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Post by SouthWestern Traders on Jul 6, 2017 17:29:56 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. Oh, that makes sense.
So a lucky character with advantage has, in effect, three rolls v. one: ~15% chance of rolling a 20, and a .000125% chance of rolling a 1 (v. 5% and 5%).
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Post by SouthWestern Traders on Jul 6, 2017 17:38:25 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?? Reading it, I think that applies to private adventures only, in order to encourage people to do public and semi-public adventures, but still allowing a lvl 3 regent to deal with a CR1 and 2-3 (limited success only) event through private adventures.
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Post by Linde (x-GM) on Jul 6, 2017 18:28:43 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?? Short version: Because adventures are achieved through collaboration. Longer version: Let us say that the regent have expertise perception and 14 in a relevant attribute and let us imagine that perception is a relevant proficiency. He then have +8. He gets +4 from help from his lt & henchman for a total of +12. The dc of the adventure is 20 (15 for a limited succes) So there is 65% chance of success. Now let us imagine a group of 3 characters each with +8 in a relevant proficiency but let us imagine they come from different domains and collaborate. Each character rolls 1d20 against DC 20 Each character have 40% chance of adding +5 to the final roll and 5% chance of adding +10. By my excel calculation the group would have 42% chance of success even though the group is stronger than the regent, Lt henchman solo domain group above. Now to encourage cooperation I have limited the solo domain option to 0% chance of success.
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Post by Linde (x-GM) on Jul 6, 2017 18:51:16 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? No. It means that the mind control inflate the dc of making a heist.
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Post by SouthWestern Traders on Dec 25, 2017 16:55:25 GMT
Why are henchmen/adventuring parties more susceptible to death than a mere specialist?
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Post by Linde (x-GM) on Dec 25, 2017 18:05:23 GMT
a specialist in adventure is less susceptible to death than a henchman
A henchman is less susceptible to death than "Other" which include specialists in other fields than adventure.
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Post by SouthWestern Traders on Dec 25, 2017 18:36:16 GMT
1)Does an adventuring specialised henchmen follow the more resilient rolls?
2)Does a party of adventuring specialists follow the more resilient rolls as well?
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Post by Linde (x-GM) on Dec 25, 2017 18:52:55 GMT
1) Yes
2) A party of 4 individually hired adventuring specialist follow the rules of adventuring specialist. A group of adventures hired with a single hire help action to go on adventure doesn't.
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Post by Linde (x-GM) on Dec 26, 2017 10:01:51 GMT
It seems the standard way to expand your source network has become adventures followed by divestiture & investiture... That was in no way what the rules were intended to facilitate.
Therefore the rules for adventuring to gain control of a source has been changed:
DC and survival check is now also modified for source potential in the province
Supportive characters now get a support roll instead of simply adding their modifiers to the adventure roll
You now get +10 on your adventure roll to regain sources you have ruled up yourself.
All characters on the adventure modify their survival check for source protections. Source protections trigger regardless of success on the adventure.
The changes are meant to ensure that ruling & contesting is the predominant method of gaining source holdings, while still leaving a "Hail Mary" method of changing the sorcerous landscape fast, but at great risk.
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Post by NSE (Lydia of Caerleon) on Jan 5, 2018 17:23:14 GMT
Just to be clear, the survival proficiency does not impact the survival check for an adventure, correct?
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Post by Linde (x-GM) on Jan 6, 2018 8:44:02 GMT
Just to be clear, the survival proficiency does not impact the survival check for an adventure, correct? Correct.
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Post by SouthWestern Traders on Jun 10, 2018 18:13:54 GMT
Suggestion: actions that do not ordinarily affect realm level actions should not affect adventures, unless the adventure is explicitly affected by it.
Reason: Bardic inspiration and other abilities that are easy to acquire are way overpowered if they can affect the adventure roll. Even a level one bard can potentially be better than a level 5 expert, and doesn't need to know what the required proficiency is.
I'm sure there are other abilities that work in all situations and are similarly gamebreaking.
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Post by Mercia(andreas) on Jun 10, 2018 22:39:58 GMT
Suggestion: actions that do not ordinarily affect realm level actions should not affect adventures, unless the adventure is explicitly affected by it. Reason: Bardic inspiration and other abilities that are easy to acquire are way overpowered if they can affect the adventure roll. Even a level one bard can potentially be better than a level 5 expert, and doesn't need to know what the required proficiency is. I'm sure there are other abilities that work in all situations and are similarly gamebreaking. Bards are still no better for private adventures than a goon, i think the actual issue is that only the 2 top relevant characters do anything for any check, and then the bard can act on top of that. I do think the skill rolls should be more akin to the roll system also used in specialist adventures, with the test leader getting a bonus based on the success of all that can assist him. I this case a bard would either skill roll to assist the primary skill tester or use bardic inspiration to aid the skill tester.
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Post by SouthWestern Traders on Jun 11, 2018 0:27:19 GMT
Suggestion: actions that do not ordinarily affect realm level actions should not affect adventures, unless the adventure is explicitly affected by it. Reason: Bardic inspiration and other abilities that are easy to acquire are way overpowered if they can affect the adventure roll. Even a level one bard can potentially be better than a level 5 expert, and doesn't need to know what the required proficiency is. I'm sure there are other abilities that work in all situations and are similarly gamebreaking. Bards are still no better for private adventures than a goon, i think the actual issue is that only the 2 top relevant characters do anything for any check, and then the bard can act on top of that. I do think the skill rolls should be more akin to the roll system also used in specialist adventures, with the test leader getting a bonus based on the success of all that can assist him. I this case a bard would either skill roll to assist the primary skill tester or use bardic inspiration to aid the skill tester. Adventures involving only one realm are practically doomed to failure anyway. But yes, the issue is also that bards (and wizards, and probably others as well) can greatly boost a check. I'm not sure how stat increasing spells work in 5th edition, but it kinda feels like edging towards Pun-Pun www.dandwiki.com/wiki/Pun-Pun_(3.5e_Optimized_Character_Build) where you could skim the rules to find every possible way of boosting up proficiencies and stats, stacking them together, and winning every adventure as long as you have at least three characters and two realms involved. The easiest solution, that I can see, is greatly limiting what has an influence on the actual adventure rolls (versus giving support, or RP bonuses, and such).
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Post by Mercia(andreas) on Jun 11, 2018 1:26:02 GMT
Remember that such "special" classes are also harder to recruit, and a similar hire help could have gained a less special class a higher stat line or a higher level.
But i do agree dnd attempts to balance around combat prowess, which have little to no relevance in our campaign.
But i think there was a piece of warhammer lore about things that got very optimized, but also got somehow more unlucky.
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