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Post by Rolph on Oct 23, 2010 0:57:40 GMT
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Post by Rolph on Oct 26, 2010 0:43:12 GMT
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Post by Ilia Underwing on Oct 26, 2010 3:45:00 GMT
Toughness check: 11 + 14 - 4 = 21 Fatigue check: 19 + 14 - 4 = 29 Notice check: 9 + 21 = 30
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Post by Rolph on Oct 26, 2010 4:39:20 GMT
Con check to stabilize (1d20+3=4) Well, that's the end of that. I certainly could have used a hint, as it seemed that nothing at all was working for me. Now that everyone is either out of the trap or dead, can you tell us how we were supposed to deal with it?
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Post by Maerin on Oct 26, 2010 4:49:55 GMT
Con check to stabilize (1d20+3=4) Well, that's the end of that. I certainly could have used a hint, as it seemed that nothing at all was working for me. Now that everyone is either out of the trap or dead, can you tell us how we were supposed to deal with it? Well, no one told you you couldn't post a Wisdom check (or anything else) prior to tonight. Since the only one you posted in the past few weeks was a result of 2, and you chose not to spend a Conviction point you had available for a reroll, I did not have a lot to work with from an in-game standpoint. The same might have been said for questions posted to the OOC Discussion thread, or PM'd to the GM. I received several questions, most of which did provide guidance for the player that posed them. But all such things, as per the Game Rules, are always a matter of player initiative. As for telling you how you might have dealt with it? There were at least a few different ways. At least as many ways as there are characters in the game. Jynx found one. Ilia found one I had not even planned on. Indeed she was caught a couple days longer because she got the whole backwards, and spent the extra time untangling herself. So realistically, no, I cannot tell you how you were "supposed" to deal with it. It's like any roleplaying or combat challenge. There was no "one" solution (though the paths that lead to the solution are certainly related to each other). It's a matter of problem solving, maybe a little bit of luck, and/or harnessing and utilizing the resources of one's character. I can tell you a few general things, and let you look at what happened, start to finish, afresh. All the "traps" were tailored to your characters and to how you have played those characters in the past one to two years (the Swamplord read your memories of the past one to three months). The level of difficulty for each player and his or her character at the very starting point of the "trap" depended on how much they had leaned upon their Vice, in some fashion, during the game (even before the game switched to True20). Naturally, as this was something bad done to you all, none were exactly "fair", as I believe each of you did discover. All were basically similar in basic structure, as Jynx identified when she studied the effect, though there were aspects that differed. All had, as I think most of you also did work out, something to do with your characters' Virtues and Vices. All were very, VERY tailored to the theme of this campaign (which got some of you in trouble fairly early on). Finally, though the difficulty of the snare was set by past roleplay, as I mentioned before, once the trap was in motion, however, the relative "difficulty" depended on what each of the players either did or did not do while in the trap. And that is about as much as I am willing to give away as generalizations, at least not without some very specific, informed questions and/or conversations with individuals on the subject. Even then, I will not pull back the curtain entirely. No one can ever explain the mysteries of why dice can just suddenly always roll badly, killing a character that way. Therefore, in the spirit of that, other mysteries and misfortunes that befall a character may also not necessarily be explained in their entirity.
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Post by Maerin on Oct 26, 2010 5:09:55 GMT
Sorry, thought you might be off for the night, Kelrim. Make certain you read the full editted response.
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Post by Rolph on Oct 26, 2010 5:10:08 GMT
But I thought you did tell me I couldn't make another Wisdom check, in this post: Since it is Sunday, I’ll put my Nice GM hat on briefly. Disbelieving the situation you are in, Kelrim, has not worked for you (just as it didn’t for your fellow companions; though I realize you’re trying not to metagame your fellow players’ successes and failures, you can look to your own and see the reality at present). Trying to convince either yourself or the NPC you are talking with that this situation is “not real” is not working. You’ve tried. More than once. That stone wall you keep running into is becoming very familiar to you. Metaphorically speaking, running bodily into the wall, trying to jump over, and standing in place, trying to pry a stone or two free, have all not worked for you (even putting aside what your companions have learned). Just as Jynx eventually realized, you should probably consider backing up several steps and find a different path. Before it is too late. There is not really anything you can "roll" to offer you further insights, right at the moment you are presently in. It's pretty obvious to Kelrim that what he has tried thus far clearly has not worked. That's why I didn't try it again.
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Post by Maerin on Oct 26, 2010 5:12:13 GMT
That does not address any previous such opportunity that may or may not have existed. Considering that response you quoted was last week, needless to say, the trap had been going on for a while. You did, in fact, have a considerable body of hints and clues built up, by that point. Possibly too much. Hard to say. That's why I gave extra days, and hinted that the weekends probably should be used to maximum benefit.
You will also note that I qualified my statement "right at the moment you are presently in".
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Post by Rolph on Oct 27, 2010 1:08:57 GMT
I guess I misread that post. I somehow got the impression that I had to wait for you to tell me when I could roll again, not that I could roll again the very next round.
I gave the situation a lot of thought, but I had been well and truly stumped. Maybe I gave it too much thought and would have benefited from putting it aside for a while. My brain has also been on strike due to long-term sleep deprivation, so I haven't been able to think as clearly as I needed. From what you've revealed, I can see now that the key to one possible solution in my case would have been to appeal to the King's Virtue and get him to give in to his Vice (both of which matched mine) by convincing him that going after the Swamplord is courageous and that he should want our people who were killed in Garthen to be avenged, and without putting in anything extraneous that would give him the excuse to reject what I was saying.
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Post by Jynx on Oct 27, 2010 3:06:23 GMT
Stealth: 12 + 2 = 14 - 4 = 10
oh damn, sorry about that
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Post by Maerin on Oct 27, 2010 3:30:53 GMT
Going to be a result of 10, actually. Remember, you have -4 applied to your Dexterity bonus of +2, which equates to a -2 Dexterity bonus at present.
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Post by Ilia Underwing on Oct 27, 2010 4:06:33 GMT
Toughness check: 1 + 5 - 4 = 2 Conviction to reroll Toughness Check 2nd Toughness check: 17 + 5 - 4 = 18
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Post by Jynx on Oct 27, 2010 18:47:51 GMT
Survival: 16 + 2 = 18
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Post by Jynx on Oct 27, 2010 21:52:59 GMT
Toughness: 15 - 4 = 11
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Post by Ilia Underwing on Oct 28, 2010 3:29:14 GMT
Toughness check: 15 + 5 - 4 = 16
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