Ok my third circle party is just too lucky.

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
thezombiekat
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Ok my third circle party is just too lucky.

Postby thezombiekat » Mon Dec 05, 2011 1:27 pm

Ok my third circle party is just too lucky.

Designed my own kaer for tonight’s game, party is third circle, party got threw one wing. Game is second edition

I had included a wing flayer to screw with my windling; nothing like having a windling searching threw a windling house where nobody else will fit with the floors covered in dead wing flayers, until she finally finds a live one, then running out barely ahead of it to hide behind the obsideman. Based on the wing flayer stats and my players abilities I anticipated a long hard fight, the nethermancer killed it in 2 lucky shots, it only hot one round of actions, mostly against the nethermancer (who had already hit it for half its health) who was saved by shield mist from every attack (except the one on the rope he was dangling from, step 6 damage for the fall from a windling front door) 2 healing potions latter the party is ready to move on.

Also included was a worm scull. While the listed legend award is lower based on my party’s abilities I rated it unbeatable, but I wanted it working on a plan. It was to come out while the party was fighting carnivorous goats, use its terror power with karma preventing anybody in the party from acting against it for a long time, return to his lab destroy some evidence and equipment, take his work book and disappear into the astral, leaving the party to fight a gnasher and a hybrid gnasher/carnivorous goat horror construct. And I have a middle management NPC to use again latter

Instead my neathermancer beat the dammed thing on initiative, and did it 5 wounds with a spirit dart, it feared them but the obsidemen warrior and troll weapon smith both break the control (combination unlucky on effect test and very lucky on willpower rolls, yes I was spending karma for the horror) and move in. the worm scull responds by skin shifting each of them inflicting 9 wounds on each, after which they both actually manage to hit it for significant damage. The nethermancer breaks control in the second action and spirit darts it again killing it before it can retreat to the astral. The party gains control of the lab undamaged, the gnasher and hybrid are still subdued for the experiments and the book on the experiments is in the PCs position.

I should have remembered the primary rule of an RPG. Any enemy the PCs get within range is going to die. Guess my PCs are discovering something of the enemy’s plot before time. This is going to be good.

arma
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Re: Ok my third circle party is just too lucky.

Postby arma » Mon Dec 05, 2011 2:34 pm

Best kaer anywhere.

thezombiekat
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Re: Ok my third circle party is just too lucky.

Postby thezombiekat » Mon Dec 05, 2011 2:56 pm

Just checked, your right in second ed as well. Looks like the party PCs that got skin shifted would have taken 4 more points of damage each, one wound less each and everything else would have played out exactly the same (the worm scull never failed a test and got armour defeating hits on all attacks even with the penalty)

I will let them know in the next session that there recovery time is a day less (they elected to make camp outside until they could recover properly)

Edit, also thinking of removing the wound penalty to all actions optional rule. Damage shift becomes a 7 point penalty to all actions, and can be used on a single character more than once. With PCs heavy hits not able to inflict like penalties on enemies it seems a bit more harsh.

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slayride
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Re: Ok my third circle party is just too lucky.

Postby slayride » Mon Dec 05, 2011 6:02 pm

Or you could reduce the number of Wounds. For example make it one additional Wound regardless of damage if it hits and then another Wound if the damage is greater than Wound Threshold, making it work sort of like Aura Strike (Third Circle Wizard spell).

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slayride
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Re: Ok my third circle party is just too lucky.

Postby slayride » Mon Dec 05, 2011 6:03 pm

this would make the overall penalty possible a -1 initial then -2 for each additional use of the power as the Wounds continue to increase which is more manageable than -6 and -7.

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Re: Ok my third circle party is just too lucky.

Postby Crusader » Thu Dec 08, 2011 6:06 am

We always used the rule of three; you can never get a higher result then three times the step you roll. What you just mentioned is a lite version of the barehanded Windling punching a Great Dragon to death in one blow.

ragbasti
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Re: Ok my third circle party is just too lucky.

Postby ragbasti » Fri Dec 09, 2011 8:07 am


arma
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Re: Ok my third circle party is just too lucky.

Postby arma » Fri Dec 09, 2011 8:21 am

p. 219 PG, "Check for Wounds", first sentence.
Last edited by arma on Fri Dec 09, 2011 9:55 am, edited 1 time in total.
Best kaer anywhere.

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Crusader
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Re: Ok my third circle party is just too lucky.

Postby Crusader » Fri Dec 09, 2011 9:07 am

Hmmm, another change our group never noticed. Fascinating. I think we're going to continue with multiple wounds from one attack though, to simulate more severe injuries.

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Re: Ok my third circle party is just too lucky.

Postby arma » Fri Dec 09, 2011 9:54 am

Best kaer anywhere.


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