Hey, I'm gonna be busy with tests and projects this week, so I won't be able to check in as often or update as much as I'd like. I might have time on Thursday for map updates, but we'll see.
Sorry in advance, just make your koves at your leisure and I'll try to take care of them when I can.
Alright, I've noticed that even without the fog, you all seem to have issues hitting some targets, so IF you all agree to it, it'd like to extend 2 houserules for your purview, each allowing you to turn misses into hits, but at cost. One from the DbD site, one of my own making. You can choose to implement 1, both, or neither.
Overextend
Some adventurers fight recklessly, allowing them to land cutting blows at the cost of leaving their most vulnerable areas open to attack. Once per turn, when you miss with a melee attack, you can choose to hit instead. If you do so, any attack that hits you before the beginning of your next turn is a critical hit.
Near misses
All attacks matter, whether or not they hit. If a ranged weapon attack is made that misses, another player can make a ranged weapon attack that round with a +2 to hit. These second attacks cannot benefit from criticals, and the first attacker has a permanent -2 on attack rolls towards the target. (The individual, not the species).
If a ranged magic attack is made that misses the AC of the enemy by 2, the target will take half damage, but any other benefits from the spell (secondary effects) ie; no saves will be made, the caster or party cannot benfit from any buffs that occur from the spell. Debuffs will still be applied normally.
I am willing to listen to feedback, possible alterations, or additions.
Rule 2 Part A could chain, yes, at doubling growth in both factors. (If attacker 1 misses, attacker 2 can elect to use the rule, gaining a + 2 to that attack, and the first attacker getting the debuff towards that target. If attacker 2 misses, attacker 3 can elect to invoke the rule, for a +4 bonus to the attack, and attacker 2 getting the -4 for the debuff.) Chains would NOT loop around (this could lead to some dire situations.).
Each rule can be invoked once per player, per turn.
Rule 1 can be invoked after the roll and results.
Rule 2 part A can only be invoked between the affected attacks, by the player who missed (If no-one picks up the effects of the bonus, the debuff won't incur.)
Alright, things have slowed down a bit so I thought I'd present you all with a question. Would you prefer if I kept the current XP system, or replaced it with a pseudo checkpoint system? The checkpoint system would operate largely the same as the milestone system, with the key difference being "half-milestones" or points, associated with certain sidequests or interactions, to facilitate story and exploration.
I bring this up because most people I've spoken to prefer the milestone system. And while I personally don't, if you feel the current xp system isn't working, I'm willing to change it.
Ok, been discussing things with other GMs a after some odd scenarios, and here are the findings. 1) rules are universal, so while these rules benefit you, they won't be nearly as disastrous against you. Ability crits now work differently, (Aside from death saves) an ability crit is no longer an auto success, but instead doubles modifier used. This will apply to checks, saves, and contests.
Attack crits are still guaranteed successes, and still double damage.
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So, what's going on?
Somnnier Prolvic - A happy merchant of the world.
Alright, in order to make it a little more clear, I'm just gonna ask for a vote.
Short Rest vs. Long Rest
Hey, I'm gonna be busy with tests and projects this week, so I won't be able to check in as often or update as much as I'd like. I might have time on Thursday for map updates, but we'll see.
Sorry in advance, just make your koves at your leisure and I'll try to take care of them when I can.
Alright everyone, I'm back!
I have welcomed you back with a 1 on the die
Tungol
A gracious offering, my thanks.
Alright, I've noticed that even without the fog, you all seem to have issues hitting some targets, so IF you all agree to it, it'd like to extend 2 houserules for your purview, each allowing you to turn misses into hits, but at cost. One from the DbD site, one of my own making. You can choose to implement 1, both, or neither.
Overextend
Some adventurers fight recklessly, allowing them to land cutting blows at the cost of leaving their most vulnerable areas open to attack. Once per turn, when you miss with a melee attack, you can choose to hit instead. If you do so, any attack that hits you before the beginning of your next turn is a critical hit.
Near misses
All attacks matter, whether or not they hit. If a ranged weapon attack is made that misses, another player can make a ranged weapon attack that round with a +2 to hit. These second attacks cannot benefit from criticals, and the first attacker has a permanent -2 on attack rolls towards the target. (The individual, not the species).
If a ranged magic attack is made that misses the AC of the enemy by 2, the target will take half damage, but any other benefits from the spell (secondary effects) ie; no saves will be made, the caster or party cannot benfit from any buffs that occur from the spell. Debuffs will still be applied normally.
I am willing to listen to feedback, possible alterations, or additions.
Nah
Jared
I do not like the 1st option.
With the 2nd option, if the 2nd attack misses, can this continue in a chain?
Tungol
Rule 2 Part A could chain, yes, at doubling growth in both factors. (If attacker 1 misses, attacker 2 can elect to use the rule, gaining a + 2 to that attack, and the first attacker getting the debuff towards that target. If attacker 2 misses, attacker 3 can elect to invoke the rule, for a +4 bonus to the attack, and attacker 2 getting the -4 for the debuff.) Chains would NOT loop around (this could lead to some dire situations.).
Each rule can be invoked once per player, per turn.
Rule 1 can be invoked after the roll and results.
Rule 2 part A can only be invoked between the affected attacks, by the player who missed (If no-one picks up the effects of the bonus, the debuff won't incur.)
Rule 2 Part B would be automatic.
I see no problems with either of these, although I don't think my current character will be using them to often...
Somnnier Prolvic - A happy merchant of the world.
Alright, got in touch with Tungol's player, they're on leave, so I'll be taking control until they return.
Expect updates when I get back tonight.
Good news everyone! My finals are over, as are my projects! (Barring the ones I'm avoiding) I should be able to regularly update once again!
2
Alright, things have slowed down a bit so I thought I'd present you all with a question. Would you prefer if I kept the current XP system, or replaced it with a pseudo checkpoint system? The checkpoint system would operate largely the same as the milestone system, with the key difference being "half-milestones" or points, associated with certain sidequests or interactions, to facilitate story and exploration.
I bring this up because most people I've spoken to prefer the milestone system. And while I personally don't, if you feel the current xp system isn't working, I'm willing to change it.
Just let me know.
I've no quarrel with the current system.
Jared
Ok, been discussing things with other GMs a after some odd scenarios, and here are the findings. 1) rules are universal, so while these rules benefit you, they won't be nearly as disastrous against you. Ability crits now work differently, (Aside from death saves) an ability crit is no longer an auto success, but instead doubles modifier used. This will apply to checks, saves, and contests.
Attack crits are still guaranteed successes, and still double damage.