Hrm... TN of 8 and only four dice.
I'll take my time, then.
Printable View
Hrm... TN of 8 and only four dice.
I'll take my time, then.
It's a tactical choice: to be able to shoot with 4 dice... and have the option to aim to add dice to the pool... or to wait one round to have 6 dice without aiming.
Yes, the roll can fail. Unless you fumble it (and drop the arrow), there's just the loss of 2 dice.
In your case, with dedicated protectors, I understand the choice to go the safer route.
I'd suggest - if you decide to rework and want to focus on fast shooting - to check the Quick Hands gift (minor version alleviates the need for the roll - you just spend the dice and it's done; major version alleviates both, so you are as fast as possible always).
Got the clarification from bramblefoot via discord;
5 dice to parry (got 4 successes)
4 dice to attack via upwards vertical cut (3 successes)
Rolled in IC and OOC
Detlef blocks for 4 dice. Shield has DTN 6
Block: [roll0]
2 successes
1 net success for Johann's cut
It connects:
Hit location: [roll1] = inner thigh
Damage: ST 4 + 2 (weapon) - 1 (dull) + 1 net success = 6 cutting damage
Resist: TO 4, no armor on legs = level 2 wound to inner thigh
Blood loss: 6
Shock: 3
Pain: 5-WP (1)
He's shaken, but not dead yet.
i will spend a drama to retoss
[roll0]
Sorry, was Archer, just have another character named Fletcher, and got confused.
6 STR+2
No problem, I was just surprised.
My writeup is done, you may post now (hope you don't mind me editing stuff into the rolls instead of double-posting).
Also, good news: there's not many dice in the enemy's pool left. You should make a fast end to this specific duel.
And in general, we have Detlef and Kodlak down, the tracker leaving fast, Baze the Raven's down to his last dice in second exchange under attack, and a wounded leader of the hunting party advancing.
How are you enjoying the fight so far? Any comments, requests, complaints?
you make this system look easy! if there was another game im happy to go again!
Glad to hear that.
Also, if you feel comfortable with the flow of melee combat, you can try using some more tricky maneuvers: I'd suggest trying out Bind & Strike and Block Open & Strike (used when you dual wield or when you have a weapon & shield).
Or a feint. That one requires some mechanical addition: at a table, Feints are announced between the moment a defender states their defence and rolls the dice (basically, you state 'diagonal cut for 4 dice', the GM states "parry for 5 dice" and then you, with a big grin, shout "FEINT!" into the GM's face and state how you change the diagonal cut into a cut at arms, and add 2 dice for a cost of 2 dice... so now the numbers' advantage is on your side).
In PbP, the flow is different, but you can use a PM, a spoiler, or just conditional order.
And now back to the game:
Gitlaf's Intimidation resist: [roll0] TN 7
3 successes vs 2 successes; Gistaf is not intimidated.
i will retoss. imm assuming its three dice
[roll0]
Okay, official rules for Drama from Companion state, that you can spend 1 point to reroll all failed dice, or to 'explode' all 10s, or to change a botched roll to failed roll.
Lacco's table rule: you spend 1 Drama and you can reroll all failed dice AND explode all 10s.
If there are no objections, I'd prefer this one.
So it's 1 additional die to reroll for the 'exploded' 10, and 1 additional for the ten you rolled.
At this point you have 4 from the previous roll, 1 from the reroll you did and you can still roll 2 dice (for the 10s).
Sorry, been a bit sick.
Exploding 10s: [roll0]
Additional roll for additional explosions: [roll1] (taken from left to right according to the roll above)
See? Another 3 successes.
In total: 8 successes.
That means the attack is...
Original: (4d10)[3][7][10][10](30) + additional 4 dice. I'll roll those in IC.
Gistaf's bleeding check: [roll0] TN 5
personally, narset will earn a backhanded slap from johann along with vitriol about you dont let a runner live
i may consider a simple talk with narset about the nature of war, and the quality of mercy
tell me if im going too hard ya?
cannot tell
Apologies for my absence. Two day workshop; will post this evening (let's say estimated time of posting T-10h).
Johann's opponent is still alive few moments in the past:
Block for 4 dice (remaining): [roll0] TN 6
Hit location: [roll1] = chest
2 successes; that's 4 net successes for Johann
Damage: ST 4 + 1 (weapon) - 1 (dull) + 4 net successes = 8 cutting
Resist: TO 5 + 1 AV = 6
A level 3 wound into the chest.
Blood loss: 3 (total 8)
Shock: 8
Pain: 7-WP (4)
Loses the rest of dice, stumbles around. Johann has a free round to finish him (because after that, the shock goes away and he's at his full CP minus the four dice he loses due to this hit and the arrow to the knee).
@JNAProductions: since your character is the only one without 'battle' skill, has she ever been in combat? Has she ever killed?
I will be posting the map of the surrounding area and possible routes to Stahl over the weekend.
She's fought, but not killed anyone sentient.
https://i.ibb.co/n7RcVcG/20240302-212036.jpg
Clicking the image leads to the image on google drive.
The map, at least the first part of it. I'll be posting more info regarding known locations for Johann and Narset as soon as possible.
You are in the east part: the refuge near the Scar. It's deeper in the forest. The distance to Scar is somewhere around a day's ride.
@JNAProductions: normally I'd ask anyone whose character has no Battle skill for a vomit check (WIL/Battle skill). But since she's not completely green we can skip it.
Also, rolling for the unfortunate last enemy (according to instructions from Bramblefoot): [roll0] ATN 7
Hit location: [roll1] = shoulder
Damage: ST 4 + 1 (weapon) - 1 (dull) + 3 net successes +1 (power attack) = 8 cutting
Resist: TO 5
A level 3 wound into the shoulder.
Blood loss: 4 (total 12)
Shock: 5
Pain: 8-WP (7)
The man is strangely able to survive... yet. But at this point, he's going to bleed out fast.
Okay, to move this thing forward:
Do you have any questions regarding the map/locations?
In general, I allow different rolls regarding the landmarks, but here I'd go with 'Narset knows the road towards Altrune forest well' (through Three Lake Gorge, Emerald Pass and around the Witch Hill), but beyond that she's not as well versed in the landmarks.
Johann knows very little.
You can get to Stahl either by going the north way or the south - both are fine, but they will lead to different parts of Stahl. From north, Stahl is surrounded by Schwerwald, a not-friendly ancient forest with a lot of people making a living in, but mostly lawless. Southern way gets you there faster, but the Old Road - the one between Stahl and Baruthel - will be much better guarded.
What's the check(s) needed to stabilize the dying man?
Ah, whoops.
Yeah, I doubt he'd listen to Narset offering help after the fight.
It seems there's some confusion, so I've posted a summary.
One additional point: if you want to change your characters, now is the time (rebuilding them completely, or just changing few details - I always allow this as the first combat usually shows the players what the system is like). Let me know if you have any ideas.
Would I know how to tie a leading knot?
My Riding is VS TN 7
Oh, Archer definitely knows how to tie a leading knot. If you want, you can roll Agility/Riding to see if it withstands a pull or if it will let loose at one point in time. But in this case, you have enough time to make a proper knot, so I won't insist on it.
I'd say Animal Handling/Herding would be the most appropriate: you can default that one to Riding + 3 (so a TN of 9). And I'll allow you to use PER as the dice pool.Quote:
Originally Posted by JNAProductions
If you succeed, you get a tick on the skill (3 ticks and you can roll if you learn it). If you fail, one of the horses gets away. If you fumble, you get a kick.
That is, if you want to calm down one of the horses that ran away. If you just go with the two that stayed, these are not really panicking, so no roll needed.