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HAM2D6 Discussion

Legendary Sidekick

Staff
Moderator
Boss finished. You are clinging to magic vines stuck to a house that sailed over the world's edge. The wall you cling to faces down.

So you're dealing with that now.
 

Legendary Sidekick

Staff
Moderator
Play-testing with others is so helpful. I feel like with each battle, I end up wanting to follow the simpler path each time:

Fight defends vs. fighting.
Shoot defends vs. shooting.
Magic defends vs. magic.

I think the above works, and no heroine is worse off. The Amazon and Nymph end up with better melee defense, the Huntress stays the same, and the Fairy can fly to keep out of melee range.

The only way things get funny is that traps end up in a weird category: traps can shoot needles, zap you magically, or force you to "fight" your way out of a net



For enemies, the easiest way to manage them is to have a minimum number you roll to hurt them. For weak enemies (crow-bots), a 1 kills one, a 2 kills two, etc. In addition, there would be a minimum number you roll for non-damaging effects to actually work. So yeah, huge monsters take a ton of hits to kill while you lose a significant % of your health if hit.

I think players and GMs could probably work out what effects spells/traps/grappling can do, and the monster just needs a target for minor and major effects. Minor means the enemy can't move but can fight. Major means the enemy can't do either. (I guess there could be a middle ground: can move but can't fight, and I suppose acting against one's will is arguably worse than being encased in ice.)



I want to play with the magic a bit more. I think with a casting round, there isn't a need to have MP or x spells per battle. Letting you attack and have special movement works, I think. But just one attack--not choices of what die to roll. Maybe I can work in some defensive magic as well...
 

tbgg

Dark Lord
@LS: What is the status of our bodies? Can we talk or are we unconscious?


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Legendary Sidekick

Staff
Moderator
You can talk where you are now. You're seeing yourselves from inside the knife—or the world that the knife takes you to if you're killed by it. Perhaps you didn't realize you were out of your bodies (which is why you didn't bleed when hit, among other weird stuff) the entire time you've been in that world.
 

Ireth

Mythic Scribe
I think there's a typo in your last post, LS. Either Athena showed up out of nowhere, or you meant to type Artemis instead when she says "You don't need to be a goddess of birth..." etc.
 

Legendary Sidekick

Staff
Moderator
I actually watched the Super Bowl. (Normally, I don't. But between Lady Gaga and a huge comeback by the Patriots, I was pleasantly surprised.)

I did update the current ability cards (will upload later) to hopefully make them simpler. The amazon's abilities are basically: "instead of defending, roll an extra attack" and "instead of attacking, roll an extra defense to protect your friends."
 

Legendary Sidekick

Staff
Moderator
I think I know what I'll offer for abilities:

Some characters get two defense rolls to undo failed defense rolls from allies. In each case, you give up your attack but youKNOW that if you roll a 1, it will do something.
• Shield Fighter (Amazon) - fight def vs. damage
• Shield Maiden (Nymph) - magic def vs. effects

Some characters get two attack rolls, but in the case of shooting attacks, it's a representation of having a clean shot at an unsuspecting monster or being quick on the draw. The Amazon chances that she can take the hit, or she might stun the monster and not worry about getting hit back.
• Hunting Bow (Huntress) - shoot x2
• Fairy Bow (Fairy) - shoot x2, but with harmless fairy dust
• Dual Strike (Amazon) - fight x2

Some characters get special movement.
• Size Matters (Fairy) - you're tiny and winged
• Fur Fashionista (Huntress) - gain a bestial ability from the hide of your prey
• Natural Beauty (Nymph) - gain a special movement from an element you cast* / and... nymph effect too; this is the Lv.1 race card

*(as we did in the play test)

There are mounts:
• Sweet Ride (Nymph) - roll magic to command your mount
• Sparrow Launcher (Fairy) - shoot arrows that actually hurt while mounted

There's stuff that requires a GM call:
• Mood Wings (Fairy) - get emotional, fairy dust might get a weird effect
• It's a Traaaap! (Huntress) - find traps, set traps, smell a trap, etc.

Aaaand... a couple skills that work with the combo system:
• Hurl Power (Amazon) - throw a minion at a boss / you roll fight vs. minions, then if you combo, you can opt to switch attack types and roll 2 shoot dice and attack the boss.
• Spell Strike (Nymph) - fight while casting / if you combo during the casting round, roll 2 fight dice to whack an enemy with your staff instead of rolling magic again for a longer-lasting spell.
 

tbgg

Dark Lord
@LS: would it be possible to see a map of where things are? I remember Hesperides being the only location W of Nyse, but that's about it.

Ireth: Scheria Bay is where Kell sent Niobe's journals before she left Nyse. So there might be value in heading there before Hesperides so she can get them from Zenobia. Or we could do the Underworld next. What are your thoughts?


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Legendary Sidekick

Staff
Moderator
I undeleted the World As We Know It thread for now. A map might be a good idea… though I'll warn you I'm a much better character artist than I am a map-maker!
 

Legendary Sidekick

Staff
Moderator
The nice thing about the Underworld is that you can be there now.

In real life, you start Ch.6 when the Ch.6 thread is up.

For the characters, Ch.6 in the Underworld is instantaneous. Travel to other places would happen in the morning and would take all day. So, up to you if you consider travel time a factor since only your characters would feel it, but the actual game progresses chapter-by-chapter.
 

Legendary Sidekick

Staff
Moderator
Regarding Hades' rules, just think of how you might be expected to act if a king invited you to tour his castle.

It won't be any obscure etiquette designed to trap you like, "oh dear, you stepped on the yellow brick. Only slaves walk on the yellow bricks, and therefore…"

It's more like if you were to attack the men who killed the amazons, you'd be breaking the peace Hades keeps. Plus, you'd only kill the men who died in battle, which wouldn't make them any dead-er. I'll just do a weird Dante's Inferno thing where you get a physical body in the afterlife, and it can be hacked to bits, but you'll be good as new again when your afterlife body dies (or maybe even if you get to a point of unrest that you wish you were dead).

I don't plan on you getting attacked by people in the underworld, but if for some reason that were to happen, there would be a difference between you starting a fight vs. you provoking an attack vs. you defending yourself in a fight you didn't start vs. you defending yourself in a fight you tried to prevent the start of.
 

Legendary Sidekick

Staff
Moderator
Minions are like the crow-bots you fought, where if you roll a 5 you kill 5 of them.

Bosses are those nasty monsters (or gods) who can take WAY more hits than you.

Sometimes you'll confront both at once, and the amazon can use minions as weapons.
Amazon_ROBLO.png


The nymph's Spell Strike will be similar in terms of opting to switch dice instead of combing. I'll definitely need a sort of rule book/document to explain how these cards work.
 

Ireth

Mythic Scribe
Oh, dear. Small talk. Difficult for me both in- and out-of-character. XD How do you just go up to a stranger and make conversation?
 

Legendary Sidekick

Staff
Moderator
It's even more awkward that normally because you're being asked to make conversation with people who just died, AND you're not supposed to talk about how they died (unless they bring it up).

Bright side: they won't flip you off or beep horns at you or try to suck you into a vacuum cleaner.
 

Legendary Sidekick

Staff
Moderator
Oops! @tbgg, I meant to let you post before I posted. If it's just the roll, I saw you and Ireth both rolled 3, so you both catch Hades in the act.

If there's something else you wanted to post with the roll, I'll address that too after you get your post in.
 

Legendary Sidekick

Staff
Moderator
The closer I get to finishing the HUNTRESS deck, the more clear the ATTACK deck becomes.

I'm going to try to have attack cards worked out (not necessarily drawn, but planned) before I seek out new players. I also want to finish the HUNTRESS cards, but if anyone plays an Amazon or Fairy, those are about ready (aside from a possible tweak to Sparrow Launcher once I'm certain about attack cards).

I'm leaning toward having weapon cards for FIGHT that add some kind of special effect.

  • The Principle Skinner will help the Huntress gain better abilities from beast hides.
  • The Mile High Club will knock enemies high in the air if you combo enough to roll a 10, or something like that. It would give you a free round of attacking—either shooting the monster that's airborne or fighting the minions watching their dead buddies fly—while the enemy would get no attack that round.

Special Arrows would work for SHOOT. I might make the fairy's Sparrow Launcher simply that she inflicts damage when playing a Special Arrow card.

  • Robin-Feathered Arrows will allow an archer to roll a second shooting attack. Unlike Dual Strike, you wouldn't be prevented from defending.
  • Flamingo-Feathered Arrows will make a ring of fire (a flaming "O" …er, get it?) that spreads around an area, lighting the area if dark, and also trapping the monster(s)—either giving you a free attack or leaving X% of minions out of the fight, either doomed to die in the flames, or cut off but able to flee.

MAGIC would require a casting round, so if you roll >1, you can play the same attack card for multiple rounds, but if you roll a zero, you kinda wasted your turn.

So, Ch.6 is a bit "safe" at the moment, but I do want to have a few ideas worked out when we get into combat again so we can test weapons or arrows. (Oh... and the Huntress' ability to gain temporary beast powers will hopefully make up for not being able to use spells that way.)
 
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