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HAM2D6 Discussion

Legendary Sidekick

Staff
Moderator
I mean you only need to roll a 1 to cast successfully. With 4 dice, you're not worried about failing to roll a 1, and you'll combo 51% of the time.

So you didn't need to wait a round to see results!



I don't know if the number you rolled should influence spell duration, but I'll run with that for now.
 

tbgg

Dark Lord
Why did we roll against shoot in the first round, but are rolling against fight this round? The bark-bites didn't really shoot anything at us in round one (that I could tell).


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Ireth

Mythic Scribe
Why did we roll against shoot in the first round, but are rolling against fight this round? The bark-bites didn't really shoot anything at us in round one (that I could tell).

One of them used mud as a projectile weapon.
 

tbgg

Dark Lord
If Sigrilinn is 3F/3S/2M, why did she only roll 2 dice against Fight? I'm sorry to be bogging us down with questions, but these inconsistencies are confusing to me.


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Ireth

Mythic Scribe
If Sigrilinn is 3F/3S/2M, why did she only roll 2 dice against Fight? I'm sorry to be bogging us down with questions, but these inconsistencies are confusing to me.

That was my bad. I'm not used to the new numbers yet.
 

Legendary Sidekick

Staff
Moderator
Bummer. Kick their butts.


About what Lv.1 spells do to your surroundings—I was thinking that each could reduce the enemy's options:

Plants - enemies can't get to you, so no fight attacks!
Wind - arrows are blown away, so no shoot attacks!
Light - if anything can dispel magic, it's this!

And then there's water. Well… it slows fighters, you can dunk to not get shot, and fire can't engulf you when you're wet, so…

Water - dilutes monster attacks!

This is way better than it sounds. You've already seen Heavy Attacks: roll 2 shields or lose 2HP. There are also going to be other nasty attacks like stuns and 3-hit combos. But when you're surrounded by a magical moat, monsters can only use a weaker version of their attack.

Weakening monster defense might work as a generic effect for monsters stepping into an environment they don't like. It could be explained as blinding light, wind in their eyes, etc. Same result. Not directly harmful, but the monsters are kinda screwed if you find their weakness.



Oh… and wind/water can help you with sailing, plants/light can help with pathfinding, plants/water can help with your food supply… there can always be RP uses of magic that may or may not have a combat use.
 
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Legendary Sidekick

Staff
Moderator
One detail I forgot to post and can't without it feeling tacked on…

…the phoenix arrow burns with a harmless flame as Sigrlinn steps near the recently killed. And yeah, without a bow she can't save any of those knights. Well, they're lucky any of them lived! Nice work looking for an elemental weakness AND making a really great suggestion about the magic system.

It's actually so good I'm going back to seven classes, not eight. The fairy can survive without fight dice because she doesn't fight. But to have no magic at all sucks. I was gonna shift some stats, but I like the huntress as a fighter (shooter primarily, of course), and the gun character actually does work well with magic.

There was an anime (Outlaw Star) that used Caster Guns—guns that cast spells. I'm thinking this, or something inspired by it that I can actually draw.

CasterAndShells.jpg
 

Ireth

Mythic Scribe
Speaking of guns, is Sig's hand cannon still an option as a secondary weapon? I'm not sure what became of it after the Sardis scenario. Did it get left with Hestia and all their other clothes and stuff?
 

Legendary Sidekick

Staff
Moderator
@tbgg,

I deleted our conversation in he Char Lv thread. I just want to update that as you level. If you want to rearrange bonus dice, just say so.
 

tbgg

Dark Lord
That's fine, but why is there no Attack mentioned for Kell?


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Legendary Sidekick

Staff
Moderator
All the info should be there now. I added bonus dice in blue. You can move these numbers around as you see fit, and from Lv.7-12, you can stack two bonus dice.
 

Legendary Sidekick

Staff
Moderator
Speaking of guns, is Sig's hand cannon still an option as a secondary weapon? I'm not sure what became of it after the Sardis scenario. Did it get left with Hestia and all their other clothes and stuff?
Yeah, she should be able to find another.

I won't get so crazy with different kinds of bullets. I like the idea of the gun not having bullets at all. You charge it with a spell and fire the weapon that many times. (Magic = load/reload; shoot = shoot)

For arrows, the spell should probably affect a single arrow. So there should be a double damage bonus or something if you light or electrify an arrow. I'm also thinking the Huntress will have a unique use of Lv.1 spells, allowing her to create shock traps, pit traps, ice slicks and smoke bombs. I really badly want an ice spell that makes enemies slip and fall and look stupid.
 

tbgg

Dark Lord
I think there's a +1 missing for Sigrlinn under character levels. She shows Fight as 3=2, which I am assuming is supposed to be 3=2+1.


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Legendary Sidekick

Staff
Moderator
That's odd. I see it as fight 3 =2+1 with the +1 in blue. Trying to copy-paste those dice emoji may have resulted in hidden code in my post. If I try to type anything (editing the post), I get this weird font. I think I'll just delete and replace the thread later.
 

Ireth

Mythic Scribe
Not gonna lie, when I first read the bit about the sun smiling and winking, my immediate thought was of the baby-faced sun from Teletubbies. o.o; Why my brain went THERE of all places, I have no idea.
 
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