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End of Tutorial town AKA Felren

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Versago
Tyrax
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Post  Tyrax Mon Feb 20, 2012 8:36 pm

The end of Tutorial town, AKA Simple town. (Felren)

Just to let you guys know, things are going to get more difficult from here on, enemies will roll the same way the rules say (as will you guys) at the moment i have been quite lax on you guys not minusing defence of the enemies most times and they have just rolled against you like a contested roll (and vi-sa versa). This will be rectified next session i hope. this should bring more danger to the group and make fights with bosses MUCH more difficult (yes raloc was supposed to be a boss for that section but you guys put him down so fast he didnt get to play that role (hence i need to beef my enemies and do combat rules how they should be) Smile it wont change too much as you will see.

it will just make enemies a threat and should produce some interesting events, so keep those bandages and herbs handy!!

up for debate is the bringing in of healing potions as seen in all good dungeon crawlers and RPG's i would like to submit the following to the group for debate:

stock up on healing potions at the alchemist in your nearest town! (the healing potion max you can drink in one session will be determined by your stamina) for example if you have 2 stamina then you may only drink 2 a session, healing rate is open for debate (i do not want them to be powerful, just a help to those without supernatural powers and supernatural creatures can use them but it will serve no effect)

IDEAS: (consuming a potion uses your turn no matter what ideas we go by)

minor potions heal at a 5 dice pool (lethal)
normal potions heal at a 10 dice pool (lethal)
(this makes potions risky in combat but could give amazing rewards with the right dice, also shows the non-exact science that is alchemy)
OR

you heal at a rate of 1 lethal per turn after consumption for an amount of turns equal to the potion strength (this would make it still risky to use in combat but more predictable)
minor 3
normal 5

let me know what you guys think Smile







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Post  Versago Mon Feb 20, 2012 10:18 pm

Sounds fair to me. I kinda figured you were going easy on us, seeing as Ralec went down so quickly!

I'm fine with how potions work, as my character specialises in first aid, would this affect how fast he can heal himself and others?

Also, long live Stanley! (Stan Lee?)
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Post  Tyrax Mon Feb 20, 2012 11:03 pm

it wouldn't effect the potions themselves but first aid would drastically decrease downtime after an injury and stop bleeding ect ( for example if a player starts bleeding out they would be unconscious and thus unable to drink the potions, first aid can stop the bleeding out (otherwise they would die pretty quick ) so that their body can heal a point of lethal, as soon as they do then they could take a potion as they would awaken (if they have enough potions left) the first aid would save people from certain -dice modifiers due to injury too. and if anyone looses a limb they would normally bleed to death very quickly and your first aid would prevent that.

I believe it would keep its role completely unchanged as first aid is not meant to "heal" only to stop injuries getting worse and to save people from bleeding out ect. (bandages do give bashing healing though I think..)

I dont want first aid to be diminished in anyway and thus i think all ideas would be great.

LONG LIVE STANLEY!!! cheers (maybe he has an alter ego Stan-lee O.O )


First aid could also give maybe bonus dice to a potion roll... that would work.. or extend the heal over time potions counter.
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Post  Sim Tue Feb 21, 2012 6:55 am

I think i'd rather go with 2 for minor, 4 for normal and 6 for greater. If greater potions are going to be that powerful, id say we treat them like healing surges, as in they should be rare and highly valued, only managing to get hold of 1 on rare occasions, but minor ones could be manufactured at 2 medicine dots. At least that way we can keep our medicine skills useful and make normal potions when we hit 4 medicine dots + 2 intelligence. We could do greater potions at 5 medicine dots + 4 intelligence dots + alchemy kit. What do you think? We can still do standard herbs at 1 medicine or below
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Post  Tyrax Tue Feb 21, 2012 7:07 am

2, 4 , 6 dice pool potions ? or heal over time turn based?
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Post  ric_777 Tue Feb 21, 2012 7:18 am

Yeah I think healing items would be of use regardless on how you think they should be used Smile esspesaly if its getting harder and supernatural being being signifisantly powerful. hooorah for stanley!
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Post  Sim Tue Feb 21, 2012 7:31 am

Tyrax wrote:2, 4 , 6 dice pool potions ? or heal over time turn based?
I was referring to healing power, so points healed over time
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Post  Tyrax Tue Feb 21, 2012 7:35 am

i think heal over time would work also ( because if it wasnt it would kinda overshadow supernatural healing effects) so that sounds good to me. it also gives me some good loot to reward you guys with Smile
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Post  Sim Tue Feb 21, 2012 7:55 am

I had read that you can only heal either bashing, or degrade a lethal to a bashing only once per day under normal 'people healing' conditions, that was the only reason i thought the greater potion should be limited, as its easily a weeks worth of healing. There could be ultra rare loots, like the mythril armour from lotr or the full heal with a single drop potion from the lion the witch and the wardrobe
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Post  Tyrax Tue Feb 21, 2012 8:46 am

yeh there will be rewards of various types , including gems, weapons , armour, equipment, scrolls, amulets, rings e.c.t it just meant i could add more to the treasure list. Smile
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Post  Sim Tue Feb 21, 2012 9:52 am

Cool stuff. In true diablo style, one of the main points of adventuring is loot!
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Post  ace_skoot Wed Feb 22, 2012 12:16 pm

yeah i think that would be good, though I admit as a very fleshy adventurous mortal ( i know most of us are basically mortal, but some are more mortal than others) I think i might have to get some combet tutor-age from other characters :p
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Post  ric_777 Thu Feb 23, 2012 6:16 am

well I think my char has potetial to "train people" as he is a natural mentor at heart but im sure your char dude will seek out whet she requires. I also would like to get some clarity on exp because i read the book at it would seen the last dot when leveling up does not need two points which i think is fair if not for leverling up the last dot on attribute would take 50 exp lol
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Post  Sim Thu Feb 23, 2012 6:28 am

Im pretty sure it does need 2 dots for the 5th dot, thats what it says in the character creation section anyway
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Post  ric_777 Thu Feb 23, 2012 7:23 am

yeah thats what i thought but if u look at the exp chart they give an example and the last dot was worth 25 points so i worked out as the chart says attribuite x 5 1st dot is 5 ex send dot takes 10 third 15 fourth 20 and fith 25 i know first dot of attribuite is free but im guessing it would inclue it a the rest arnt and are worked out the same. so flling up an attribure to max would cost 75 exp considering how mcu hthere is to lv up i think it works out correct. i think the two point thing is only when u first make ur char im guessing to put you off maxing any one area take a look and let me know Smile but the exmaple deffo says 25 exp for last dot Smile
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Post  MatWithOneT Fri Feb 24, 2012 10:14 pm

The two dots thing only applys in creation, the rest is 3xp * level of dot for skill 5xp*level for attribute and 2xp*level of dot for merits and 3xp for a new speciality. But again it is up to the storytellers descreation for how you learn a new skill, merit or speciality, remember would the character do it?
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Post  Tyrax Fri Feb 24, 2012 11:41 pm

Yeh mat is right , only during char creation its double
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Post  ric_777 Sat Feb 25, 2012 5:36 am

hoorah for being correct lol thats a rareity for me lol! glad ive read the rules now Smile
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Post  Tyrax Sat Feb 25, 2012 7:53 am

Very Happy yeh, ive had to re- read the changing breeds and werewolf rules over and over for the last week to make sure i am getting it right ...cuz atm my char is insanely powerful [ btw Ryan there is probably no need to adjust your campaign as i have found i miss calculated slightly ...(but not by much O.O) my Dire wolf is still 7 str .. which is strong but not strong enough to take down that door i dont think.... not without father wolfs strength gift ... but i dont have that Smile and it only works on inanimate objects.]

even though the rules say my dire wolf has +5 str i am thinking to reduce it to just the primal wolf str of +3 (thats with the bonus str gift i have)

[[btw GIFTS are like merits or spells granted by or learnt from spirits that werewolves or shifters can learn]]
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