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Post by Daos on Jun 25, 2019 13:58:28 GMT -8
They're a lesser slaver guild with nowhere near the clout of the Bloody Chains. Largely in that they don't have access to the same level of magic. They are more traditional, using mundane chains and whips instead of mind-wipe devices or shock collars.
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Post by GreyWolfVT on Jun 25, 2019 14:06:35 GMT -8
They're a lesser slaver guild with nowhere near the clout of the Bloody Chains. Largely in that they don't have access to the same level of magic. They are more traditional, using mundane chains and whips instead of mind-wipe devices or shock collars. Oh hmm wish I had that information before Jaeron name dropped them...
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Post by Daos on Jul 1, 2019 10:59:18 GMT -8
Waiting on Bishgada, Greywolf and Gravity. Tomorrow is Day Three, so I'll update then regardless.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Jul 1, 2019 11:17:48 GMT -8
Looks like Imrich managed a fumble in his very first fight! What's a typical result for thrown weapons?
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Post by Daos on Jul 1, 2019 11:30:54 GMT -8
Standard effects of a fumble are:
*Weapon breaks *Hurt self *Drop weapon *Hurt ally *Fall prone
Having the dart break doesn't really work, since it's not being used in melee and it's just a dart anyway. Dropping it is kind of pointless, as that's just a regular miss. So it will probably be one of the other three. He hits Kalana (as she runs into his line of sight), he hurts himself (maybe drops the dart on his foot?), or he falls over and has to pick himself back up (in which case, he loses that third attack).
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Rax
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Posts: 2,263
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Post by Rax on Jul 1, 2019 15:11:34 GMT -8
I must say, those are all pretty rough. With his strength modifier, he effectively becomes a 1 in 20 death threat to his allies...
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Post by Daos on Jul 1, 2019 15:14:22 GMT -8
Now that I look more closely at initiative so far, it looks like Kalana will go after Imrich, so she shouldn't be in danger of being hit. So that option will probably be out.
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Rax
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Post by Rax on Jul 1, 2019 16:06:37 GMT -8
Some other options: Imrich drops the sword he was drawing instead. That will prevent him going two-weapon style in melee next round.
The dart hits something important on the ship, causung superficial structural damage that will need to be repaired after the fight.
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Post by GravityEmblem on Jul 2, 2019 4:05:39 GMT -8
That last one doesn’t seem likely, considering...it’s a dart.
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Rax
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Post by Rax on Jul 2, 2019 5:10:14 GMT -8
That last one doesn’t seem likely, considering...it’s a dart. In the real world, I'd agree. In this instance, not so much because: 1. We're not talking pub darts here, but darts like the Roman plumbata, i.e. a lead weighted throwing weapon the size of an arrow. 2. The guy throwing it literally has the strength of a hill giant. If he hits something small and vital, it's likely to break/come lose. 3. In this critical fumble system, results include falling flat on your arse and accidentally spearing an ally. In my opinion, that's already pretty cartoonish, so why not have the classic "hit and destroy a knot/peg/whatever, cause important part of the ship to drop/fall off by mistake". Not that I want that to happen, but if we've got to have critical fumbles, they might as well be humorous.
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Post by Daos on Jul 2, 2019 11:42:32 GMT -8
Right, in D&D the weapons called darts aren't these: But more like these: They actually weigh have a pound each. Still, don't be so eager to damage the ship. A person's injuries can be healed with a quick cure spell or a few days bed rest. A ship has basically two HP scores--hull points and crippling points. The former represents the ship's hull and seaworthiness. The more damage it takes, the more likely the ship will sink (especially if you guys hit a sandbar or reef or other minor obstacle like that). The other one represents the ships ability to sail, so the more crippling damage it takes, the slower the ship moves. So if the ship runs out of hull points, it sinks and if it runs out of crippling points, it becomes dead in the water. What's more, skeleton crews cannot enact repairs, so any damage the ship takes now will remain at least until the party docks somewhere. And we're still on day one of this journey so far.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Jul 2, 2019 11:50:20 GMT -8
"Eager" is overstating the case.
I'm just offering alternatives to Imrich falling flat on his face or doing 10 hp damage to a party member in their very first fight. Because 10 hp is somewhere in the region of half to a quarter of anyone's hit points except for Kalana.
Edit: Does hp damage even translate into damage on the ship scale? If not, my suggestion for an alternate fumble is strictly fiat damage and would be as dangerous and difficult to repair as you care to make it.
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Post by GreyWolfVT on Jul 2, 2019 15:06:28 GMT -8
Dark critical failure nails self or friendly with the dart or over balances and he bumps into whomever is in front of him or nearest to the direction he's throwing. Possibly could stumble into a baddie too depends on distance and all. Otherwise slips but perhaps rolls a Dex check/save to see if they just stumble rather than fall. At least that's my thinking if I were DMing. Dart breaking is the least of my concern and I don't see it being the "worst case" in this scenario.
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Post by Bishgada on Jul 3, 2019 9:13:38 GMT -8
BTW skeleton crew, how much people is big enough crew to operate this ship normally?
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Post by Daos on Jul 3, 2019 10:35:33 GMT -8
BTW skeleton crew, how much people is big enough crew to operate this ship normally? For this particular ship, you need a minimum of eight crew to not be considered a skeleton crew. Just waiting on Gravity now to resolve the round.
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