kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 16, 2017 11:31:20 GMT -8
each Arrow is its own Separate Shooting and Damage Roll. and -2 is a huge penalty in Savage Worlds. you aren't getting one 4d6 attack. you are getting 2 attacks that deal 2d6 apiece. there are weapons that make a 3rd attack with the same penalty and have better armor penetratiob while using less hands. like the Uzi or a gatling crossbow based on the Uzi Template. remember that both attacks eat the -2 and that you get one wild die. Exactly. Shooting two arrows isn't any more unbalanced than firing a full auto weapon or double tapping a handgun. SW is literally made for that kind of cinematic play. I'm not saying I wouldn't stop a player from doing something completely impossible "shoot a fireball under water." But I'm not going to stop them from doing things that there are literally rules for, just because in real life it wouldn't work. We play RPGs so we can do cool stuff we can't do in real life. If we're forsaking fun for realism, what's even the point.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 16, 2017 10:03:55 GMT -8
In short I've figured out how to manage what the PC wants to do. Thanks ilina for pointing out the rules. I have to say though, I honestly don't understand @stevensw rant. I know how bows work, archery is my other hobby. I've even tried the whole shooting two arrows thing in real life, and yeah, it doesn't go so well. But to tell a PC they can't do something in a fantasy setting because it doesn't work in real life would be stupider than allowing the trick shot. I'm not gonna tell the mage he can't shoot fire balls because fire doesn't behave like that and magic isn't real. Rule of cool. If the PC wants to do it, and it sounds cool and would make the table happy, I'll do my best to make it happen.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 13, 2017 15:36:37 GMT -8
How would you house rule for shooting multiple arrows at once? like Legolas style.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 5, 2017 18:33:22 GMT -8
TBH, I would think a panic room would be underground. In one of those dungeons full of traps that's always laying around. Generally I would agree with you, and I may end up including some in other areas of the cities if the players look for them. But the whole video of the tower is for the residents to be able to live semi luxuriously during their stay. It caters to visiting dignitaries and the wealthy. If there was an attack, the tower only needs to act as a saferoom until airships arrive to extract the residents. Hours, maybe a day or two. Tbh, the tower is not entirely necessary. The PCs could just as soon decide to hole up in a different building, or even set off away from the city and risk out running the horde. I only made the tower to give them a central area they could focus on. Plus, it stands 8 stories above all the other buildings, so it's a great vantage point/high ground during battle.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 5, 2017 13:06:08 GMT -8
Definitely the wrong term. A siege tower is a quickly built tower that you roll up to the walls that allows you to get lots of troops over the walls, while giving them a platform to fight from to do so. You're describing a sort of medieval panic room. Kind of like a keep, but only a tower. If it's meant to go into lock-down upon the city being attacked, what is the plan if the city falls? Just wait it out? Claim diplomatic immunity as representatives of other states? Also, if it is meant to be able to withstand a seige, then that means no big windows, at least on the first few floors. Yeah, it's sort of a panic room. It's not really designed for long haul survival, residents are supposed to be extracted via airship before the city comes close to falling. So I'm interested to see how the PCs make it work for their extended stay. I plan on at points cutting off water supply, having food go bad, and have occasional influxes of survivors. It acts as a hotel normally, there is windows and such. The lower levels have iron shutters, and you can seal off the staircase after the 2nd floor. It's designed to slow and enemy down, not to keep them out entirely. Plus, I should add that this is a time of peace overall. It's been a long time since this tower was used for anything more than an inn. The PCs have a lot of maintenance to do on the place if they're going to stay there.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 3, 2017 18:34:49 GMT -8
Is it possible to deal a PC a permanent injury without incapacitating them. The only reference to injuries I've found is if they become incapacitated.
Say while fighting an enemy armed with a blade of some sort, the enemy strikes at the PCs arm in an attempt to sever it. What would need to happen/roll to successfully "disarm" the PC?
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 3, 2017 13:07:42 GMT -8
This sounds really cool! I do have a question though; why does the city have a siege tower? Also, aren't siege towers open on one side (the back), which would make holing up in one futile at best? Also, assuming you meant a watch-tower; and assuming that the watch tower is made of stone, what is to stop them setting the city on fire to purge the infection? Good questions. Maybe siege tower is the wrong expression. Basically there is a tower in the center of the city where visiting dignitaries are housed. It was designed to be able to go into a sort of "lockdown" if there was an attack on the city. Under normal circumstances it simply functions as a hotel with an attached casino/conference hall. The time period is sort of Victorian era / post-Renaissance fantasy. Most of the buildings in the city are stone or brick. The population of this particular city is over 15,000, so I'm not sure burning the city down would be an option. But if the players try I'll have to play it out.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 2, 2017 22:41:04 GMT -8
My first name just doesn't exist in most Latin languages, and the "L" in the middle is hard to say in some Asian languages. Then, then theres my last name... Leigh. Like "sleigh" without the "s". Not Lee. Not Leaf. Certainly not Leg. Leigh.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 2, 2017 22:08:55 GMT -8
I wouldn't mind swapping stories or playing in a few games if there are any Jackers in my area. Also, I'll be at Ohayoucon next weekend if anybody else happens to be going.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 2, 2017 22:06:01 GMT -8
Whilst listening to an older episode about prep vs improv I started to wonder about other GMs methods for improvving.
I find myself prepping very little, relying more on knowledge of the game world, NPCs, character agendas and such to drive the story naturally. Prep usually only involves generating lists of names, baddies, and maps. I know there are things I could do to improve my prep, and in turn help my improv.
So, what do you do to prep a game? How heavily to you rely on improv vs prep?
Bonus question: what's your proudest moment of improv?
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Jan 2, 2017 21:51:18 GMT -8
Recently we've been using instagrams DMs. It's nice because with the chat you can also see who opened the message even if they didn't reply. We also have a shared folder on google drive where everyone's character info is kept, along with world info.
Scheduling has always been the bane of my games though. We average playing only once a month.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Dec 30, 2016 13:38:12 GMT -8
While I can't help with your specific questions, what's to stop the PCs suggesting to their superiors that the city is lost and all healthy living should just bug out? Or maybe the PCs just bug out themselves? Just throwing out monkey wrenches in case your players do the same. Once back in the city I don't want it to be immediately apparent that all hope is lost. My thought is that they will attempt heading back to base, which is near city center. Then after the city falls it will become more and more difficult to leave the city. I want it to appear as though the infected horde is being controlled and organized. So I figure there will be larger groups, or more powerful infected near the city gates. Another thought is that if the city falls, so does the surrounding land. The party won't be able to find safety close by.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Dec 30, 2016 13:06:44 GMT -8
So I've started a game in SW in a fantasy setting.
The plot is: a dark plague spreads through the land. The players are part of a military scouting party assigned to survey a city in the eastern country. Routine inspections. While on patrol they stumble upon a wandering horde of infected. The cities garrison is dispatched and the horde dealt with. On returning to the city, they discover that at least one of the infected slipped past them and now the city is falling to the plague. Their only option is to hole up in the cities siege tower and wait for extraction.
So, we haven't quite made it to the battle with the infected yet. So a lot of what I think will happen may not actually happen.
If they do make use of the siege tower, I would like them to have to manage food, water, etc. In a entertaining way of course. I also plan on introducing new groups of survivors occasionally, changing the needs of the group and exhausting supplies.
The plot is loosely based off of the we're alive podcast. A zombie survival story set in LA.
Has anybody had success running survival based games? What did you do to make the situation seem dire, or exciting? What are some scenarios you think I could add?
Thanks for the help!
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Oct 2, 2016 16:06:27 GMT -8
Thanks, that might work just fine.
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kjleigh
Initiate Douchebag
Posts: 24
Preferred Game Systems: Savage Worlds
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Post by kjleigh on Oct 2, 2016 7:38:50 GMT -8
Looking for a program or source for maps of building interiors. Specifically, I need to map out a 20 story hotel. Not every floor needs to be unique though. Any thoughts?
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