Posted: Tue May 19, 2009 9:49 pm Post subject: Re: A GM's Work is Never Done...
Note that I put the word work in quotes. It should not be a drag. With Eldritch there's nothing really formulaic about the way you design monsters, magic items, or major NPCs. You could design with an eye for balance, using character points, or graft level to combat power if desired, but it's rather freeform at its base. That's not to imply there's NO internal balance, there is. It's just that we made it so it's really hard to break it in a "Powergamer" kind of sense.
The challenge for a GM is more in how he puts the story together.
Kersus wrote:
dancross wrote:
Kersus wrote:
Kersus wrote:
I'm glad you used one of my favorite words in the book - verisimilitude!
I also like the other quote from your afterword: "GMs should not have to 'work' to prepare adventures..."
Thanks, I was thinking of D&D 3rd Edition when I wrote that.
So how does ERP make that concept reality (the GMs should not have to work)?
Words of ultimate wisdom Dan. Mayhap that's why I like you?
XXOOCC
Hey Chris! Did you wanna join my Play-By-Post game? I haven't started yet. I said I had enough players, but for you there's room. It's going to be a short demo, I think, but it's my first time trying P-B-P.
I would have gotten back sooner on this but when I tried to open it, your BBS site came up as a 404 (not found) error.
It was fine today, and I was going back thru saved e-mails and saw this.
IF you have yet to start playing, I'd love to join in.
XXOOCC
Yeah, no prob, we'll just have to make you a character or you can choose a pregen. Check out the "links" thread in the Eldritch Sampler forum, and you'll see the pregens.
We haven't started yet, not everybody has "checked in" with their characters.
If I remember enough of the system I understand that the dice3 indicated are actually used during play, and no "pre-roll" is required, but I did preroll a few just in case. I like this guy best.
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Name: Félix the Rogue, level 9 Human Potential-Harm
Roll the dice indicated to determine Po-Harm
Melee: D6 + D8 (9)(swords)
Weapon: Long Sword, +3 harm, 2 max-split, +2 init
Ranged Attack: D10 + D6 (11) (bows)
Weapon: Short Bow +2 harm, 3 max-split.
Unarmed Attack: D6 (3)
Distinguishing Abilities:
*Appraise D6 (5)
*Endurance D10 (7)
*Reflexes D12(11)
*Resistance D6 (4)
*Scrutiny D10 (6)
*Skullduggery D12 (9)
*Speed D12 (7)
*Stealth D12 > D10 Hide (5) (6)
*Tracking D6
*Thievery D6
*Willpower D8
Racial Features (Human): Respectable or better Willpower and Endurance
The following spells are known by Kristiana or Dannumara. First, the name of the spell is given. The power source describes the specialization allowing use of the spell. The school describes the mastery related to the spell, and if the character possesses said mastery, she may add that die-rank to the ability roll (incidentally, both characters do possess the necessary masteries). The Effect is the underlying power that defines the spell. The manifestation is how the spell appears, and listed for descriptive purposes only. Range is in general terms, but the spell descriptions provide the numbers derived from the character’s stats (see core rules for full explanations). The aspect of a spell describes what ability or subject is affected.
To cast a spell, the player rolls the character’s Ability-Dice-Chain, and the GM rolls the difficulty dice listed in the spell description. Whichever roll is higher wins, but the player wins ties. A failed spell fizzles but expends no spellpoints. Direct damage spells that use the “Harm” effect do not require a difficulty roll.
Characters typically have more spells than the samples given on the pregenerated characters, but we keep the number of choices down here to keep things simplified.
Blinding Light
Power Source: Supernatural
School: Theurgy
Effect: Obscure
Manifestation: Positive
Range: Area
Aspect: Scrutiny or Any Attack
Difficulty: roll ADC vs. 2D6
This spell creates a bright light, 24 feet in radius, which blinds everyone in the area. When using this spell, the player of Kristiana, Priestess of Eria, rolls 2D12 + 1D10 versus 2D6. If the spell succeeds, the result of the ability roll becomes the penalty all creatures in area of effect suffer to their Scrutiny ability checks, and attacks made within an area-of-effect. Also, subtract the full result if the roll from Kristiana’s spell point pool. If she wants to maintain this spell into the next round, she must pay ½ the result of her dice roll in spell points. An arcanist may lower the ranks of the dice rolled if desired to reduce spell point cost. Alternatively, also to save on spell points, she may eliminate one or more dice (except for the basic rank) from the roll. If she is out of spell points, she can dip into her Resilience Defense Pool at her own risk.
Heal
Power Source: Supernatural
School: Theurgy
Effect: Restore
Manifestation: Positive
Range: Self or Creature
Aspect: Toughness
Difficulty: 1D4 if cast on self or 2D4 if cast on another creature.
Healing restores any one chosen defense pool, active or passive, up to the maximum amount. Kristiana rolls 2D12 + 1D10 versus 2D4 (or 1D4 if cast on self), and if the spell succeeds, the result is the amount healed. Cost in spell points is the result minus the lowest die. An arcanist may lower the ranks of the dice rolled if desired, for the spell to cost less. Unfortunately, mages cannot heal themselves with Restore if they are out of spell-points. Any healing spell cast on oneself fails if the power of the spell exceeds the number of spell points available.
Light (cantrip)
Power Source: Supernatural
Manifestation: Fire
Range: Object
Difficulty: n/a
This spell creates a mobile light equal to torchlight, either centered on a targeted item or manifesting as a floating sphere.
Mantle
Power Source: Supernatural
School: Theurgy
Effect: Fortify
Manifestation: Positive
Range: Creature
Aspect: Deflect
Difficulty: 2D4 or 1D4 if cast on self.
The theurgist fortifies the target against harm, creating a deflective holy energy shield. When using this spell, the player of Kristiana, Priestess of Eria, rolls 2D12 + 1D10 versus 2D4. If successful, the result grants the targeted creature (or herself) a temporary bonus to the Deflect Defense Pool. Also, subtract the result, minus the lowest die, from Kristiana’s spell point pool. If the caster wishes to maintain this spell into the next round, she must pay ½ the result of her dice roll in spell points. An arcanist may lower the ranks of the dice rolled if desired to reduce spell point cost. Alternatively, also to save on spell points, she may eliminate one or more dice (except for the basic rank) from the roll. If she is out of spell points, she can dip into her Resilience Defense Pool at her own risk.
Fireball
Power Source: Primordial
School: Elementalism
Effect: Harm
Manifestation: Fire
Range: Area
Aspect: Resilience and then Toughness
Difficulty: n/a
Dannumara, the elven fighter-mage rolls 1D12 + 1D10 + 1D6 to cast a large 10’ radius fireball, using the result to determine threat points against all affected creatures. Harm spells depletes Resilience, and then Toughness, in that order, with no difficulty roll required. Instead, the caster’s uses her ADC to determine Potential-Harm, the result of the roll used as threat points against the targeted subject. The point of origination for the explosions is at a distance of up to 100 feet, in line of sight. An arcanist may lower the ranks of the dice rolled if desired to reduce spell point cost. Alternatively, also to save on spell points, she may eliminate one or more dice (except for the basic rank) from the roll. If she is out of spell points, she can dip into her Resilience Defense Pool at her own risk.
Lifting Winds
Power Source: Primordial
School: Elementalism
Effect: Travel
Manifestation: Air
Range: Self or Creature
Aspect: Humanoid
Difficulty: 1D4 if cast on self or 2D4 if on another creature
This spell causes strong, localized updrafts allowing the caster to fly. Dannumara, the elven fighter-mage rolls 1D12 + 1D10 + 1D6 versus 1D4 to see if she can get off the ground, or versus 2D4 if casting the spell on another creature. If successful, she can fly up to 100 feet before landing.
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XXOOCC _________________ That Fuzzy Heroes Guy
...oh yeah, and War PIGs, Castle Wolfmoon, and about 100 others you can find here:
www.fuzzyheroes.com
If I remember enough of the system I understand that the dice3 indicated are actually used during play, and no "pre-roll" is required, but I did preroll a few just in case. I like this guy best.
You do roll the dice as indicated. So, for example, if a character has an ability of D4 (base) + D6 (special) + D4 (master), you'd roll all three dice when the circumstances call for it. The result is used either in an opposed roll (usually in non-combat situations), or as "potential-harm" (i.e. damage) against a target's Defense Pool (i.e. hit points). The main thing that's different is there's no "to-hit roll" to speak of in combat.
right, but you do not roll to determine the stat... the stat is the dice as indicated...
...correct?
XXOOCC
Nope, actually it's a point-buy system for character creation. At 1st level you get 30 points, and then it's level+2 for points when you advance, each time. The abilities cost 2 points per rank, although some of them give a D4 as a freebie, just because anybody can make an attempt (like jumping, or swinging your fist).
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