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Tests
Oct 13, 2008 5:12:36 GMT
Post by Fierce Kanu on Oct 13, 2008 5:12:36 GMT
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Tests
Oct 13, 2008 18:23:25 GMT
Post by Running Bear on Oct 13, 2008 18:23:25 GMT
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Oct 26, 2008 15:46:14 GMT
Post by Running Bear on Oct 26, 2008 15:46:14 GMT
Climbing the watchtower (1d10+15=24)Using CS for this is not how it would be done in the gamebooks. IMO, it should be a straight d10 roll with modifiers for having a rope and maybe Hunting (not sure if you get the Hunting agility bonus before the Magnakai books).
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Oct 27, 2008 8:24:19 GMT
Post by Raging Stallion on Oct 27, 2008 8:24:19 GMT
Aye agreed, adding CS just seems a little odd.
"Attack that rope lads! Have at thee, woven string!"
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Oct 27, 2008 10:53:20 GMT
Post by crymson on Oct 27, 2008 10:53:20 GMT
This is the exact ruling:
Sometimes you have to think (and travel) vertically; whether you should climb a tree to get a better look at the surrounding area, or scale a wall or a cliff in order to carry on with your mission.
In order to climb something, make a Test, adding your Combat Skill as a Bonus for every ten metres you want to go up.
Your Games Master will inform you of the Difficulty of the climb but, in general, you can assume something as easy as a tree will be Difficulty 15, while a sheer, wet cliff in the middle of a storm may be Difficulty 25 or even 30.
Unfortunately, what goes up often comes down. You may lose your grip when trying to climb a sheer cliff, or you may fall foul of a pit trap in an underground tomb. Either way, once this happens, there is not much you can do until you hit the ground (although your Games Master may allow you a Luck Test in order to grab a branch or something similar as you fall).
Hitting the ground after a high fall hurts. A lot. For every five metres (or part of five metres), that you fall, pick a random number. This is how many Endurance points you will lose upon impact.
If you fall a distance of two metres or less, you will not lose any Endurance at all.
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Oct 27, 2008 12:47:49 GMT
Post by Randal Sarryn on Oct 27, 2008 12:47:49 GMT
So if you fall five metres, you lose 1-10 ENDURANCE but if you fall five metres and one centimetre the damage doubles? And using a rope doesn't help at all? And it doesn't matter whether you land on a pile of fluffy cushions or on jagged rocks?
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Oct 27, 2008 19:28:33 GMT
Post by Callum Darmoon on Oct 27, 2008 19:28:33 GMT
I guess combat skill is being used as a convenient mixture of all the skills needed for battle - dexterity, sure footedness, skill I guess that climbing and other activities have too great a range of numbers to be scaled to the usual random number test. This way, you automatically have a band of tricky but doable heights with automatic passes and fails above and below. I guess that the collary is testing with your Endurance for poisons and other bodily dangers with wide ranging scales of damage Oh, here's my test for climbing the ladder: Climbing the watchtower ladder (1d10+19=24)
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Oct 28, 2008 9:58:24 GMT
Post by crymson on Oct 28, 2008 9:58:24 GMT
I guess that the collary is testing with your Endurance for poisons and other bodily dangers with wide ranging scales of damage [/url][/quote] That is completely correct. This is a message I actually posted to Matt when I first read the rules: 5) Using Combat Skill for some tests, such as climbing, may be unneccessary. I think leaving the Tests as a simple 0-9 roll with Bonuses would work better. Using Combat Skill for tests that involve strength, etc just seems somehow strange? I think Combat Skill should just be for combats. Poison and disease is similar, but that is not so bad. Personally, I would make it as a 0-9 Test with a bonus if your Endurance is more than half your starting total. Basically, what I am trying to get at is if all Tests are uniform 0-9 it would make it much more streamlined and smoother.
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Oct 28, 2008 21:40:14 GMT
Post by Callum Darmoon on Oct 28, 2008 21:40:14 GMT
I guess the problem is that in the gamebooks, you could move the 0-9 range for the event as lone wolf was a known entity and a kai lord should be vulnerable, a kai master should be nimble, and a grand master should be invulnerable except to doors I can see the logic of keeping it simple, and using the combat-like mechanic for other strenuous activities. Enemies don't simple have a CS10 - 19, they have a wide range of abiliies to account from the lowest novice to the highest GM, and I guess the CS based test allows the dangers and challenges to be similarly scaled I think the principle is ok, but the ranges may well need playetested to ensure they are fair and logical. For example, the current damage for test failing may be a little high, not sure until we do lots more tests with it I guess!
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Oct 30, 2008 8:42:34 GMT
Post by Running Bear on Oct 30, 2008 8:42:34 GMT
Climbing back down the tower: 20.If Running Bear makes it down safely, assume he passed on the details of what was seen. If he doesn't, assume he is sitting on his arse with stars circling round his head.
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Sun Snake
Seasoned Player
Is Beowuuf
Kai Lord
Posts: 67
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Tests
Oct 31, 2008 9:57:03 GMT
Post by Sun Snake on Oct 31, 2008 9:57:03 GMT
can someone make a roll for me with CS19 - entertaining mum, don't have time to look up my password and the dice roller for use on this comp!
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Oct 31, 2008 15:31:01 GMT
Post by Raging Stallion on Oct 31, 2008 15:31:01 GMT
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Sun Snake
Seasoned Player
Is Beowuuf
Kai Lord
Posts: 67
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Tests
Nov 2, 2008 11:42:21 GMT
Post by Sun Snake on Nov 2, 2008 11:42:21 GMT
Cheers
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Nov 7, 2008 10:28:24 GMT
Post by Running Bear on Nov 7, 2008 10:28:24 GMT
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Nov 7, 2008 19:34:18 GMT
Post by Raging Stallion on Nov 7, 2008 19:34:18 GMT
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