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5 months ago ::
Feb 06, 2013 - 3:12AM
#1
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Finished my second session last night and my players are really enjoying the game so far.
I started with the Insurance Fraud plot hook from Reddit which saw my party contracted as caravan guards. Before they made it to the destination they refused to be paid off as the caravan's good were "stolen" as part of an insurance fraud set-up by the merchant. They proceeded to kill of the bandits, chase of the NPC caravan driver and take the caravan on to the city. During the night they were ambushed by a group of Humans Warriors and a Witch Doctor before getting in a ruckas with the Night Watch for killing a dozen people and then bungling a jailbreak.
They got pulled up in front of a Judge and as it was their word vs the Merchant's, who accused them of stealing the caravan, they were sentanced to trial by quest and sent off to retrieve the Eye of Gruumsh from the Caves of Chaos.
We've enjoyed the system so far, the most confusion we've had relates to lack of guidelines for flanking in combat, I started off assigning advantage but this seemed a bit overpowered and combat is already very quick and deadly. We're now running with +2 to hit for flanking and Advantage once you're outnumbering 3:1 or more.
My players do keep forgetting to Parry so I'll try and remind them of this and hopefully take some of the bite out of combat.
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5 months ago ::
Feb 09, 2013 - 8:58PM
#2
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Date Joined:
Jan 22, 2013
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Finished my second session last night and my players are really enjoying the game so far.
I started with the Insurance Fraud plot hook from Reddit which saw my party contracted as caravan guards. Before they made it to the destination they refused to be paid off as the caravan's good were "stolen" as part of an insurance fraud set-up by the merchant. They proceeded to kill of the bandits, chase of the NPC caravan driver and take the caravan on to the city. During the night they were ambushed by a group of Humans Warriors and a Witch Doctor before getting in a ruckas with the Night Watch for killing a dozen people and then bungling a jailbreak.
They got pulled up in front of a Judge and as it was their word vs the Merchant's, who accused them of stealing the caravan, they were sentanced to trial by quest and sent off to retrieve the Eye of Gruumsh from the Caves of Chaos.
We've enjoyed the system so far, the most confusion we've had relates to lack of guidelines for flanking in combat, I started off assigning advantage but this seemed a bit overpowered and combat is already very quick and deadly. We're now running with +2 to hit for flanking and Advantage once you're outnumbering 3:1 or more.
My players do keep forgetting to Parry so I'll try and remind them of this and hopefully take some of the bite out of combat.
Well the idea is NOT to muck up the game with a +1 here and a -1 there, and a +2 here and a -2 there, advantage/disadvantage is fast and simple and has multiple strategic uses. Additionally because the Armor Class and Attck ratios are clearly in favor of the attacker, these small penalties actually do little to modify the outcome of an encounter, where as ADV/DIS hands down does a better job of rounding things out and keeping combat fast since it requires less time to adjudicate each factor.
| 8.8 | My House Rules! (roll the d20)
 *click to roll* | 8.8 |
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5 months ago ::
Feb 10, 2013 - 8:56PM
#3
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Date Joined:
Jun 17, 2011
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I don't mind the mucking. Bring on the muck. Tactical positioning is fun. If we wanted, we could reduce combat to a single roll: 1d20 + 1 per character vs. 1d20 + 4 per dragon and see who wins. Fastest game system you'll ever play, but I wouldn't enjoy it very much.
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5 months ago ::
Feb 11, 2013 - 3:23AM
#4
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8 Nightswatch guards stamping on a player's head should have an easier time of it than a pair of players abandoning their mate in order to corner one Watchman 2:1.
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