|
Post by X-Nemeth on Mar 25, 2017 21:45:41 GMT
So no negative effects on Charisma or other such stuff? That depends on the specific adventure The appropriate attributes & proficiencies can be uncovered with research actions. Let me rephrase that: Can maiming give negative stats? For instance losing an arm would make you unable to use 2h weapons (too bad if you are built around 2h fighting). Disfigurement of your face means you lose charisma, and so on.
|
|
|
Post by X-Nemeth on Mar 25, 2017 21:47:36 GMT
How is fighting proficiency calculated? I am not sure I understand that question..... if a challenge is best solved with a specific weapon, then you get to add your proficiency if you are proficient with that weapon you said that a certain stat is used for a check. In the hypothetical case where you need to beat a Guardian before he will tell you where the treasure is buried, and you obviously need to fight him, which "stat" is added as there is no generic "fight" stat (everyone can deal dmg).
|
|
|
Post by Linde (x-GM) on Mar 25, 2017 21:58:55 GMT
Adventures have a challenge rating from 1 to 20 and have 3 challenges linked to them that each are rooted in 1 or 2 Proficiencies and an attribute The appropriate attributes & proficiencies can be uncovered with research actions. I am not sure I understand that question..... if a challenge is best solved with a specific weapon, then you get to add your proficiency if you are proficient with that weapon you said that a certain stat is used for a check. In the hypothetical case where you need to beat a Guardian before he will tell you where the treasure is buried, and you obviously need to fight him, which "stat" is added as there is no generic "fight" stat (everyone can deal dmg). Answered your question in the top post.
|
|
|
Post by Linde (x-GM) on Mar 25, 2017 22:03:57 GMT
Effect of being wounded: Wounded characters have 1 action less each turn A wounded character who would become wounded again is maimed instead Maimed characters are wounded for the first year as well Effects of being maimed: A maimed character who becomes maimed again is dead instead. That you're wounded for a year and die if you're maimed again. That depends on the specific adventure Let me rephrase that: Can maiming give negative stats? For instance losing an arm would make you unable to use 2h weapons (too bad if you are built around 2h fighting). Disfigurement of your face means you lose charisma, and so on. Answered by omission in the above quotes
|
|
|
Post by SouthWestern Traders on Apr 4, 2017 16:53:10 GMT
Let's assume I roll a 1 on an adventure, thus resulting in a critical failure. Does that result in automatic death for the character, or do they still make the survival check?
|
|
James Holt (NT)
Northern Traders
Lord of Waffles, Master of the flight of Daggers
The Iron Bank of Albion
Posts: 366
|
Post by James Holt (NT) on Apr 4, 2017 17:03:54 GMT
Let's assume I roll a 1 on an adventure, thus resulting in a critical failure. Does that result in automatic death for the character, or do they still make the survival check? I think it depends on the nature of the adventure and what risks it entails. Also, some people bring expendable henchmen loyal companions along to lessen the risk of character death.
|
|
|
Post by Linde (x-GM) on Apr 4, 2017 17:39:40 GMT
Let's assume I roll a 1 on an adventure, thus resulting in a critical failure. Does that result in automatic death for the character, or do they still make the survival check? They still roll survival checks
|
|
|
Post by Linde (x-GM) on Jul 6, 2017 14:25:41 GMT
updated the top post as some of the stuff was written in a non intuitive order.
Made references to final adventure roll clear, so people don't confuse third challenge roll with final adventure roll and think success automatic.
Elaborated on adventuring process of forum adventures
Also included expected rewards from adventuring (other than XP)
Comments would be appreciated.
|
|
|
Post by SouthWestern Traders on Jul 6, 2017 17:06:57 GMT
Two questions based on that expanded detail:
Per 5th Ed DnD, 2d20 is the best advantage possible, right? Therefore, assume two identical characters both with the lucky feat. They are actually better off working on their own, because they already receive advantage through their feat?
Re: Survival checks, it sounds like you could get advantage on this as well, but how would that work? Let's say I send my Lieutenant off on an adventure, but I prefer living lieutenants to dead lieutenants. Therefore, I also send a guide along with him (let's say lvl 1 ranger with expert survival, high con and favored terrain). Does the Lt get advantage on their survival roll using his own proficiency and then the guide just rolls their own non-advantaged survival roll? What if the guide was lucky, could he then get advantage on his survival roll?
And if he is giving advantage to the survival roll, can he help with the main adventure check as well?
|
|
|
Post by SouthWestern Traders on Jul 6, 2017 17:16:27 GMT
Regarding survival checks: Constitution being a factor makes constitution absurdly important in keeping adventurers alive.
Suggestion: Saving throws (if applicable) can substitute for constitution. So a rogue with Dex 16 is just as likely to survive (all other things being equal) as a rogue with Con 16.
|
|
|
Post by X-Nemeth on Jul 6, 2017 17:16:42 GMT
Lvl 6 regent goes on adventure with his lt and a henchman (both lvl 4). Adventure is lvl 5. They are capped at limited success - why??
|
|
|
Post by Mercia(andreas) on Jul 6, 2017 17:17:11 GMT
Rewards on adventures:An adventure have possible rewards depending on challenge rating, a non exclusive list of examples follows, usually the adventure will grant 1 of the examples listed on a success, more on a better success and less on a limited success or failure: CR1-5: CR*1GB, minor regency gain, solving minor events, gaining minor bonus to other actions, dealing with minor threats CR6-10:CR*2GB, regency or stability gain, solving medium events, gaining bonus to other actions, finding a minor artifact or relic, dealing with medium threats CR11-15:CR*3GB, major regency or stability gain, solving hard events, gaining substantial bonus to other actions, finding an artifact or relic, dealing with difficult threats- CR16+: CR* 4GB, dealing with near epic or epic problems, finding major artifacts. Chaining adventures to gain bigger rewards or using other domain actions to make adventures easier:It is sometimes possible to split an adventure of CR X into four adventures of CR X/2. Rewards for the adventures are then usually only available when the fourth adventure succeeds. (this is how you could slay a dragon.. First find knowledge of the dragons weaknesses, then find component a of weakness, then find component b of weakness, then use weakness to slay dragon.) In other cases specific other domain actions may affect the CR of the end goal. (You want stuff in pirate isles, CR 20+ because someone has control of all the magic and use it to mind control all who enter. Get someone to contest sources/create a source & ley line and have dispel realm magic prepared to protect you from mind control. CR is now much lower to steal the item) In the later case rewards are based on the lower adventure CR as the CR of the higher CR adventure was "artificially" inflated by circumstances. So going headstrong into the CR 20+ mind control adventure on pirate isles could aid you in dealing with the epic problem of the pirate king. But since the epic problem of the pirate king can be reduced to a more manageable problem through other domain actions you won't gain you major artifacts or 100 GB by ignoring other options and choosing adventure as your default solution. Does this mean that running a heist on the pirate king's hoard, would see the majority of it disapeer if you had the pirate king assassinated(thus breaking his spell) prior to the heist?
|
|
|
Post by Alined on Jul 6, 2017 17:17:34 GMT
The Lucky feat (and the halfling Lucky trait) don't appear to grant advantage, if you already have Advantage they still let you re-roll one of the dice. It's true that two Lucky characters can't influence the same roll.
|
|
|
Post by Linde (x-GM) on Jul 6, 2017 17:23:52 GMT
Regarding survival checks: Constitution being a factor makes constitution absurdly important in keeping adventurers alive. Suggestion: Saving throws (if applicable) can substitute for constitution. So a rogue with Dex 16 is just as likely to survive (all other things being equal) as a rogue with Con 16. I ment to remove references to pure con saves in the top post as survival checks
|
|
|
Post by Linde (x-GM) on Jul 6, 2017 17:28:27 GMT
Two questions based on that expanded detail:
Per 5th Ed DnD, 2d20 is the best advantage possible, right? Therefore, assume two identical characters both with the lucky feat. They are actually better off working on their own, because they already receive advantage through their feat?
Re: Survival checks, it sounds like you could get advantage on this as well, but how would that work? Let's say I send my Lieutenant off on an adventure, but I prefer living lieutenants to dead lieutenants. Therefore, I also send a guide along with him (let's say lvl 1 ranger with expert survival, high con and favored terrain). Does the Lt get advantage on their survival roll using his own proficiency and then the guide just rolls their own non-advantaged survival roll? What if the guide was lucky, could he then get advantage on his survival roll?
And if he is giving advantage to the survival roll, can he help with the main adventure check as well? Two people each each with lucky works as well as two persons where the primary have lucky. They roll 2d20 re roll the lowest and then pick the highest.
|
|