and it's not what happens in a town when bandits attack (It'd go instead toward the guard to help them track down why and what of the whole affair).

All of this is very true. Elise at least isn't going to be down with stopping to check what kind of swag the invaders had while there's still potentially work to be done. (I can't speak for the party thief in this regard, of course.)
Title: Re: General Discussion
Post by: Dracos on October 19, 2009, 11:39:43 PM
Yeah, I was, toward the end hoping every strike at Kenmore would just finish it as I was tired.  Naturally, I was a jerk and didn't let that murdering bastard get away.

I wonder if anyone did a cheat sheet for us on IH stunts.
Title: Re: General Discussion
Post by: Merc on October 20, 2009, 09:12:46 AM
Semi-unrelated note: I fixed Penuche's brain so he shows roll results and total roll, instead of just total roll.

His base coding is kinda not built for it, so I really had to hack it up, so Penuche sometimes lags with roll responses, but it works now.

I'm working on making a spreadsheet for stunts/challenges/skill tricks/magic effects, as well.
Title: Re: General Discussion
Post by: Merc on October 20, 2009, 11:36:53 AM
Heh, found this in my picture folder. Is it Elise? =p

(http://img194.imageshack.us/img194/3590/mauld.jpg)
Title: Re: General Discussion
Post by: Sierra on October 20, 2009, 11:49:28 AM
Hah. I never thought of her as particularly kawaii, but that's the basic idea.
Title: Re: General Discussion
Post by: Dracos on October 20, 2009, 01:15:11 PM
Elise-chan... You wear too much! :P

Anyhow, I swapped greatsword with bastardsword. 
Title: Re: General Discussion
Post by: Merc on October 20, 2009, 02:48:30 PM
*nods* It's less damage by a small bit, but it doesn't give all the messy feat tree stuff.
Title: Re: General Discussion
Post by: Sierra on October 20, 2009, 02:58:42 PM
Quote from: Dracos on October 20, 2009, 01:15:11 PM
Elise-chan... You wear too much! :P

Right, you try convincing her of that.

Out of curiosity, why the change in weapon?
Title: Re: General Discussion
Post by: Navilee on October 20, 2009, 04:01:23 PM
Sorry for delay:  Preparation for Exalted games took longer than expected.  Anywho:

Eldritch Darts:  To be fair, they are more than likely intended to be backup weapons more than anything, I just kind of doubt she would be carrying a weapon around (and I forgot she had a dagger.  Although it's damage is even more shite...).  Although not having a concentration check will be nice.  And I can afford to take my feat out of Skill Focus: Conc.  I kinda wish the concentration skill was more that a one-trick skill, as an aside.  It's hard to boost it up too much with how little use it usually gets.

Ze magicks:  Yeah, I tend to avoid simple blaster-casters; besides, all Mastery 1 or 2 abilities are incredibly underwhelming, especially evocation.  IIRC, it's Eldritch Darts that cost mana.  Higher-levels, though, necromancy will come into its own (although the 4 mana/HD is a huge investment; I saw a hack that changed necromancy around to reduce it to 2 and allow it to inflict status effects) as healing, and the transmutation will allow her to explode weapons in goon's hands.  Not to mention Overwhelming Presence 2 will allow her to browbeat 1/round as a free action, which is going to help immensely (pity it lasts only a turn).  Expect stunts for such eventually.  On that note, though:  Arcanists get shit for feat masteries.

Das Session:  I enjoyed it.  While it did run a little long, it was fun.  Maya's epic assault was impressive, even if the amount of rolling on her turn was amusing.

I will try to think of more comments.
Title: Re: General Discussion
Post by: Dracos on October 20, 2009, 05:36:13 PM
Elise-chan, we're going to have So Much FUN!

~~~~~~~
Because the feat rules are really annoying.

Harrier special traits have a stupid "Cannot use power feats".
Finesse AND some defense feats have a "Cannot use power weapons".
Some feats behave odd with mis-matching power/finesse bits.

Bastard Sword is the only weapon that has "Power, Finesse" so technically I can treat it as a finesse weapon while still being a giant sword wielder (and thus avoiding major character changes).

Basically, it's so I can choose a non-boring feat route (now pasted at the bottom).

I am resisting doing weapon finesse at all since stacking sneak attack would steal Ataru's thunder ;3  So instead...EVERYONE FALL DOWN!
Title: Re: General Discussion
Post by: Dracos on October 20, 2009, 09:44:18 PM
Quote from: Navilee on October 20, 2009, 04:01:23 PM
Sorry for delay:  Preparation for Exalted games took longer than expected.  Anywho:

Eldritch Darts:  To be fair, they are more than likely intended to be backup weapons more than anything, I just kind of doubt she would be carrying a weapon around (and I forgot she had a dagger.  Although it's damage is even more shite...).  Although not having a concentration check will be nice.  And I can afford to take my feat out of Skill Focus: Conc.  I kinda wish the concentration skill was more that a one-trick skill, as an aside.  It's hard to boost it up too much with how little use it usually gets.

Ze magicks:  Yeah, I tend to avoid simple blaster-casters; besides, all Mastery 1 or 2 abilities are incredibly underwhelming, especially evocation.  IIRC, it's Eldritch Darts that cost mana.  Higher-levels, though, necromancy will come into its own (although the 4 mana/HD is a huge investment; I saw a hack that changed necromancy around to reduce it to 2 and allow it to inflict status effects) as healing, and the transmutation will allow her to explode weapons in goon's hands.  Not to mention Overwhelming Presence 2 will allow her to browbeat 1/round as a free action, which is going to help immensely (pity it lasts only a turn).  Expect stunts for such eventually.  On that note, though:  Arcanists get shit for feat masteries.

Das Session:  I enjoyed it.  While it did run a little long, it was fun.  Maya's epic assault was impressive, even if the amount of rolling on her turn was amusing.

I will try to think of more comments.

Everyone starts with lame masteries for the first 4 levels.  Everyone.

Are you taking a bow or anything?  Something to be alongside it?  Assuming you're taking misc powers/buffing as your main angle, so you've got something that you can pull out anywhere long term? :3
Title: Re: General Discussion
Post by: Navilee on October 21, 2009, 12:18:06 AM
I could pick up about any weapon and use it, but I have been thinking of looking into a bow.  But with the four of you 'round, I think combat's damn near

And Lore is my main mastery.  Oh boy.  Beast isn't too bad, though, it's just rather... inferior to the social ones.  Not to mention most beast encounters that I've seen don't benefit from token pools that vanish post-encounter.  Now, if they carried over...
Title: Re: General Discussion
Post by: Merc on October 21, 2009, 02:56:45 AM
About to go zonk out for the night. On the chance Drac isn't amused enough to set it as a board icon, I share the fruits of my geeky labor for most of today (I really, really, -really- need to get a job so I have other stuff to do):
(http://img40.imageshack.us/img40/4518/tasnew.gif)
Title: Re: General Discussion
Post by: Dracos on October 21, 2009, 04:18:36 AM
I am very amused.  Snip out the part after Aleph shooting and leave the ender and I'll put it up :P

And usually it's just forgetfulness.
Title: Re: General Discussion
Post by: Dracos on October 21, 2009, 04:21:59 AM
Quote from: Navilee on October 21, 2009, 12:18:06 AM
I could pick up about any weapon and use it, but I have been thinking of looking into a bow.  But with the four of you 'round, I think combat's damn near

And Lore is my main mastery.  Oh boy.  Beast isn't too bad, though, it's just rather... inferior to the social ones.  Not to mention most beast encounters that I've seen don't benefit from token pools that vanish post-encounter.  Now, if they carried over...

Odds are if you took buffing abilities, you'd use those in combat (Albeit I don't know what those are), but really the point of having a weapon you can use isn't about really contributing in combat so much as having options that don't have narrative consequences if you need to use them.

Technically, everyone should carry a bow, if we were talking combat twinking, in case we ever face flying guys...but thankfully that won't likely happen in iH, making the usual 'favorite weapon' deal more sensible.
Title: Re: General Discussion
Post by: Navilee on October 22, 2009, 01:55:00 AM
Quote from: Dracos on October 21, 2009, 04:21:59 AM

Odds are if you took buffing abilities, you'd use those in combat (Albeit I don't know what those are), but really the point of having a weapon you can use isn't about really contributing in combat so much as having options that don't have narrative consequences if you need to use them.

Technically, everyone should carry a bow, if we were talking combat twinking, in case we ever face flying guys...but thankfully that won't likely happen in iH, making the usual 'favorite weapon' deal more sensible.

Aye, but Mastery 1 Capabilities aren't too spectacular; I am noticing a trend.  Oh well, once I hit 3 I can start using actual spells regularly.  And I have <i>about</i> the same effectiveness with throwing force effects around as a shortbow (somewhat higher, rather, due to INT to damage).

Did I actually leave a sentence unfinished?  Wow.  Talk about great concentration.
Title: Re: General Discussion
Post by: Merc on October 22, 2009, 02:53:35 AM
House rules thread updated. Also, lore mastery is kinda weird, Drac, because none of the lore mastery stuff is honestly appropriate feel for an arcanist except possibly heal tree, since they have an aspect of power around that, and necromancy also allows for healing. It's one of those things that make magic have that 'last minute tacked on' feel to IH. Defense at least has stuff like mobility/dodge which still fits concept-wise with most of the classes.

I'm assuming generally that future splatbooks were expected to add more appropriate lore feats, but then system changed hands and kinda got relegated to obsoleteness. People still use it, like DnD 3.5e, but it's only got three books unlike 3.5's thirty plus books.

Generally, way to generate more feats is to export feats from D&D books since they generally don't unbalance IH. Then again, it's a bit more tricky with spellcasters because of how different the magic system is compared to normal combat mechanics which are largely unchanged.


Title: Re: General Discussion
Post by: Namagomi on October 22, 2009, 09:08:42 AM
But yeah.  Masteries typically don't start getting good stuff until about...Mastery 3, at least.  And only Aleph and Elise get that relatively early. (They get it two levels earlier, to be precise)
Title: Re: General Discussion
Post by: Merc on October 22, 2009, 06:10:37 PM
Okay, general thought on skill challenges/skill tricks/combat challenges/stunts.

1. Combat Challenges are pretty much like feats in the effect that they give, and are in fact weaker, so you can use as many as are appropriate for your described action. They're not exactly abuseable, I think. Obviously though, you can't combine similar challenges and their feat counterpart, such as reducing your attack by 5 to gain 5 damage with power attack, and then further reduce the attack by 6 with combat challenge to gain 6 damage.

2. Skill Tricks/Skill Challenges/Stunts can give you a pretty good advantage in comparison, though, and really, there's only so many actions you can take in those six seconds of activity. I'm debating on how much to limit them by.

For now, I'm thinking I'm going to rule that any trick/challenge/stunt that has an effect on combat modifiers, can only be used once per action.

So if you use a move action to do a trick, you can't use another one that uses a move action, but you can use one that uses a standard action. If it uses a full attack, you can't use other trick/challenge/stunts that affect combat modifiers.

An exception on the one per action is if you have an ability that lets you move before and after attack, such as Mobility mastery 3, in which case you could use one for each separate part of the move action.

You can otherwise chain as many of those tricks that don't have an effect on those combat modifiers and are appropriate for the situation.

For example, let's take a hypothetical Maya who has Mobility 3. She tumbles through difficult terrain, jumps up and grabs a flagpole, uses climb to get atop (using various skills to do all that), then jumps off the wall to do a leaping strike at the enemy (one move action skill trick), attempting a stunt to bluff him into thinking she's striking his face when she's going for his chest and leaving him winded (inflict penalty stunt using a standard action) while also taking a combat challenge to improve her damage (trading -4 attack to gain an additional +3 damage), then after the attack is done, tumbling to avoid an AoO as she takes her distance, and ending her move action by tumbling around some large object for a defense bonus stunt.

All that works.

She couldn't however, for example, both do a tumbling attack (move action that reduces active defense bonus) with a leaping strike (move action that grants +2 damage to a charge) as she tries to reach the target.

Of course, still not sure if that's too much happening still, and may just flat out reduce to one manuever you can use for your round that affects combat modifiers instead of allowing up to a potential three manuevers.

I'm also still a bit hesitant regarding all the tricks that can reduce ADF, as almost all defense bonuses are ADF, meaning a character is reduced to defense 10 (pretty much guaranteeing an automatic hit at later levels). One thought is that such tricks do reduce ADF, but the character still retains, say...half their base defense bonus.

In any case, I'm working on my spreadsheet to quickly adjust modifiers in combat right now, and pondering balance on the defense side of things. I'll look at all the updated sheets once I finish that spreadsheet, hopefully Ataru will update his by then.

Please also share comments on stunts/etc and how you'd like to handle them. Those restrictions fine? Restrict more (to just one combat affecting manuever)? Leave it was? What about the ADF reduction tricks? Leave them as is? keep half base defense bonus? think of something else?
Title: Re: General Discussion
Post by: Dracos on October 23, 2009, 12:14:26 AM
Hmm.

Restricting skill tricks or stunts will hurt my build the most as I have the highest skills.  Same with ADB.  That said, As I told you last night, my prediction is my build will stop missing at level 6.  In any way shape or form.  We'll have to see what happens when I get there.  I suggest holding off ADB balancing until there, as that will largely say how bad it is.  Either my prediction is right, or it can be balanced as soon as it starts having a meaningful effect (and gets balanced against Iteratives at that level too).  Until that point, ADB stealing is only taking away about 1/4th of your defense, which really isn't that bad.

Anyhow

Method proposed here:

Any combat challenges
Any skill checks.
1 stunt or skill trick per combat action type (Basically 2 per round).

That sounds reasonable and doesn't move me from awesome to crippled.  I'd personally prefer just a flat 'you can use 2 but only 2', but there's not much difference.  Really, I don't think anyone will have the BAB to take multiple combat challenges for a long time. 

Taking your example:
Maya does tumbling move...and then does attack stunt for +2 damage. 

Mmm, though maybe I'm off.  Hmm...I am.  That'd be restricted too.  I think that's a pity as it will lock me out of doing skill stunts (which are always 'combined with move action') whenever I do a skill trick (Which we classify Tumbling attack as).  But skill stunts are cool.  I'd like to do them.  They're more along my build than inflict penalty. 

It may be a reasonable balancing though it makes me sadface ;_;.

I'd prefer just a flat 'no more than 2 in one turn' (Challenges/stunts/whatever).

Actually...your example fails :(

Tumbling through Difficult Terrain is the same type of skill trick as Tumble attack as is AoO dodge.

So the example you gave had Maya doing 3 'skill tricks' (Ignore Terrain Effects, Leaping Strike, Dodge Foes), A combat challenge, an inflict penalty stunt, and a defense bonus stunt.

Six in one turn.  And that's a pretty cool set you offered.  THat's the kind of thing I'd like to do with Maya.

I dunno, think it needs more thought.
Title: Re: General Discussion
Post by: Merc on October 23, 2009, 12:35:17 AM
Well, to clarify: Skill tricks that don't affect combat modifiers count same as skill checks, ie you can use 'em infinitely.

So no, moving through difficult terrain does not eat your ability to do a tumbling attack.

Avoding AoOs I'm also not couting as a combat modifier. I technically could, since it's 'modifying combat' into nonexistance by not provoking it, but that's splitting hairs, I don't really count it as a combat modifier.

Also, the 2 per round, I hesitated because some stunts are considered full round attacks, and I also wanted to give option to do a third one if you have the mobility for it (Mobility 3 or Shot on the Run 1, I believe are the only ones that allow so).

So basically:
Take a full-round action - You can do one skill trick, skill challenge, or stunt that affect combat modifiers. You can do however many if it doesn't affect combat or is a feat/combat challenge.
Take a move action and a standard action - Same as above, except you can do two manuevers that affect combat modifiers.
Take a move action, a standard action, then a second move action - You get three manuevers instead.

So in that example, Maya did:
- 1 skill trick (non-combat modifier) - Ignore Terrain Effect (move action)
- Various skill rolls (non-combat modifiers, move actions)
- 1 skill trick (combat modifier) - Leaping Strike (move action)
- 1 combat challenge (standard action)
- 1 inflict penalty stunt (combat modifier, standard action)
- 1 skill trick (non-combat modifier) - Dodge Foes (move action)
- 1 defense bonus stunt (combat modifier, move action #2)

She got three combat manuevers (leaping strike, inflict penalty, defense bonus) due to her mobility, 2 non-combat skill tricks (though she could have done more, like, say also jumped atop a table before jumping for the flag pole), 1 combat challenge (again, she could have done more), various skill rolls.
Title: Re: General Discussion
Post by: Dracos on October 23, 2009, 02:10:23 AM
chatting with merc, I like it.  It's a reasonable framework that gives flexibility but limitations in a comprehendable manner.
Title: Re: General Discussion
Post by: Merc on October 31, 2009, 12:14:05 PM
Reminder for everyone, session tomorrow evening.
Title: Re: General Discussion
Post by: Dracos on October 31, 2009, 06:40:04 PM
too bad it can't start now :P
Title: Re: General Discussion
Post by: Merc on November 02, 2009, 12:22:57 AM
Next session in one week, not two weeks. So on the 8th. First post updated to reflect this, as always.

As I mentioned on IRC, I am also willing to make the schedule in general be once a week instead of once every other week, not just for this one time.

If all the players wish to do so anyway. Up to you guys. If all of you guys agree, I'll make the change, otherwise, it'll be just this once.
Title: Re: General Discussion
Post by: Dracos on November 02, 2009, 07:01:46 PM
Let's see how it goes.  I encourage seeing how it goes :)
Title: Re: General Discussion
Post by: Merc on November 07, 2009, 01:27:38 AM
Zephyrus is going to join as a sixth player. I'd offered to save him a slot some time ago when I was starting game, and he decided to take me up on the offer recently.
Title: Re: General Discussion
Post by: Merc on November 09, 2009, 11:27:58 PM
Updated game post.

REMINDER: Starting next week, we will be starting at 6:30pm CST (7:30pm for the eastern time people). Also, after next week, we'll probably return to an every other week schedule (so after the 15th, next session would be the 29th). One person did ask a preference for that schedule instead of every week.
Title: Re: General Discussion
Post by: Merc on November 14, 2009, 08:36:15 PM
Reminder: See above. Game tomorrow, 6:30 PM CST (4:30PM PST / 7:30 PM EST).
Title: Re: General Discussion
Post by: Navilee on November 22, 2009, 03:16:59 AM
I may be unable to make next game, depending on if I am flying back or driving the truck myself.

Moving is a bitch, especially when you're leaving a shitty boyfriend on top.  Oh well.  I will post any updates that arise; I am planning on being able to make it, however.
Title: Re: General Discussion
Post by: Merc on November 22, 2009, 12:39:36 PM
*nods* thanks for the heads-up.
Title: Re: General Discussion
Post by: Dracos on November 22, 2009, 12:44:46 PM
*creates a space-time distortion so that the game can be weekly :3*

*goes back to logging his game*
Title: Re: General Discussion
Post by: Navilee on November 25, 2009, 04:50:11 AM
As of now, it doesn't look like I will be missing the game unless a series of events occurs as a breakneck pace.  Which is rather unlikely.
Title: Re: General Discussion
Post by: Navilee on November 30, 2009, 12:34:16 AM
Against all odds, I managed to find the document; it's a download link (http://www.google.com/url?sa=t&source=web&ct=res&cd=14&ved=0CBEQFjADOAo&url=http%3A%2F%2Fironheroesarcana.pbworks.com%2Ff%2FIron%2BHeroes%2B-%2BMagic%2BSystem%2BFixes.doc&ei=70cTS5HXGMW0ngfIv9zUAw&usg=AFQjCNG5DzMoIgxjERNZQcSZrYdFA8Al8w&sig2=2mcVKCLgysZOFS8B4MVECQ), but it's a thankfully small .doc.

I don't quite agree with everything in it (like healing magic draining the caster's reserve pool/hp as well as mana), but I do like the majority.
Title: Re: General Discussion
Post by: Merc on November 30, 2009, 01:44:47 AM
Ataru, you suck. I reminded you yesterday =p

Anyhow, you guys are getting level-up to level 3. Ataru, just pop into game channel whenever, and roll with penuche (or any other dicebot where I can see roll result, like freya in #sr) for hit points.

Next session is Dec 13th (two weeks from now) at 6:30pm CST, as usual. That's 7:30pm EST or 4:30pm PST.

Note to self: Read about fixing arcanist, and post logs for this week and last session, which I'd forgotten to.
Title: Re: General Discussion
Post by: Sierra on November 30, 2009, 01:45:58 PM
If people want to meet up for random IC chatter (it was mentioned last night), Monday/Wednesday nights are free for me. (this Saturday/Sunday too, sure, but I gather there are other games going on then).
Title: Re: General Discussion
Post by: Dracos on November 30, 2009, 07:16:07 PM
Didn't quite get why :)  But I suppose I can show up for gametime whatever :)
Title: Re: General Discussion
Post by: Sierra on November 30, 2009, 07:50:29 PM
Well, Aleph was angsting, Elise wants to know what the heck the squirrel was to see whether it requires smiting by the hammer of righteousness, and Anassia seemed to think Elise was in need of education by a more *ahem* experienced woman, so I guess there are things to talk about if we want to.
Title: Re: General Discussion
Post by: Dracos on November 30, 2009, 08:31:51 PM
Ah, so pub crawling :P

Aleph can get drunk, Elise can get drunk, and Maya can explain the facts of life.

Also drunk. :3
Title: Re: General Discussion
Post by: Dracos on December 02, 2009, 07:03:22 PM
This happening tonight?
Title: Re: General Discussion
Post by: Sierra on December 02, 2009, 09:25:42 PM
I dunno, is it? I'm around, dunno if anyone else is.
Title: Re: General Discussion
Post by: Dracos on December 02, 2009, 09:45:13 PM
1.45 hours until it happens.

Marketh the words of Maya.

Show up or else.
Title: Re: General Discussion
Post by: Merc on December 09, 2009, 02:51:24 PM
Reminder: Session this sunday, and you guys levelled up. If you haven't updated your sheets, aka Aleph and Jack (who also still has to roll HP), do so before game session.
Title: Re: General Discussion
Post by: Dracos on December 09, 2009, 05:42:50 PM
Maya grows in power and charisma.  Fear her.  Stay underleveled, infidels.  I shall dance ahead! :P

Cool.  Looking forward to it.
Title: Re: General Discussion
Post by: Dracos on December 11, 2009, 04:24:19 PM
Aside, holiday gaming?  Any likelihood?

*offers festive santa caps for the whole party* :)
Title: Re: General Discussion
Post by: Merc on December 11, 2009, 09:07:00 PM
I was going to ask after session. For my part, I have no problems with the 27th (when next session would be after 13th), although I am aware that as it's right between xmas/new year, might be a problem for some.
Title: Re: General Discussion
Post by: Merc on December 13, 2009, 04:21:56 PM
Finally posted those log updates I've been slacking about. Now I don't feel like Ko anymore!
Title: Re: General Discussion
Post by: Navilee on December 13, 2009, 06:07:09 PM
I am somewhat in shock I managed to do my cross-country move and still be able to attend the game!

Clearly, I am just made of awesome.
Title: Re: General Discussion
Post by: Merc on December 13, 2009, 06:30:38 PM
Heh, hope you weren't speeding =p

Anyhoo, looking at character sheets:
Drac - It's fine
Navi - The base defense line should be +2. You did it right on your defense line, just missed it here. Whoops! Also, looked at arcanist fix you linked. It's fine.
Cid - It's fine
Nama - Sheet's still a work in progress? Only noticed HP was updated.
Zeph
- You didn't update defense (should be 17 since BDB went up), just base defense. Opposite of Navi. ;p
- Ditto for attack rolls, those should be +7 not +6
- Skills should be +1 higher for all your skills except for: All the athletics skills, Search and Disable Device (these are correct).
Title: Re: General Discussion
Post by: Zephyrus on December 13, 2009, 07:05:22 PM
Right, sorry about that. I guess I must have gotten it all mixed up with the Planar leveling. Or something.

Anywho, thanks for the reminder. Fixing now.
Title: Re: General Discussion
Post by: Dracos on December 14, 2009, 12:39:38 AM
General thoughts:
This session, more than the others, felt a little too self directed.  I guess we're still bound up in the kingslayer quests, but hope Kheldar and Jack find a lead so we can take more direct interaction with it and fish less.

Dance fighting was cool.  I propose that everyone get Perform as a class skill and we have dance offs with future enemies.
Title: Re: General Discussion
Post by: Merc on December 14, 2009, 12:50:25 AM
I did have something planned for marketplace, but wasn't sure I wanted to have it happen without a full group. That's really one of the hazards of splitting groups. Generally, I have to make something up for one of the groups while the other group gets something to do.

Ironically, in this case I had something planned for marketplace because I hadn't seen Ataru in a while so I'd scrapped those original slum plans and made the marketplace ones. Then he -did- show up, and I hastily brought them back, planning to co-currently do the two...and then the group split, and I wasn't entirely sure about marketplace plans since those had been made somewhat hastily, so I ended up cutting those.

Sorry. =/
Title: Re: General Discussion
Post by: Merc on December 28, 2009, 12:50:44 AM
Next session on January 10.

Reminders:

[22:36] <Merc> Anyhoo, stop there. Anybody that didn't say what they want out of their royal present, post that before next session, as you have it by then. Next session Jan 10th unless someone has issues.
[22:37] <Merc> Next time, timeskip and missions and stuff!
[22:42] <Maya_Mahabala> Merc: *bugs for Logs+stats and a general 'lead in' for next time

Also: Cid/Navi need to pick what they want from their 800 gp worth of loot.

Btw, what was happening with your connection, Navi? You kinda just spluttered in and out without talking around the time combat started? Robo-controlled Anassia for her one turn up. Combat kinda ended quick, so you didn't have much to do. >_>
Title: Re: General Discussion
Post by: Merc on January 09, 2010, 01:14:04 PM
Sorry, guys, but I'm going to have to cancel this week's session. I've been sick since thursdays, and though I've got periods where I'm pretty lucid/okay, a good chunk of the time I've got a fever, a coughing fit, and runny nose from hell.

I'm gonna shift the session to Jan 24th.

If people want to run something on their own tomorrow, you're welcome to, and once I'm better, I'm also willing to do any 1-on-1 scenes you might be interested in pre-timeskip (I know Zeph wants to talk to the captain of the guard, for example) before the 24th.
Title: Re: General Discussion
Post by: Dracos on January 09, 2010, 02:21:16 PM
Feel better, merc.

I wouldn't be adverse to doing some city scenes if folks would like to.
Title: Re: General Discussion
Post by: Dracos on January 21, 2010, 07:29:27 PM
We are happening this week, right?

Folks ready to rock n roll?
Title: Re: General Discussion
Post by: Merc on January 22, 2010, 05:26:25 AM
Barring something like 3+ players being absent, I'm good to go this week.

I do still need to do that captain scene with Zeph, and Cid/Navi haven't stated what they want out of their loot if anything or just gold or what.

And post those logs/update stats. I feel all Dune'ish about logs/stats though. >_>
Title: Re: General Discussion
Post by: Dracos on January 22, 2010, 01:02:56 PM
I'm not doing it for two games :P.  Get someone else to if ye want to be lazy.
Title: Re: General Discussion
Post by: Merc on January 25, 2010, 12:05:30 AM
Slower start than expected, going to have next session on saturday next week (30th) at 6:30pm CST to try and pick up after the holiday break. Hopefully Navi shall be here!

I shall endeavour to post logs before next session. Probably.
Title: Re: General Discussion
Post by: Dracos on January 26, 2010, 01:19:08 AM
Really?  Didn't feel like we were moving that slow.
Title: Re: General Discussion
Post by: Merc on January 30, 2010, 05:57:49 PM
Reminder, as even I forgot until Cid reminded me, game session tonight at 6:30 pm cst
Title: Re: General Discussion
Post by: Merc on January 31, 2010, 01:34:04 AM
Grats on killing the freaky fish dudes and levelling up again. Next session back to sunday, Feb 7th.
Title: Re: General Discussion
Post by: Dracos on February 25, 2010, 06:16:43 PM
We on this weekend?

Logs? :)

Party time?

Title: Re: General Discussion
Post by: Merc on February 25, 2010, 08:29:25 PM
Didn't we have a session last sunday? Next session is March 7th. =p

I'm not turning this into a weekly game. Might on -occassion- run it weekly, but otherwise, I'm happy at every other week.

And as for logs...uh...*flees*
Title: Re: General Discussion
Post by: Sierra on February 25, 2010, 11:59:40 PM
Think some of us were talking about doing just random side-stuff? Drac presumably refers to that.
Title: Re: General Discussion
Post by: Dracos on February 26, 2010, 12:22:19 PM
I have no idea.  I just know there is no jon session happening, no sense of time, and yadda yadda :)
Title: Re: General Discussion
Post by: Sierra on February 26, 2010, 06:34:47 PM
Well, if folks want to just shoot the shit, that's fine by me. Elise sorta needs new clothes since her current set has an obvious gash from where she got critically impaled. (I mean, she's likely to just sew it up, but you can always try to talk her into something new).
Title: Re: General Discussion
Post by: Dracos on February 28, 2010, 08:26:29 PM
I will be in somewhere over arkanasaw around next session time.

Soo...not actually there :(
Title: Re: General Discussion
Post by: Merc on March 07, 2010, 06:51:59 PM
Reminder of game today. Should still be running, even without Drac. Zeph has stated having to leave a bit early (only on for 3 hours or so instead of 4) due to exams next week.
Title: Re: General Discussion
Post by: Merc on March 08, 2010, 12:51:54 AM
Alright, next session in 2 weeks, March 21st. As mentioned, starting to introduce more magic and creatures and such, as it helps me adjust some of the things I can do and it seem to be working out.

Most of these items aren't gonna be of any good to you as they're generally cursed and what have you (as per the iron heroes book on magic items), a few might however. Anassia is probably going to be a fair to good resource to chat about what's safe and what not, even if she won't know everything.

And hey, you guys have a T-rex under your kill list now. Grats.

Also, apologies for the dino-bite-and-run from the bad guy, but yeah, he's a magic dude, and he learned running wasn't a good idea from Aleph. He came prepared just in case this time. Sooner or later, you guys will catch up with him, and we'll see if he manages to make another hasty retreat or not. Maybe third time's the charm!
Title: Re: General Discussion
Post by: Navilee on March 08, 2010, 01:21:16 AM
Speaking of the oversized slab of meat, I was curious: What is its size rating?  If it's Huge, I actually won't be able to magic it up 'til I get another mastery rank in necromancy.  Stupid arbitrary limits!

'Course, I get 4th level Mastery next level, so it might not be all that impossible, but it is the principle of the thing.

It's a shame that we don't have his name, though; he has the airs of a prominent reoccurring villain but we can't actually hunt him down!  Le sigh.
Title: Re: General Discussion
Post by: Merc on March 08, 2010, 01:42:46 AM
It is huge, actually. I used the T-Rex exactly as is from the monster manual if you want to look at its stats and see if any of that affects chances of doing stuff. About the only thing I did was wiki up to see how high those got to give a frame of reference for targetting the rider.
Title: Re: General Discussion
Post by: Navilee on March 08, 2010, 01:49:09 AM
Then yep.  Will have to wait for 5th level to come around before doing anything.  I suppose we could mark the location and return when we hit fifth if we're ever in the area, though.

Then I will have to decide between a skeleton and zombie.  Leaning towards skeleton so as to not have the 'one action only' issue.  It's sad that you can defeat a zombie just by taking a move then standard attack.  Barring charges, natch.

EDIT:

I should really read the stat block before opening my mouth.

In order to undead-ify an 18HD monster (like a T-rex), I require Mastery Level 9 in Necromancy.  I get 9th at level 16.  So, while it is likely, will more than likely be rather far in the future.

Sadly, our epic dinosaur mount will have to wait.
Title: Re: General Discussion
Post by: Dracos on March 08, 2010, 07:59:44 PM
Sadness.

Anyhow, magic in the setting is fine and cool, just as long as its consistent.  If we have a good reason to fear using random magic item or spell, so should our foes.  Sure, having a sixth finger or something might be a totally acceptable side effect to avoid head chopping, but just sayin' I hope they aren't getting D&D magic while we're using IH magic.
Title: Re: General Discussion
Post by: Dracos on March 18, 2010, 02:45:18 AM
4 days until epic jungle adventures?
Title: Re: General Discussion
Post by: Merc on March 22, 2010, 12:06:11 AM
Apologies for off-session today. Ataru's stated he's not gonna be able to make a saturday session, so don't really want to offer something exciting then. If people want to log on for an RP session, feel free. I'll help with setting if you want. Otherwise, next main session will be in two weeks and hopefully I can make up for crap this week.

In the meantime, I do ask that people post stating what they want to do now that you're in the reach of next town along road. Are you going to camp come nighttime, go into town or what?
Title: Re: General Discussion
Post by: Sierra on March 22, 2010, 12:11:27 AM
My vote would be go into town, really. Likely to be more interesting, and aren't most of the people we messed with dead by this point anyway?
Title: Re: General Discussion
Post by: Dracos on March 22, 2010, 01:20:48 AM
Sorry I was kinda a jerk tonight.

Town.  The slaver bit has gone on too long anyhow without a meaningful ranting "I'll get you by the cruft of your collar" villain.  The bad guy we have tango'ed with was silent and largely is welcome to ambush us at some point if he's genuinely obsessed with losing his life for no real gain.  I don't really believe we're in any danger from that at the moment.  At least not compared to disturbing the local man eating wildlife.
Title: Re: General Discussion
Post by: Dracos on April 01, 2010, 08:09:15 PM
Mmm, game this sunday?
Title: Re: General Discussion
Post by: Dracos on May 06, 2010, 05:29:49 PM
We're gaming this week ya?
Title: Re: General Discussion
Post by: Merc on May 07, 2010, 06:49:57 PM
If we have enough players, sure!
Title: Re: General Discussion
Post by: Dracos on May 07, 2010, 10:59:40 PM
Well, we can call MayaTeam.

Maya, Maya, Maya, Maya, and Maya.
Title: Re: General Discussion
Post by: Merc on May 09, 2010, 02:31:12 PM
I actually forgot today is Mother's Day. I -should- be here, but one never knows when parents feel like going out, or want me to come down and do stuff, so yeah. And that's just me, dunno about other people and their moms.

I'll still try to be here tonight, but just putting it out there.
Title: Re: General Discussion
Post by: Merc on May 10, 2010, 12:13:58 AM
New game time and schedule,yadda yadda. First post updated.
Title: Re: General Discussion
Post by: Dracos on May 10, 2010, 01:46:29 PM
Yarr :)
Title: Re: General Discussion
Post by: Merc on May 19, 2010, 06:50:20 PM
Logs are up and in order (Drac had missed a few between the ones he posted, so I just redid it all), as well as dated.

I haven't gone through them besides the quick clean-up yet, so no updated statistics, and you still have wall of text effect going on in there (not to mention typos and what have you).

I'll do that part later. Probably.
Title: Re: General Discussion
Post by: Dracos on May 19, 2010, 09:00:58 PM
Epic Mercenary!
Title: Re: General Discussion
Post by: Merc on May 24, 2010, 01:29:59 AM
Logs up (haha, did it immediately after session!). Congrats on hitting level 5. I'll poke Ataru to roll HP whenever I see him and so he can update his sheet from lv 3 (ouch?).

As usual, I welcome comments on sessions here or in suggestion thread (particularly from non-Drac/Navi *hint* *hint* people).

As has been mentioned, there are also a few concerns with tokens. If you have ideas, toss them up, otherwise when I come up with something, it might not consider some of your own issues.

I'll address other concerns as they come, based on how sessions show things going at this level range.

EDIT: Also, Zeph -may- come back and rejoin party. It will probably not be as Kheldar though. Khel is now an NPC through and through, hanging out with Rahz and his crew.
Title: Re: General Discussion
Post by: Dracos on May 24, 2010, 11:10:24 AM
Yay leveling.  Anyhow, as mentioned I'm gonna miss some sessions next month.  As a sunday game I'm less sure which though.  At least one.

My concern on Zeph coming back: don't bounce in and out of the game.  If ye come back, come back, but really try and come along as it slows us all down when Merc's introducing or exiting a character.

Tokens are a mess generally and very difficult to rebalance because they're involved with everything.  It's why I avoided entirely getting anywhere near them.  An 'easy' one would be tokens pools last per Day or Per Scene, but often there's only one battle in each of those anyway, so its not a big difference, except that its overruling any of the 'per enemy' (If you switch targets, you lose the tokens
that you have already built up for this ability) craziness that expects that you're fighting a single enemy in a one on oneish fashion for 3-50 rounds with several attacks flying each round.  It will power up all token based characters relative to Maya (and the enemies, which largely just do their abilities), but probably in a good way.  At least personally, I'm a believer that combat is more fun when everyone is getting to do cool things.  The token system locks cool things largely behind a build up system, so changes that increase the speed of gathering and the ability to hold them for use will result in more of that.  So my suggestion would be per game Day for build up, and possibly doubled build up for slow token pools (or 1.5 size for start of battle token pools, as appropriate).
Title: Re: General Discussion
Post by: Dracos on May 25, 2010, 04:06:28 AM
Additionally if history is any showing, Only Dracos has opinions. :P  So silly.
Title: Re: General Discussion
Post by: Navilee on May 27, 2010, 06:00:41 AM
Quote from: Dracos on May 24, 2010, 11:10:24 AM
Yay leveling.  Anyhow, as mentioned I'm gonna miss some sessions next month.  As a sunday game I'm less sure which though.  At least one.

My concern on Zeph coming back: don't bounce in and out of the game.  If ye come back, come back, but really try and come along as it slows us all down when Merc's introducing or exiting a character.

Tokens are a mess generally and very difficult to rebalance because they're involved with everything.  It's why I avoided entirely getting anywhere near them.  An 'easy' one would be tokens pools last per Day or Per Scene, but often there's only one battle in each of those anyway, so its not a big difference, except that its overruling any of the 'per enemy' (If you switch targets, you lose the tokens
that you have already built up for this ability) craziness that expects that you're fighting a single enemy in a one on oneish fashion for 3-50 rounds with several attacks flying each round.  It will power up all token based characters relative to Maya (and the enemies, which largely just do their abilities), but probably in a good way.  At least personally, I'm a believer that combat is more fun when everyone is getting to do cool things.  The token system locks cool things largely behind a build up system, so changes that increase the speed of gathering and the ability to hold them for use will result in more of that.  So my suggestion would be per game Day for build up, and possibly doubled build up for slow token pools (or 1.5 size for start of battle token pools, as appropriate).

I can understand why they made them 'if you switch enemy, you lose'.  Players being as they are, they will have the fighters do their thing while they just spend rounds building up tokens before using their best attacks against the big bad.  And, for fluff, it works well as most tokens are studying your target to find a weakness/what-have-you to exploit for massive damage.  That said, though, it's annoying as hell to be building tokens during a battle for the BSF to kill it right before you're getting ready to use it.

Or, y'know, I would assume as the only token ability I have I don't use as it would take a standard action (followed by an INT check) just to get the tokens to be able to use.  Soon, though, I should (maybe? I actually forget what my feat progression /gives/) be able to use a smaller amount of time for it.  And all my token abilities would contribute to the party's lethality which is nothing to scoff at.

tl;dr
I dunno.  Ask someone who uses tokens. :p

Edit:  Personally, I'm a little wary at how few Villain classes we've seen (unless the water dood was a Demonic Brute?).  The only one I can think of was the first 'baddie' who led those oh-so-squishy bandits to burn the village in fantasy tradition.

Edit^2:  Huh, if that dinosaur was Huge-sized and I'm reading this right I should be able to make it an awesome mount.  Still, it's prolly a bit late.  (psst, Merc, gimme something awesome to animate ^^)
Title: Re: General Discussion
Post by: Namagomi on May 27, 2010, 09:41:59 AM
RE:Tokens--the seeming problem with token-derived abilities for certain classes (Archers, Weaponmasters) is simple; you're giving up actions, or they build up so slow that they don't matter in the first place.  And in the process, damage potential.  This is a particularly egregious issue with Elise and Aleph, given that they have -just- gotten their second iterative attack.  Elise will pretty much crush things to begin with.  One attack is already notable off of her Strength; two moreso.  Aleph has to take aim actions; as of current, these range from move (1 token) to full-round(4).  For benefits that are not -quite- the damage potential of a full attack (Aleph has a potential damage, dicebot screwage aside, of 3d8+27 before crits, albeit factoring in armor three times.)  And, well, the issue is that that runs counter to how 3e d20 combat is usually played; full-out blitzing the enemy before they can mount a meaningful offense--and token actions, for the most part, are just not so conducive to this. (Would you really want to take a turn off just to impose -4 to an enemy's attack next turn, when you can instead smash them for over 65 damage over both turns?)

Just my two cents on the issue.

Title: Re: General Discussion
Post by: Merc on May 27, 2010, 01:54:01 PM
You've fought quite a few champions, actually, Navi.

I often use the Champion villain as a base to build enemies. It's pretty simple to use as a base for on-the-fly enemies. The little nightmare twins Wally/Molly were champions built like harriers, for example. The kidnapper from 1st adventure (forget her name), was also a champion. To name a few.

You guys skipped an encounter with a demonic brute at one point (don't recall exactly where, though I did have a CR 4 demonic brute), back when I was first starting to think of working in a more mystic/epic type setting (instead you guys got fish monsters).

I do have a dread sorceror with some warleaders around, but that's a matter of encountering him. He admittedly doesn't like you guys even if he's never met you (you've met one of his minions though!).

For the most part, I'm shying away from demonic minion/knight/brute for now though. They'll eventually come into play after the Vyrdam plot gets resolved, probably. That really just leaves the champion/warleader/dread sorc. And like I said, of the three, champion's easiest to modify to situation on the fly, so he gets used the most often.

As for the dino, yeah, it was huge sized. I think back when you fought it, you'd said you couldn't do anything with it being huge though. In regards to being able to animate something awesome, I suppose one concern is what to do when you're going into cities, and such. Necromancy is kinda odd to deal with, since it assumes you'll be taking around with you some undead minions to do your bidding, but at the same time, it takes forever to summon them (in a combat setting anyhow), and it's kinda awkward to have them just follow you around and such. It's something I'll have to muse over.

And yes, the tokens situation is very visible. So the question is how to make them viable combat options, without making them overpowering. Really, the only tokens I've really seen used at all so far are Elise once or twice when combat's gone into third or fourth round.
Title: Re: General Discussion
Post by: Dracos on May 27, 2010, 06:08:17 PM
Combat in IH goes longer than in D&D due to the HP buffs, but we still rarely hit the 4th round.  It was because of this that I avoided tokens.

Tokens are too hard to use.  They require not blitzkreiging but at the same time staying in damagable space for the most part.  They often require not taking actions or taking exceptional risks (Let enemy swing at you several times).

Any boost here will strengthen the rest of the party versus maya, but hopefully in a fun way for both us AND the enemies, who should get whatever advantages here.

Removing the 'lose on switch' means that flunkies can be used to build tokens.  Instead lose them on end of battle (Calming down), or end of scene or day.

Having say, every fighting class gain 1 token per hit delivered and 2 per kill means that they can build during dealing with flunkies and thus have a reason not to immediately swarm the big bad, a tactical choice to provide a meaningful option to not just swarming the top guy.

I don't know about the mage, but probably a daily token pool might work well.  Something like level*2 tokens available per day?

All of these options provide the likelihood that more abilities will be used in the first or second round of combat.  A rapid shot could be used to build up 3 tokens and then follow with a charged shot the next round.  A flurry can lead into a powered up weapon smasher.  Etc etc.  Fun stuff.

But the same thing should go for our enemies, especially if they ever are PC based, where they can lash out with cool effects on round 1 or 2 by spending their token pools.
Title: Re: General Discussion
Post by: Dracos on May 28, 2010, 12:41:56 AM
Quote from: Namagomi on May 27, 2010, 09:41:59 AM
RE:Tokens--the seeming problem with token-derived abilities for certain classes (Archers, Weaponmasters) is simple; you're giving up actions, or they build up so slow that they don't matter in the first place.  And in the process, damage potential.  This is a particularly egregious issue with Elise and Aleph, given that they have -just- gotten their second iterative attack.  Elise will pretty much crush things to begin with.  One attack is already notable off of her Strength; two moreso.  Aleph has to take aim actions; as of current, these range from move (1 token) to full-round(4).  For benefits that are not -quite- the damage potential of a full attack (Aleph has a potential damage, dicebot screwage aside, of 3d8+27 before crits, albeit factoring in armor three times.)  And, well, the issue is that that runs counter to how 3e d20 combat is usually played; full-out blitzing the enemy before they can mount a meaningful offense--and token actions, for the most part, are just not so conducive to this. (Would you really want to take a turn off just to impose -4 to an enemy's attack next turn, when you can instead smash them for over 65 damage over both turns?)

Just my two cents on the issue.



btw, just for tactical reference, Aleph gains the most advantage out of there being widespread folks, while Elise has the biggest with single solo weapon wielders.  The biggest advantage an archer has isn't just that he can attack without being in danger range, but that you can full attack without being in range at all.  In large room type battles, you can often just sit in one place and pluck full attacks every round from the start even from a hundred feet away.  This means you generally will have the most opportunities to hit of anyone in the party.
Title: Re: General Discussion
Post by: Navilee on May 28, 2010, 12:43:35 AM
Oh, no.  Arcanists don't have token pools.  The Spiritualists do, but they were confusing as hell to me on my initial read-through so I opted out.  The only token pool I have access to is the 'Strategy' pool which I get from feats.

I agree that having the tokens not dissipate immediately would make them infinitely more usable but, IMHO, would require a degree of revision for each as they bonuses they give might unbalance the game needlessly.

Again, though, I've no clue.  Just getting 1/hit and 2/kill kinda makes them lose all their fluffy goodness, though.
Title: Re: General Discussion
Post by: Dracos on May 28, 2010, 12:29:53 PM
fluffy goodness? They're never used!  :P

Truthfully, the setup right now leads to those 'unbalancing things' being too useless.  The rules can always be twinked back if they are unbalancing, or it can simply end up as smaller passive bonuses for those of us (maya, anassia, monsters) that don't have tokens.

Generally, I'm suggesting rebalancing the token acquiring side, not the effect side, because thats over a hundred small random rules you're talking about needing a degree of revision.  Kinda like rewriting half of the IH book there.
Title: Re: General Discussion
Post by: Merc on May 28, 2010, 12:39:38 PM
I suppose that leads the question of:
- Are people happy with IH, even if it requires a lot of tweaking?

It's entirely possible that I do like you did in Drac's pirate game, and just have a system switch (to d&d 3.5e). I don't mind either way, the main reason to use IH was as an experiment, but it's still possible to switch.

Similarly though, it's also not a problem to simply keep with the system, and just bring in tweaks as needed. Right now, the only outstanding concerns for me in IH are:
(a) Make tokens useful without being overpowering.
(b) Similarly make Anassia's necromancy main school be more useful without being overpowering, since the whole summoning undead minions is going to be awkward with any place with people (not to mention just party members, probably).

Title: Re: General Discussion
Post by: Namagomi on May 28, 2010, 01:35:35 PM
Answer to this question: Yes.

The notable part is that IH still has the differing AB/mastery progressions, as well as the way feats are handled; it's notable that Aleph would be utter -shit- in 3.5e, for example.  (Archers really do -not- do well in 3.5e without either stat hax[which involves taking a LA race/template just to buy up the STR to get some kind of uber-composite bow], or PrC hax [which would never come in before level 6, and usually requires several levels before they become useful].)  Jack wouldn't lose too much effectiveness, though his accuracy would drop a decent bit thanks to the fact that rogues have 3/4 BAB compared to Executioners' 1.  Maya's build?  Impossible and likely impractical to boot.  Elise would be the only one to not lose effectiveness aside from BAB dropping to 1 from 5/4.  And Anassia would go to party-best what with being a spellcaster.

So really, I like IH due to the fact that it lets you go and do this out-of-the-way stuff that would get you splattered or way overshadowed in normal 3.5e.  Sure, token systems may need tweaked, but it's not like omfgwtf unsalvageable.  (And you still have the differing classes, feats, and oh, almost forgot the altered skill system.)
Title: Re: General Discussion
Post by: Dracos on May 28, 2010, 01:39:59 PM
I'm enjoying playing Maya admittingly, who would be pretty hard to build in 3.5 (A rogue would not be able to pull off these bullshit skills and other ridiculousness).  I'm also enjoying doing stunty craziness.  It's a nice switch from the pragmatic tactics of Planar.
Title: Re: General Discussion
Post by: Navilee on May 29, 2010, 07:02:24 AM
Quote from: Merc on May 28, 2010, 12:39:38 PM
I suppose that leads the question of:
- Are people happy with IH, even if it requires a lot of tweaking?

It's entirely possible that I do like you did in Drac's pirate game, and just have a system switch (to d&d 3.5e). I don't mind either way, the main reason to use IH was as an experiment, but it's still possible to switch.

Similarly though, it's also not a problem to simply keep with the system, and just bring in tweaks as needed. Right now, the only outstanding concerns for me in IH are:
(a) Make tokens useful without being overpowering.
(b) Similarly make Anassia's necromancy main school be more useful without being overpowering, since the whole summoning undead minions is going to be awkward with any place with people (not to mention just party members, probably).



I love Iron Heroes.  It's a good D20 variant.  It's just got this filmy... not-yet-complete feeling to it.  The magic system in particular feels largely tacked on.  That said, I don't mind too much as, even with a broken system I will eventually be able to do impressive things.  Taking Necro as primary probably wasn't the best choice, per se, as it's use is either rather niche (Army of Darkness) or downright retardedly useless (healing, thanks to reserve pools; given that the Heal skill is supposed to restore reserve points, IIRC, it's even more needless).  Although, admittedly, once we start getting into status effects, healing will come in more handy as, y'know, she can do that (also, she can live forever if she reaches Mastery Level 10 as that allows her to reduce the age of a person.  Suck it, villains!  Immortality!)

That said, switching over to 3.5, while enacting a sort of balance (although I would protest somewhat to the linear warrior/quadratic caster balance) to the party would fundamentally undermine the concepts.  Each character has their thing they do which, in some cases, is impossible in 3.5 (Notably: Aleph, Maya and Ana; Elise might lose some sundering goodness, but I'm not too sure).  Personally, I would say adjust as needed.  But, if the others would rather switch to something with a person's body weight is splat, I would be down for that, too.

And my point is, Drac, is if every character is gaining 1/hit and 2/kill why should there not be general uses?  And how would you cover token pools that don't apply to weapons necessarily, ala the Strategy Pool?  Admittedly, you could just keep them the same and only change the core pools, but I digress.

That said, it's late and I'm starting to get tired so my thinking-bits aren't all firing in the proper sequences anymore.
Title: Re: General Discussion
Post by: Dracos on May 29, 2010, 02:54:43 PM
Basically the oversimplification is that doing mundane/normal actions in combat builds tokens toward doing special actions in combat.  And sure, put the tokens in whatever pool you want.

Anyhow, I hear mostly the sound of my own voice on something that isn't part of my character and at present I intend to keep not being part of my character.  Others talk!
Title: Re: General Discussion
Post by: Navilee on May 30, 2010, 01:48:03 AM
Quote from: Dracos on May 29, 2010, 02:54:43 PM
Anyhow, I hear mostly the sound of my own voice on something that isn't part of my character and at present I intend to keep not being part of my character.  Others talk!

It is amusing the only two people weighing in are the two characters who have no class tokens...
Title: Re: General Discussion
Post by: Merc on May 30, 2010, 02:04:57 AM
Nama posted too, and he has tokens =p
Title: Re: General Discussion
Post by: Merc on June 13, 2010, 05:53:43 PM
Apologies, but going to cancel this week, something's come up here.

Which is going to suck since Drac's going to miss next week for japan and he didn't get poisoned, but I'll figure something out there.
Title: Re: General Discussion
Post by: Dracos on June 13, 2010, 08:08:55 PM
Wow.  I wish I knew that before I rushed back a 2 hour drive to make it by game time.

-_-;  and yep, I won't be there next week.
Title: Re: General Discussion
Post by: Merc on June 14, 2010, 10:11:01 AM
Yeah... =/

Again, apologies to everyone, it really was last minute family stuff sprung on me.

I might try to grab Drac/Navi for a solo bit (when -do- you leave, Drac?), and ditto for Ataru, and just get us to a point where Maya is out of the picture for a week and the others can just go on when session starts.
Title: Re: General Discussion
Post by: Dracos on June 14, 2010, 10:16:21 AM
you got today or tomorrow morning and that's pretty much it.
Title: Re: General Discussion
Post by: Merc on June 14, 2010, 11:52:30 AM
I'll be by in the evening, if Navi is there too, we can do something. At uhm...7pm sound good? Central time, that is (so 8pm EST).
Title: Re: General Discussion
Post by: Navilee on June 15, 2010, 01:32:15 PM
Blargh, I say.

Totally lost track of time for the session, then forgot to AFK when I was pulled off to dinner.  Bad combo.  Apologies, all.
Title: Re: General Discussion
Post by: Merc on June 15, 2010, 02:15:15 PM
It's fine, we covered the important crap.
Title: Re: General Discussion
Post by: Dracos on June 27, 2010, 06:02:29 PM
I be back.  I be told you all don't need rescuing again.  Maya is fine with simply showboating to victory :P
Title: Re: General Discussion
Post by: Merc on June 27, 2010, 06:59:56 PM
I'm gonna mention this during game time, but posting it as well.

Next week won't have any game (I'm sure some of you will be out watching fireworks anyhow). Following that, I may decide to go back to an every other week schedule.

I'm kinda in a 'meh' mood about GMing (not to mention real life frustrations), and my heart's just not really into it, even if I don't quite want to cancel or anything.

I'll comment on the 11th on whether I do want to go back to off-week scheduling, or stick with the weekly format.
Title: Re: General Discussion
Post by: Dracos on June 27, 2010, 08:26:39 PM
Rough, I know how that goes.  *nods*
Title: Re: General Discussion
Post by: Merc on July 09, 2010, 01:27:07 PM
Reminder: Game this sunday, same 6pm time as usual.
Title: Re: General Discussion
Post by: Dracos on July 10, 2010, 03:14:39 PM
It's Bomb Kirby!

So Cute!
Title: Re: General Discussion
Post by: Dracos on July 23, 2010, 07:34:50 PM
Game, this sunday?

Merc SIs and we haul him in as the Shadow Broker?
Title: Re: General Discussion
Post by: Merc on July 23, 2010, 10:29:53 PM
game this sunday, yes.
Title: Re: General Discussion
Post by: Dracos on August 03, 2010, 05:37:59 PM
Game again this sunday.  For the benefit of laggards, like Ataru :P
Title: Re: General Discussion
Post by: Dracos on August 11, 2010, 10:48:56 PM
Bomb Kirby...Form of...Log Kirby?
Title: Re: General Discussion
Post by: Dracos on August 20, 2010, 06:41:31 PM
Hmm, when is our next session?  I've lost track.  All I know is I got a prince and he's going to be driven around the country.  In fact, I might sit on his back and have him be our carriage.

Probably not though :P
Title: Re: General Discussion
Post by: Merc on August 22, 2010, 02:06:13 PM
Not today. I was thinking of doing it today, I had said roughly as much before I left on vacation, but I had something come up and won't be able to make it tonight.

So next week, the 29th, I guess.
Title: Re: General Discussion
Post by: Merc on August 29, 2010, 04:13:34 PM
Reminder. Game today.
Title: Re: General Discussion
Post by: Dracos on August 30, 2010, 07:50:50 PM
so yeah any ideas on the whole we have a prince traitor to the throne?

Truthfully, it would be better to get the real culprit.  Maybe this idiot could be used to find him.  But I doubt it.  He seemed far too clueless and the real culprit actually smart enough to know it.

Okay, ideas from the only person who yammers loudly:

1)We keep up the act.  We're evil bitches that were hired by the bad guys.  We scare the crap out of him and hang him out to dry outside a royal city.  Then book it.  Trust in his own treacherous cynicism to have him denounce the real bad guys and abort the war and turn the attention of vyrdam against the bad guys.

bad side: I dunno if we got an intimidate specialist.  Also we'd never be able to walk in vyrdam again ever.  We'd probably have wanted posters.

2)We scare the information out of him, go hunt down the real bad guy, and kidnap HIM.  Uh... This sounds like it ends with us kidnapping the entire kingdom of vyrdam.

3)We hang the prince up to dry in one of his brother's towns with notice of what he did.  Risky but if it was a smart brother, he might figure it out, especially if we pass it off as vigilante vyrdamers and do it before notice is spread across the country.

4)We kill him, but point it at some other country.  Make it more blatant that some cloak and dagger crap is going on.  Kinda evil (and not fake evil like option 1).

Other ideas?
Title: Re: General Discussion
Post by: Dracos on September 09, 2010, 03:40:57 PM
We running this week?

Do folks answer here? :)
Title: Re: General Discussion
Post by: Merc on September 09, 2010, 04:05:14 PM
Yes, game this week. Hopefully. We'll see how many show up!
Title: Re: General Discussion
Post by: Dracos on September 09, 2010, 04:33:48 PM
Bomb kick them Kirby!
Title: Re: General Discussion
Post by: Merc on September 13, 2010, 12:10:21 AM
I do apologize this was pretty slow for everyone but Anassia. I kind of did expect everyone to participate, or I might have just done the interrogation over forum in the time between sessions. As I said, I'll do that with the necklace and Anassia, since we didn't get to cover it today. Davan getting recruited will be waived.

I'll type out a feedback thread when I can (possibly on wednesday though), giving my thoughts on the current plot line so far, and asking for your thoughts and such (or one of you can start it if you want to post now, and I'll just add onto it).

In the meantime, grats, you've levelled up.

Hopefully that will keep you occupied for two weeks, as I will totally not be able to run a session next week. Well, I -could-, but as I have an exam the day after, I would rather spend my nighttime studying. Sorry.

So next session on the 26th.
Title: Re: General Discussion
Post by: Merc on September 13, 2010, 01:17:47 AM
Additional note, just for record: I was looking at dice roll averages on HP. Cid and Ataru have been -really- hated by Penuche there.

For level 5, if they roll a 1 on HP, you two can roll a second time.

If a second roll happens and it is also a 1, well...tough luck, I guess.
Title: Re: General Discussion
Post by: Dracos on September 13, 2010, 12:02:22 PM
Luckily this is IH as well though where the max variation between all 1s and all best rolls is 15 points, rather than 45 points.
Title: Re: General Discussion
Post by: Merc on September 18, 2010, 12:38:16 AM
Reminder: No game this week due to tests.
Title: Re: General Discussion
Post by: Dracos on September 18, 2010, 01:04:11 AM
Right, pet.
Title: Re: General Discussion
Post by: Merc on September 20, 2010, 10:46:07 PM
Reminder: Game this week. Ataru/Cid, remember to level-up and roll for HP. Nama rolled for HP but has to update sheet.

Navi: I'll post sometime tomorrow regarding the necklace, unless you want to do it on IRC sometime over the week. I'm free any time outside of Tue 3pm-7pm cst, and thursday before 7pm. Lemme know if you want to do it on IRC and what time works for you if so.
Title: Re: General Discussion
Post by: Navilee on September 22, 2010, 07:04:07 AM
I'm to pretty much whatever: tell me where to be and at what time and I'll try to be there.
Title: Re: General Discussion
Post by: Merc on September 22, 2010, 03:12:30 PM
Well, I'm idling in #truesteel most of the week, checking for slackers rolling HP. I'll look in tonight/thurs/fri after 7pm, and if you're on any of those days, we can continue on IRC.
Title: Re: General Discussion
Post by: Dracos on September 24, 2010, 06:31:12 PM
Don't get MP drained, Anassia!
Title: Re: General Discussion
Post by: Merc on September 25, 2010, 11:11:31 AM
Reminder: Game tomorrow.

Edit: Also, 1am woman? 1am? =p
Title: Re: General Discussion
Post by: Navilee on September 25, 2010, 09:47:15 PM
It was only 10 for me, I think; your time zone is just stupid.  Seriously, though, I had woken up somewhere between 8-9 because my alarm clock had been switched off.  And not by me.  That explains my recent rash of trouble sleeping, though.

How're we going to handle the scene half-finished?  Assume that she stopped there to sleep on it?
Title: Re: General Discussion
Post by: Merc on September 25, 2010, 11:01:53 PM
My timezone is awesome. It's the bridge that keeps your lame PST timezone friends with the lunatics from the EST timezone!

And you would have figured it out sooner or later, we'll just assume it was very embarrassing and painful through the whole thing, to keep in tune with what we did do. =p
Title: Re: General Discussion
Post by: Navilee on September 26, 2010, 08:25:05 PM
How can it be embarrassing if no-one was observing?

And, sure, make up a cover story for your psycho time zone in you must, it doesn't change that mine's better
Title: Re: General Discussion
Post by: Dracos on October 14, 2010, 05:19:19 PM
Psssst?

We are doing this this week?  Or hanging merc off a ledge?

Right?
Title: Re: General Discussion
Post by: Merc on October 16, 2010, 09:08:06 PM
Yes. Game tomorrow. Reminder for everyone and stuff.
Title: Re: General Discussion
Post by: Merc on October 24, 2010, 10:06:49 PM
Okay, we didn't have a session today. Drac was kind of the only one to show up, and I had a terrible headache so I didn't really feel like waiting around for late shows.

Next session is tentatively set for Oct. 31, barring anybody having difficulties because it's Halloween (going to a party or anything? I dunno!). If somebody can't do Oct 31, please post and let me know, alright?
Title: Re: General Discussion
Post by: Dracos on October 25, 2010, 03:01:58 PM
If they can't, I'm gonna block.  7th is for Vigilante.  Not letting this drifting for weeks block that game from happening or the non-truesteel players will get fed up.

So folks, yeah, now that we have an alternate game playing on other weekends, we need to actually be clear about when we're playing and play then.  :(  And that goes with Merc posting when he's gonna run after a session too! :P
Title: Re: General Discussion
Post by: Dracos on November 08, 2010, 05:50:36 PM
We running on the 14th, The Day of God-Kings?
Title: Re: General Discussion
Post by: Merc on November 08, 2010, 10:27:05 PM
Yes
Title: Re: General Discussion
Post by: Dracos on November 09, 2010, 02:51:32 PM
Chibi Jojo?

WE'RE DOOMED!
Title: Re: General Discussion
Post by: Merc on November 14, 2010, 11:58:52 PM
Game next week, 11/21. Finishing up arc, then going on a small break for exams/project stuff.
Title: Re: General Discussion
Post by: Dracos on November 21, 2010, 02:51:47 PM
I shall be there today.  I may not be coherent though :D
Title: Re: General Discussion
Post by: Dracos on November 26, 2010, 09:33:50 PM
For the TS reading folks:

Here's the plan for next month:
5th of December: Awesome VM Renunion!
12th: The Rocking Goes on!
19th: True Steel Returns

past that is holiday season so...yeah we'll see.

~~~~~~~~~~
<Dracos> but I did want to sketch out the next weeks.
<Dracos> so, 5th, 12th, 19th.
<Dracos> which are TS and which shall be VM?
<Dracos> you got dibs since your game comes first :)
<Andria> I probably won't run anything until 12th or 19th. My last exam is on 16th, so I can definitely do 19th, 12th is a maybe.
<Dracos> hum.
<Dracos> 5th then VM (Ye will show!), 12th VM with also making sure we've got the foundation for a solid TS session going on
<Dracos> then 19th TS
<Andria> That's fine
Title: Re: General Discussion
Post by: Dracos on December 13, 2010, 05:34:49 PM
So next week, we're going to get invitations to the Shinigami school to learn to pick up cool weapons with personality and begin to face off a world wide insanity spread with the advent of weapons.

Right, balance-kun?

Anyhow, merc's run this week.  I really hope folks show up as I would like to play true steel and get our new arc started.
Title: Re: General Discussion
Post by: Dracos on December 13, 2010, 05:45:03 PM
Poking on this:

Cid never gave opinions on his desires on the game.

Is there anything that needs to be aired/cleaned out for us to proceed?  Ataru I believe is dropping out, so it's a team of 4 from here on: Anassia, Maya, Elise, and Aleph.  Black Mage, Thief, Fighter, Thief?
Title: Re: General Discussion
Post by: Navilee on December 16, 2010, 08:09:02 AM
Before I invariably forget to mention it (and I will), I will be going on vacation from the 19th (of January) to the 2nd (of February).  I realize this is a little long notice, but I figure it gives everyone a chance to forget!

Or something.

It's late.
Title: Re: General Discussion
Post by: Merc on December 18, 2010, 05:38:30 PM
I was going to ask this tomorrow, but I figure I might as well give Navi and Nama some time to think over it since Drac is also aware.

As you know, Ataru was dropping out. So is Cid though (No more Elaine! Sad face!), meaning we'd be down to just three players. Do you guys want to continue with just three? Try to recruit a fourth player? Something else?
Title: Re: General Discussion
Post by: Dracos on December 18, 2010, 11:37:12 PM
I do want to continue (Daresay it's the only game live I'm in right now :P).  I wouldn't mind recruiting a 4th.  I think that'd probably be a very good idea.
Title: Re: General Discussion
Post by: Merc on December 20, 2010, 12:31:07 AM
Next three sessions (tentative):
January 9
January 16
February 6
Title: Re: General Discussion
Post by: Merc on January 02, 2011, 01:22:12 AM
Reminder, no game tomorrow, it's next week that we start. We should pick up Iddy as a new player.

Remember to buy stuff you might want with your +3k gold if you haven't already.
Title: Re: General Discussion
Post by: Navilee on January 03, 2011, 09:51:38 PM
I can't really think of much to buy, to be honest; it's hard to shop for arcanists.  The idea of getting better MW armor and some books was suggested, but I dunno...
Title: Re: General Discussion
Post by: Dracos on January 05, 2011, 05:24:51 PM
well, I think you should at least get thicker armor.  You're by far the most easily cut down party member, trailing in HP, DR, and Defense and we generally lack terrain controlling tanks to keep you and aleph safe (Elise was one, but she's no longer in the game).

worst comes to worst, keep it and spend it on the road.
Title: Re: General Discussion
Post by: Dracos on January 12, 2011, 08:43:19 PM
So, we've befriended Brina, whether or not she wanted it.  And now we're going to be attacked by foolish city bandits?  Also take out the thieves guild?  A brutal combat over the rooftops?  Arrows flying?! :P

Or just have navi show up again? *Grooves to Oingo*

Gaming this sunday anyway right?
Title: Re: General Discussion
Post by: Navilee on January 15, 2011, 06:55:10 PM
Quote from: Dracos on January 05, 2011, 05:24:51 PM
well, I think you should at least get thicker armor.  You're by far the most easily cut down party member, trailing in HP, DR, and Defense and we generally lack terrain controlling tanks to keep you and aleph safe (Elise was one, but she's no longer in the game).

worst comes to worst, keep it and spend it on the road.

Sadly, Arcanists get no Armor Proficiency feats, and it's painful to wear armor without.

Also, apologies about missing; my sleep schedule has lately spun out of control, but I believe I've it under control starting today.
Title: Re: General Discussion
Post by: Merc on January 15, 2011, 07:03:43 PM
Game tomorrow, yes. And glad to hear it wasn't anything bad, Navi.
Title: Re: General Discussion
Post by: Navilee on January 15, 2011, 07:22:14 PM
Apologies anyway; what all did I miss?

And trying to remember how the new MW system works; if I could reduce ACP, I'd be able to use heavier armors.
Title: Re: General Discussion
Post by: Merc on January 15, 2011, 07:49:38 PM
You didn't miss much, just introduction of Iddy's character and joining the group.
Title: Re: General Discussion
Post by: Navilee on January 15, 2011, 09:00:03 PM
Quote from: Merc on January 15, 2011, 07:49:38 PM
You didn't miss much, just introduction of Iddy's character and joining the group.

Funtimes; what's their build again?  Harrier/Executioner, right?
Title: Re: General Discussion
Post by: Iron Dragoon on January 16, 2011, 12:57:52 AM
Yep. Harrier 1/Executioner 5.

I also successfully ninja'd Maya.
Title: Re: General Discussion
Post by: Navilee on January 16, 2011, 10:57:49 AM
Yes, but she's a bit of a bimbo so it's none too hard.  :P
Title: Re: General Discussion
Post by: Merc on January 16, 2011, 09:40:57 PM
There's not a lot Board Jobs:
Title: Re: General Discussion
Post by: Merc on January 26, 2011, 01:33:06 PM
[10:50] <Iddy> Our new boss decided he didn't like the office hours and changed them. Which means I have to be at work an hour earlier, which means we have an hour less to game, unless we start an hour earlier.
[11:31] <Merc> I'll post on board and ask. I don't personally mind starting earlier though, so depends on others too.
[11:31] <Iddy> Alright. Just giving you a heads up.

Anybody have a problem with starting at 6pm or 5:30pm as opposed to 6:30-6:45pm?
Title: Re: General Discussion
Post by: Dracos on January 26, 2011, 06:14:40 PM
I'm mostly fine with earlier.  I may be a little more start time forgetful.   But then the bimbo maya is already better about showing up then the rest eh? :P  *Teases the mage*
Title: Re: General Discussion
Post by: Merc on February 03, 2011, 03:08:54 AM
Reminder: We should have Navi back this week. We're going to shoot for 6pm start time now cause of Iddy, so 30 minutes earlier people.
Title: Re: General Discussion
Post by: Iron Dragoon on February 03, 2011, 11:19:31 AM
Yaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrp.
Title: Re: General Discussion
Post by: Dracos on February 03, 2011, 03:01:41 PM
Also we're going to kill someone right?

Not that I'm bloodthirsty.
Title: Re: General Discussion
Post by: Navilee on February 06, 2011, 03:37:27 PM
Unfooooortunately, I was actually off by a few days on my return date and my return flight is actually... tonight.  As in, I will be leaving in a couple hours.  And I believe I will be back in Washington around abouts the 9:00-10:00 mark.

Feel free to play without me, on account of me having given (and been given) misleading information.
Title: Re: General Discussion
Post by: Dracos on February 07, 2011, 03:56:45 PM
We need logs ;_;
Title: Re: General Discussion
Post by: Merc on February 20, 2011, 12:07:06 PM
Very belated, but game tonight if everyone can show up. Hopefully. Maybe.
Title: Re: General Discussion
Post by: Merc on February 20, 2011, 10:43:34 PM
Next week running just Iddy/Nama since Iddy wasn't around today and Drac isn't running VM, plus Drac/Navi need to get paused while we finish Iddy's and Nama's scene.

Since it's just mopping up pretty much, is a 7:30pm start time (as opposed to 6pm) alright?
Title: Re: General Discussion
Post by: Merc on February 26, 2011, 11:47:02 AM
Reminder: Mini-session tomorrow for Iddy/Nama's fight so you guys can all group up and collect bounty and do whatever else the week after.
Title: Re: General Discussion
Post by: Dracos on March 01, 2011, 07:24:27 PM
How did this go?

Was there rocking?  Did we kill almost all of them?
Title: Re: General Discussion
Post by: Merc on March 01, 2011, 08:11:41 PM
They killed 7/10 guards. One ran off like a coward and Nama chose not to snipe him, and two they let escape to grow their legend.
Title: Re: General Discussion
Post by: Dracos on March 01, 2011, 09:06:16 PM
The Logs of Legend?
Title: Re: General Discussion
Post by: Dracos on March 05, 2011, 11:02:07 PM
Reminder: Game tomorrow!
Title: Re: General Discussion
Post by: Merc on March 06, 2011, 08:55:43 PM
Updated board:

Some different caravan jobs now, Renaurd's bounty seems to have gone up, the number of raptor hides has gone down a bit, and there's that new Bernie job, whatever that is.
Title: Re: General Discussion
Post by: Merc on March 07, 2011, 01:48:37 AM
Trying to meet again next week, 3/13 to finish encounter. I'll try and make myself post logs finally so Navi can see what happened in absence and just join in during encounter.

edit: also for reminder on positions - http://img717.imageshack.us/i/wolvesa.png/
Title: Notice of Absence
Post by: Namagomi on March 13, 2011, 02:24:26 PM
Due to a sudden forced babysitting job and a severe attack of paternally-induced existential despair, I am likely to be unable to attend game today.  I apologize for the sudden inconvenience.
Title: Re: General Discussion
Post by: Merc on March 13, 2011, 02:59:42 PM
Sucky, Nama. Hopefully we have a Navi/Iddy/Drac. Also, logs posted. They're not cleaned up at all, but whatever, I'm sure you guys would rather just have them up anyhow.

Stats update coming up...never. (I'm not going through over a year's worth of logs!!!)
Title: Re: General Discussion
Post by: Merc on March 13, 2011, 03:26:02 PM
As a random aside: We've had 42 sessions since Oct 17, 2009.

Time between sessions:
One week - 18 counts
Two weeks - 17 counts
Three weeks - 4 counts (two exam breaks for me, Iddy's joinining and Navi's vacation)
One month - 2 counts (when I started school and the december break where we lost Cid/Ataru and got Iddy)
Title: Re: General Discussion
Post by: Merc on March 13, 2011, 11:58:03 PM
Meet again in two weeks, 3/27. And for once, logs posted on time~
Title: Re: General Discussion
Post by: Merc on March 26, 2011, 10:46:15 AM
Game tomorrow. Reminder
Title: Re: General Discussion
Post by: Merc on March 28, 2011, 12:03:55 AM
Game next week: 4/3
Title: Re: General Discussion
Post by: Merc on April 03, 2011, 08:16:46 PM
Reminder, 15min. Only see Iddy so far
Title: Re: General Discussion
Post by: Dracos on April 06, 2011, 06:50:34 PM
The gypsy wants to help make sure we get out of this rut.  How can she help?
Title: Re: General Discussion
Post by: Merc on April 07, 2011, 12:46:33 AM
Ask me again on friday, when I don't have stuff looming =p
Title: Re: General Discussion
Post by: Dracos on April 07, 2011, 03:20:07 PM
Loooming!
Title: Re: General Discussion
Post by: Dracos on April 15, 2011, 08:29:22 PM
*asks again* ;3

Anyhow, I most likely will be there sunday, doing serious hunting again on sunday though so life is what it is.
Title: Re: General Discussion
Post by: Merc on April 17, 2011, 08:48:08 PM
Current topic of #truesteel:
Iddy thinks you all suck and hopes Drac gets outbid on his house! | Trying again on 4/24. PLEASE POST IF YOU CANNOT SHOW UP! Iddy wakes up like at 3am to play with us!

No chance of game on Sun May 1 due to SR Gathering keeping Drac/Iddy busy, so let's try for the 24th!
Title: Re: General Discussion
Post by: Dracos on April 18, 2011, 02:40:55 PM
I'm sorry :(  I did poke navi who promptly forgot the second I ran off.  I was hoping to get back in time but it took two hours to fill out all the contracts.

I'll be there on the 24th.
Title: Re: General Discussion
Post by: Merc on April 23, 2011, 09:56:49 AM
Reminder: Tomorrow. Game. Chime in thread just to make sure you're aware!
Title: Re: General Discussion
Post by: Dracos on April 24, 2011, 12:31:47 AM
This is RED, chiming in!  For lust and dancing, I am Ranger Mahabala! =D
Title: Re: General Discussion
Post by: Namagomi on April 24, 2011, 03:31:52 PM
I'm here.  Might be delayed by dinner, but I should be here tonight.
Title: Re: General Discussion
Post by: Merc on April 24, 2011, 11:36:11 PM
Next game session May 8.

No may 1, due to SR-gathering.

After May 8, next session will be May 29th as I'll be missing the two sundays in between for vacation time.
Title: Re: General Discussion
Post by: Merc on May 07, 2011, 10:46:14 PM
Game tomorrow reminder. We'll likely be starting at 7-7:15pm CST tomorrow (30-45min late) though.

Going out during the afternoon, and though I should get back by 6-6:30, want some time to have dinner and just rest a bit before starting.
Title: Re: General Discussion
Post by: Dracos on May 08, 2011, 12:20:55 PM
We will be running the same timeframe right?
Title: Re: General Discussion
Post by: Merc on May 09, 2011, 12:05:33 AM
Blaaaaargh. Sorry, I had (still have actually) a migraine when I got home and took a 'nap' and somehow just slept right through game session. I am very very sorry, especially since as I said, I won't be able to run next sunday or the sunday after due to being away on vacation. =(
Title: Re: General Discussion
Post by: Dracos on May 09, 2011, 12:52:08 AM
:(

I couldn't play next sunday anyway.  I'm moving houses then.

But shitty.  We were all there wondering when you'd show up :(
Title: Re: General Discussion
Post by: Navilee on May 09, 2011, 07:51:16 PM
Sorry to hear that; migraines are a horrible thing to have happen and a completely understandably reason to have overslept.  Either way, have a good time on your vacation, and I'm hoping that you are feeling bettah~.
Title: Re: General Discussion
Post by: Merc on May 10, 2011, 12:55:08 AM
Thanks, and happy birthday incidently. Sorry you didn't get any interesting coliseum fights out of the way before it!
Title: Re: General Discussion
Post by: Dracos on May 26, 2011, 04:46:10 PM
Hey Merc:

When does TS revive?  What's the schedule plan for the future?

Also, we're gonna come back with a bang right?
Title: Re: General Discussion
Post by: Iron Dragoon on May 26, 2011, 11:44:47 PM
/~It's the end of the game as we know it~/
Title: Re: General Discussion
Post by: Merc on May 27, 2011, 12:48:24 AM
Not this week, Drac, I'm still a bit exhausted from Italy and don't want to run stuff just yet. We can start off again on June 5 if that's fine with everyone, and since I don't have summer classes, we could potentially go to a weekly schedule up until I start classes again (at which time I'd want to go back to trying every other week).
Title: Re: General Discussion
Post by: Dracos on May 27, 2011, 08:33:03 PM
That's fine with me.  Just wanted to feel it out.

Hope ye enjoyed italy.
Title: Re: General Discussion
Post by: Dracos on May 31, 2011, 01:51:45 PM
We still on for June 5th?
Title: Re: General Discussion
Post by: Merc on May 31, 2011, 02:09:35 PM
Yes
Title: Re: General Discussion
Post by: Merc on June 04, 2011, 02:20:29 PM
Reminder for people, game tomorrow.
Title: Re: General Discussion
Post by: Dracos on June 04, 2011, 10:56:07 PM
Is sailor mercury joining the team?

She should :P
Title: Re: General Discussion
Post by: Merc on June 12, 2011, 07:26:18 PM
Reminder that we're on a (hopefully) weekly schedule during summer, so there IS a session today. That being said, my internet seems to be a bit spotty today, so if I vanish mysteriously that's why. If it's stable enough during game, great. If not...well, we can decide then (or just you if I'm knocked out for long period).
Title: Re: General Discussion
Post by: Dracos on June 13, 2011, 06:46:20 PM
So ..uh, do we have a way we're moving on from session of everybody-fails?
Title: Re: General Discussion
Post by: Dracos on June 17, 2011, 09:41:41 PM
We're on sunday right?
Title: Re: General Discussion
Post by: Merc on June 19, 2011, 09:13:12 PM
I think I'm gonna be cancelling True Steel.

Just feeling kind of apathetic towards the game, and we tend to have problems with unexpected things distracting players or causing attendance snafus. I might try again later with something new, I learned a lot from this game and you guys were pretty kind with me as players, giving me ideas and such, though I do wish the others piped in more, not just Drac. Drac tended to pipe in a little -too- much, honestly. >_>

For what it's worth, I had an earthquake scheduled to hit the city to shake things up there. Lots of little stuff going there along with aftermath of colisseum (there were pros and cons to winning or losing), witch hunt for arcanists given how people tend to lay blame there for anything that goes wrong, and some other stuff. It felt wrong to keep holding it off because things were going in the background/RL and I was starting to get frustrated and that's what's kind of led to this decision.

Mostly, there was that sense of "I don't want to run a game with 2-3 players", it was originally why the recruitment/ending thing got discussed after end of original arc, and we've been having slow sessions a lot lately, and I've just not been able to really hit a good high note to grab people's attention unfortunately either. I do hope at the very least, that even with all the bad this game has thrown your way, that by and far you guys had fun, and I hope you stuck with it because of that, rather than a sense of obligation or anything.

If so, great, and I hope to game with all of you again, hopefully with something more fun later on.