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Post by CSP Kris on Sept 10, 2011 11:30:22 GMT
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Post by smay63 on Sept 10, 2011 20:50:38 GMT
I recently obtained both the main rulebook and the campaign guide: quite enjoyable. I GM'd it with 2 friends of mine today. I put them at Aramdol ruins, where they encountered some Beastlings. They had a Human warrior and an Elf mage. Although the player with the mage, made sure he had high melee/close skill, as he couldn't find any decent offensive spells (fire, ice, thunder, etc), in the main rulebook. He's hoping with enough improvement points to craft magical items to help him. We also found that the critical table was fast and brutal. I've been asked by them to construct a critical hit table that has different degrees of damage. So we'd have a table for 1-2 points above Major Wound Level (MWL), then another for 3-4 points above MWL, then finally, 5+ points above MWL.
It might take some time
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Post by CSP Kris on Sept 11, 2011 11:03:44 GMT
We also found that the critical table was fast and brutal. Indeed the major wounds in the main rulebook are quite brutal ...which I think works quite well for a mini-campaign (of a couple of sessions) or a one-shot game. But for a prolonged campaign I personally favour the 'epic characters' option in the campaign guide (which drastically reduces the chance of PCs being wounded in such a way, and hopefully encourages a more heroic style of play). (note that folks should also feel free to simply drop major wounds from their game altogether if they really don't like them ...as the game will work fine without them).Although the player with the mage, made sure he had high melee/close skill, as he couldn't find any decent offensive spells (fire, ice, thunder, etc), in the main rulebook. Yeah, it was my aim to have magic be a little more subtle than the 'I cast fireball' variety (as there are other systems that can do that a lot better) - and I suppose (innate) magic in the AoS is probably closer to that of a D&D bard (or similar). I guess that the game is probably best described as a low magic/high fantasy setting (or at least something like that). I've been asked by them to construct a critical hit table that has different degrees of damage. With regard to the major wound table itself, I have been toying with the idea of creating a different one for use on the PCs (that would be a whole page of effects ...with less severe effects on the lower end of the scale, and using various bonuses to get to the higher end) while still keeping the existing table for use on monsters/NPCs. So I'd definitely be interested in seeing what you come up with ...and I could even make a 'submissions' page on the website for people to submit and download such modifications/adventures/etc., if folks like yourself would like to take part in such a thing. Anyway, thanks for posting (it's been great to hear how you are using the game), and I hope you continue to enjoy it.
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Post by smay63 on Sept 11, 2011 18:03:09 GMT
This is the table I came up with:
THE AGE OF SHADOW: CRITICAL HIT TABLE
3-4 ABOVE MAJOR WOUND LEVEL (MWL): 1: Scalp. A blow opens a flesh wound that causes blood to flow copiously into the opponent’s eyes. All tests that require the use of vision (to–hit rolls, etc) are made at a –10% penalty until healing is received.
2: Jawbone broken, knocking out several teeth. Your opponent can do nothing except parry for the next round (-10% ‘to-hit’) rolls for the rest of the combat.
3: Your blow causes a wound to your opponent’s right leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
4: Your blow causes a wound to your opponent’s left leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
5: Your blow cuts into your opponent’s chest, breaking a rib. Your opponent is knocked to the ground, and may only parry for the next 1D3 rounds until he regains his feet.
6: Your blow breaks some of your opponent’s ribs, and may take no action next round, and also suffers a –10% to all combat actions, and any other actions at the GM’s discretion. 7: Abdomen. The blow ruptures a kidney, causing severe internal bleeding. Your opponent falls to the ground in severe pain, only able to parry, and must make a CON test each round or pass out. Your opponent also loses 1 HP per round to internal bleeding until healing is received.
8: Your blow hits your opponent with great force, throwing him 1D3 feet, knocking him prone to the ground for 1D3 turns, and can only parry for that duration until back on his feet.
9: Your blow smashes into your opponent’s left hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
10: Your blow smashes into your opponent’s right hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
1-2 ABOVE MAJOR WOUND LEVEL (MWL): 1: A blow to the head causes your opponent to do nothing but parry for the next 1D3 rounds.
2: A glancing blow to the head dazes your opponent, causing him to make all rolls for 1D4 rounds to be made at –10%.
3: A glancing blow to your opponent’s right leg causes him to be unbalanced, and may only parry for the next round.
4: A glancing blow to your opponent’s left leg causes him to be unbalanced, and may only parry for the next round.
5: Your blow hits your opponent’s groin. He may do thing for the next round as he doubles up in agony.
6: Your blow grazes your opponent’s ribs causing him to be winded by the force of the blow, and he may only parry for the next round.
7: A forceful blow to the torso causes your opponent to be heavily winded, imposing a –5% to all rolls (combat, etc).
8: A blow to the spine imposes a penalty on your opponent: –5% to parry/dodge and combat rolls.
9: Your blow bruises your opponent’s left hand, making them drop any held.
10: Your blow bruises your opponent’s right hand, making them drop any held.
The table on page 34 can be used for 5+ above MWL.
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Post by smay63 on Sept 12, 2011 10:40:40 GMT
A submissions page would be nice. ;D I've been using Word for making personal notes from the main rule book (falling, healing potions, etc). Also been using Excel for making charts (weapons, items, etc).
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Post by CSP Kris on Sept 12, 2011 19:11:58 GMT
Hmmm.... I think the best thing to do (for now at least) is to include any submissions links under a separate heading in the 'Articles' section. I could then have each 'submission' viewable as a webpage and as a pdf in a similar fashion to the existing articles. So if you want to include the above table (which I quite like BTW), then I'll gladly add it ...I'll just need to know who I need to accredit it to
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Post by wulfgar22 on Sept 30, 2011 14:38:23 GMT
Great. Just ordered both.
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Post by CSP Kris on Oct 1, 2011 16:42:14 GMT
...I hope you like them.
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