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Results for tag: Combat
Posted by: Qube on Jun 27, 2011 at 04:01:39 PM

Last night, I had the finale of my campaign: a mass combat. Now, my players were not only the super-duper behind-enemy-lines team, but were also part of the mass combat (as luitenants). Their first objective was to lead their platoons to part of the enemy line, and afterwards they went on to secure certain check points. With help of the forums, I devised a sort of mini-game which the players found very fun. So I thought I'dd share it with you people.

1. Idea of the skill challenge

Each player will receives a number of platoons, and will choose a path they will follow. On this path, they encounter enemies (or obstacles), and roll skill checks to see if their platoons survive. For each platoon that survives, the players get a small (one time) bonus

2. What you need

Platoons

You'll need

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Posted by: Qube on Apr 2, 2011 at 09:29:02 AM

As follow up on the knack article, as part of the guide to disreality, here is a list of possible knacks. Sorry for the delay


Accounting
Figures and tables, calculations and concentration. Used to manage funds and goods.
Attributes: Constitution, Intelligence
Keywords: Mental and Tool or Location

Acting
All the world's a stage.  Used for anything from high class theater to harvest plays.
Attributes: Wisdom, Charisma
Keywords: Solo, Interpersonal, Artistic

Appraisal
How to determine the difference between a diamond and a bit of paste.
Attributes: Intelligence, Wisdom
Keywords: Mental and Tool or Complex: by topic
Synergy Bonus: +2 if trained in Perception or topic

Architecture
Building a better building.  Designing and planning construction.  Misc bonus for complexity.
Attributes: Intelligence,

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Posted by: Qube on Oct 13, 2010 at 11:39:09 PM

(link to introduction & table of content)

(By Dragoncat)

There's been a lot of talk about skills related less to the day-to-day dungeon lifestyle, and more about Herculean labors like cleaning the stables and cooking tonight's dinner. Things that can't always be solved with a sword or a fireball, things that require....tact, a work ethic, common sense, or other things anathema towards people who beat up monsters and take their stuff.

The goals for the following are thus:

  1. It's going to be modular. The 4th edition math is, a few errors aside, pretty good for keeping a combat rpg. The name of this game will be to allow you to have that precious Perform proficiency without requiring you to suck at all forms of battle in the process.
  2. It's going to be general. There won't be specific rules for
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