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bewilderment posted:So, uh, I'm looking at some of these free organised play adventures. Some of these have upwards of 10 mooks in a fight. EDIT: Its also not just in organized play. I can think of one combat encounter which RAW can start off with 10 mooks and 2 monsters. MadScientistWorking fucked around with this message at 03:54 on Aug 12, 2015 |
# ? Aug 12, 2015 03:11 |
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# ? Apr 20, 2024 05:31 |
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Someone asked the same question a few days ago on twitter, the reply chain has a few possibilities: https://twitter.com/ikksnay/status/629332383024570368
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# ? Aug 12, 2015 03:22 |
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bewilderment posted:So, uh, I'm looking at some of these free organised play adventures. Some of these have upwards of 10 mooks in a fight. Chunk them into squads of five. Buy five d20s and roll them all at once.
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# ? Aug 12, 2015 14:36 |
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Played this game for the first time. Made a ranger real quick. I feel like all the class features and feats are just +modifier to attack or whatever. Pretty boring mechanics. Maybe other classes are different but that's just my first impressions.
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# ? Aug 12, 2015 15:34 |
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KyloWinter posted:Played this game for the first time. Made a ranger real quick. I feel like all the class features and feats are just +modifier to attack or whatever. Pretty boring mechanics. Maybe other classes are different but that's just my first impressions. The Ranger is by far the simplest class to play. Complexity doesn't go anywhere but up from that point.
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# ? Aug 12, 2015 16:11 |
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13A Ranger is intentionally one of the most boring classes for idiotic reasons, and a great disappointment after the 4E Ranger.
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# ? Aug 12, 2015 16:14 |
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bewilderment posted:So, uh, I'm looking at some of these free organised play adventures. Some of these have upwards of 10 mooks in a fight. I just keep them in bunches of 5 or less, and roll a bunch of d20s at once. It's worked for me. e: oh hey new page.
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# ? Aug 12, 2015 16:20 |
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bewilderment posted:So, uh, I'm looking at some of these free organised play adventures. Some of these have upwards of 10 mooks in a fight. Whenever a group of identical creatures make attack rolls, make a single roll as normal. Divide the creatures into three roughly equal groups. One group rolls this number, one group rolls this with a +5 bonus, and one group rolls this with -5 penalty. So if you have 9 mooks, make a single d20 roll. It comes up as a 13. Check if a 13 will hit, if an 18 will hit, and if an 8 will hit. Deal damage of three mooks (the nine mooks split into 3 equal groups) for each of those results.
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# ? Aug 12, 2015 16:26 |
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It's always odd to me to see games that have mook rules but no way to speed up the resolution of dozens of mooks attacking. Like, I don't like 7th Sea, but that was one of the few places it did right: A mook squad just had a single to-hit roll adjusted by how many of them are still alive and did damage based on how much they beat your passive defense by if they hit, symbolizing X number of mooks getting in light blows and superficial wounds. I could see that working for 13A: The mooks don't do very much damage per 'hit', but get a bonus to hit your defense based on their numbers and overspill on the to-hit marginally increases damage, perhaps? So that you only need one roll per swarm?
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# ? Aug 12, 2015 17:45 |
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Would using 4E 'Aid Another' rule be appropriate for mooks?
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# ? Aug 12, 2015 18:09 |
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Jackard posted:13A Ranger is intentionally one of the most boring classes for idiotic reasons, and a great disappointment after the 4E Ranger. EDIT: Not asking this to be combative its just Im working on a project to actually fix the martial classes and well there are a lot of ways I can go with the Ranger.
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# ? Aug 12, 2015 19:09 |
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I remember him being very movement based and had interrupts / quick attacks to represent his dual wielding A skirmisher/swashbuckler, really Jackard fucked around with this message at 19:21 on Aug 12, 2015 |
# ? Aug 12, 2015 19:15 |
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Jackard posted:I remember him being very movement based and had interrupts / quick attacks to represent his dual wielding It also got the most attacks. I've heard it described as "the anime swordsman" class.
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# ? Aug 12, 2015 19:16 |
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Yea it was p. amazing + fun
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# ? Aug 12, 2015 19:20 |
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Has there been any word on The Battle of Axis or further Organised Play adventures? Battle of Axis was mentioned on a May 27th blog post but isn't in the Google Doc yet. Further Organised Play stuff is supposed to be a part of 13th Age monthly. Earthgouger was the July release, but I get the feeling it stands alone (well, it goes with The Strangling Sea) since it's a shorter adventure, and that it's not a part of OP. bewilderment fucked around with this message at 02:18 on Aug 13, 2015 |
# ? Aug 13, 2015 02:15 |
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bewilderment posted:Has there been any word on The Battle of Axis or further Organised Play adventures? Battle of Axis is out (and has been since Jul 25th) https://drive.google.com/file/d/0ByPD5dY-fSR1dVZDd2JxSVVCV2M/view?usp=sharing No news on the next season beyond the fact it will be part of the Monthly.
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# ? Aug 13, 2015 03:13 |
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I posted my copies of 13 True Ways, the Bestiary, and Book of Loot on SA Mart. Mentioning it here in case anyone is interested in hard copies. http://forums.somethingawful.com/showthread.php?threadid=3736486 [I can delete this post if it doesn't belong ITT.]
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# ? Aug 14, 2015 15:37 |
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Jackard posted:I remember him being very movement based and had interrupts / quick attacks to represent his dual wielding 4E ranger is a multi-attack DPR lord who sort of occupies the space between warlock and rogue, good mobility, light control, and the best DPR at-will in the game because of the way it interacts with items. (Two attacks without your ability mod to damage is still two chances to crit and two chances to stack on all your item bonuses to damage. Then you select one of the many choices ranger has for minor action attacks and there you go). I haven't done 13A ranger yet but it's good if they didn't hide its king-tier damage status behind unintentional design (several ranger powers were ridiculous out of the box before patches) and item selection mastery. Frostcheese ranger is the benchmark for all damage builds in 4E and, well, pretty boring. That's not to say 4E ranger is therefore terrible but it's not too elegant.
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# ? Aug 15, 2015 11:19 |
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The thing is that the ranger doesn't actually do that much damage. It gets an extra attack 50% of the time and it crits a lot, but it gets 0 other ways to boost its damage except for a couple of once per battle 3x crits in epic, and it's boring because all you've got is your basic attack unless you take Animal Companion, which sucked until the TW rework and still sort of keeps you from reaching your damage potential, or one of the spellcasting talents which take the precious feats you need to be a good critfisher. There's also the Tracker talent which gives you a 1/battle (if you're lucky and don't roll a 4, 5 or 6 which will almost never come up on the E. Die) "I do this thing and you can't stop me" power which is fun but not really enough
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# ? Aug 15, 2015 13:22 |
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Tonight I'm running the last session of Battle of Axis, except that I've been adjusting the adventure because I let everyone hit level 10 for this one (they've been playing this since the Orc War adventures, they've earned the right to play with the best toys). I redid the last fight to make it a bit more of an epic finale so I'm rewriting the last fight to be against a giant, comet-infused Lord Vicitrocious. It's a fight-his-head-and-hands style battle, but I was hoping people could look at my write-up and see if this seems like too much for five 10th level PCs, one of whom is a sorcerer with Meteor Strike.quote:Prince Vicitrocious - ESCALATOR
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# ? Aug 19, 2015 16:01 |
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My short, skype campaign, The Soulless Dragon, ended. All in all, it went pretty well for what it was. The PCs certainly changed the world in their adventure and epilouge:
Outside of that, the battles went well, the puzzles worked, people roleplayed in very interesting ways, and it was fun. Also, got to try out a final boss battle which is not normally how I end adventures. It felt appropriate, though, for them to end it battling the Soulless Dragon.
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# ? Aug 20, 2015 04:27 |
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I also just finished up my campaign; Tales was fun but I did have to more-or-less rewrite some parts of the adventures. I scaled Battle of Axis up to level 10, and the big finale fight included the sorcerer doing 1,3050 damage in one round (empowered Epic-feat-ed meteor swarm), the barbarian doing 10d10+10d6 damage and criting on the final attack, and me dropping the sorcerer to 0 three times in two rounds. Fun times!
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# ? Aug 20, 2015 14:24 |
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I've never been able to finish a campaign due to flaky players. I'm insanely jealous.
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# ? Aug 20, 2015 15:54 |
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BattleCattle posted:I've never been able to finish a campaign due to flaky players. I feel you, goon buddy =/
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# ? Aug 20, 2015 17:22 |
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Has there been any word on when the next Glorantha playtest material will be? The beta-ness of the current one, uh, shows (like what are Humakti swordforms? Why does it reference Battle Mobility, which is a Wind Lord thing?) and it's been, what, three months? EDIT: Seriously Humakti is kinda the worst, I have no idea how the swordforms work. Don't see anything in the class that explains it! ProfessorCirno fucked around with this message at 12:55 on Aug 24, 2015 |
# ? Aug 24, 2015 09:02 |
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ProfessorCirno posted:Has there been any word on when the next Glorantha playtest material will be? The beta-ness of the current one, uh, shows (like what are Humakti swordforms? Why does it reference Battle Mobility, which is a Wind Lord thing?) and it's been, what, three months? I think swordform is the name for humakti powers that aren't attack powers. When you learn a new power, you choose to learn a sworform instead of learning an attack power.
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# ? Aug 26, 2015 19:20 |
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how can I get into playing this online? my local scene is dead and if I used roll20 correctly only two games are accepting players but they're six hours ahead
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# ? Aug 28, 2015 14:28 |
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Cat Face Joe posted:how can I get into playing this online? my local scene is dead and if I used roll20 correctly only two games are accepting players but they're six hours ahead What's your time zone? Also you can make friends and play games with your friends, that's a good way to play RPGs. I recommend it!
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# ? Aug 28, 2015 14:40 |
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bewilderment posted:What's your time zone? EST. I already play two games with my friends, one pafffinder, the other d&d 5. I'm the only one with 13A and I'd prefer to play it before running it
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# ? Aug 28, 2015 14:42 |
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My group played our first session of 13th Age last night using the starter adventure in the core book and loved it, even with it being the DM's first time. The only thing that bothered me is the relative simplicity of the tactical setup: engaged, nearby, far, that is. In our situation we ended up having two characters hang back at far distance and plink away at the blue dragon encounter pretty much completely unimpeded while two other characters and I slugged it out. It's hard for me to put my finger on exactly what's bothering me about the system, but perhaps we just need to be less abstract about terrain and cover so there's still some strategic considerations. Also, I'm a sorcerer with +3 in CHA, is this like DnD, where I should definitely go for at least +4 or +5 to my main damage stat? I wasn't really paying much attention when I built the character. ps. also also, the pen and watercolor art style in the book is awesome and reminds me a lot of the old Planescape stuff.
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# ? Sep 8, 2015 17:45 |
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you don't really need to optimize much in 13th age if he follows the math for encounters (which lean on the easy side) as long as it is somewhat positive you should be good.
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# ? Sep 8, 2015 18:11 |
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Fuligin posted:perhaps we just need to be less abstract about terrain and cover so there's still some strategic considerations. We're a couple sessions in and this is what I'm finding. A full-on drawn out battlemap actually seems like the ideal way to play the game - but you can do it at the single sheet of paper scale. The combats do best when there's lots of terrain going on, lots of movement, and a real reason to get moving about. Things to hide behind, doors to take up, alleyways to duck into, bushes to crash through, streams to jump over, pits of lava, etc. If combat happens on a flat featureless plain or in empty rooms, streets, and corridors you're going to die of boredom. Near as I can tell, the rules really do mean it when they say that the default should be "everyone is nearby to everyone else and if you want to be far away you're going to have to use an action to do it."
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# ? Sep 8, 2015 18:28 |
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Fuligin posted:My group played our first session of 13th Age last night using the starter adventure in the core book and loved it, even with it being the DM's first time. The only thing that bothered me is the relative simplicity of the tactical setup: engaged, nearby, far, that is. In our situation we ended up having two characters hang back at far distance and plink away at the blue dragon encounter pretty much completely unimpeded while two other characters and I slugged it out. It's hard for me to put my finger on exactly what's bothering me about the system, but perhaps we just need to be less abstract about terrain and cover so there's still some strategic considerations. The point system and the way defenses are settled in 13th Age promote you putting a lot of points into two ability scores so that they are equal or almost equal in number, but not necessarily going all in so you can shore up a third score (assuming you care about defenses). The second-most important score there serves as your "middle" score for defenses and ideally the score of secondary importance for whatever class you're playing. I don't particularly like that they made the ability score meta an even bigger deal than it is in D&D, when in a progressive D&D-style system it should matter less. In 13A it actually matters to your spread if the game is going the full 10 levels or not because of how it does the later bonuses. That's very 3E, of all the things they could emulate there.
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# ? Sep 9, 2015 10:48 |
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It's actually worse than in 3e, because odd ability scores do literally nothing, full stop. In 3e/4e at least you occasionally needed an odd ability score to qualify for a feat or something, but in 13a they're completely useless, and you get three ability score boosts, in the form of +1 to two different stats at 4/7/10. So basically you are always going to have some dead stat points no matter what, because if you start with them all even you either have to increase them weirdly or end up with odd stats; if you start with them odd you're already starting off with some dead stat points (but at least you got more overall points probably if you cut back to 17).
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# ? Sep 9, 2015 13:11 |
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Death to ability scores. Flat stats seems to work well enough.
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# ? Sep 9, 2015 17:15 |
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JonBolds posted:We're a couple sessions in and this is what I'm finding. A full-on drawn out battlemap actually seems like the ideal way to play the game - but you can do it at the single sheet of paper scale. The combats do best when there's lots of terrain going on, lots of movement, and a real reason to get moving about. Things to hide behind, doors to take up, alleyways to duck into, bushes to crash through, streams to jump over, pits of lava, etc. If combat happens on a flat featureless plain or in empty rooms, streets, and corridors you're going to die of boredom. Over the last two years, we have nearly always used pre-printed battle maps or home made terrain and, yes, minis. It gives fun stuff for the rogue to hide behind, places for monster reinforcements to pop out of, and visible locations fro the macguffin or ritual-casting bad guy. We just don't count squares.
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# ? Sep 9, 2015 17:42 |
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Earthorn posted:We just don't count squares. Death to Counting Squares. It's either nearby or far away, and everything is positioned relative to everything else.
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# ? Sep 9, 2015 19:38 |
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The thing 13A helped me realize is that tactical movement is a huge source of slowdown in d20 gaming, and only rarely provides value.
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# ? Sep 9, 2015 19:51 |
Ability scores are cool and you should not kill them.
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# ? Sep 9, 2015 20:28 |
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# ? Apr 20, 2024 05:31 |
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Fuligin posted:My group played our first session of 13th Age last night using the starter adventure in the core book and loved it, even with it being the DM's first time. The only thing that bothered me is the relative simplicity of the tactical setup: engaged, nearby, far, that is. In our situation we ended up having two characters hang back at far distance and plink away at the blue dragon encounter pretty much completely unimpeded while two other characters and I slugged it out. It's hard for me to put my finger on exactly what's bothering me about the system, but perhaps we just need to be less abstract about terrain and cover so there's still some strategic considerations. In general, the near/engaged/in front stuff works well enough, but far range really needs some sort of qualifier to it (the enemy is far range because it's up on a ledge, or because there's a barrier between near and far, etc) because otherwise it's not terribly meaningful.
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# ? Sep 9, 2015 22:08 |