Second Sphere

Enclave => Online Roleplaying => Topic started by: Narric on August 01, 2013, 11:16:44 PM

Title: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 01, 2013, 11:16:44 PM
OK, with three players ready to go, I'm updating the OP to include all the rules for everyone to see. This also makes it easier for people to see alterations, and where they are.



Narric's Dungeon Crawler RP
You are a trio of adventurers that have all mysteriously discovered this dungeon together. Believing there to be limitless treasure within, you begin descending into the unknown depths.
What treasures will you uncover? What monsters shall you defeat? What acts of morality will suit your preference? Maybe it is time to find out the answers to these questions.
Rules
Spoiler
- The Map is grid-based.
- Multiple Players may not occupy the same grid space, and you may not occupy a grid space with a hostile or friendly NPC.
- Each Player may move up to two spaces. You can move diagonally, but not through walls (unless a suitably size hole has been made).
- Only post once in between each DM posts. This effectively makes it a turn based RP, with no set order of play.
- All rolls must be made on "Invisible Castle," and be linked at the start of the post.
- You may attempt multiple actions per post (Like searching, opening doors, readying weapons), but you only have D4+1 Attacks/Spells per turn.

Characters
Spoiler
Each Player has control over a single Character. Each character has six Stats, showing their ability in given fields. These are as follows:

•   Strength (Str)
•   Dexterity (Dex)
•   Constitution (Con)
•   Intelligence (Int)
•   Wisdom (Wis)
•   Charisma (Cha)

To generate the value of each Stat, roll 4 D6, and add the three highest scores. Do these six times, and assign one score to each Stat.
Some stats define other characteristics, described below:
•   HP = Constitution x 2
•   Attacks = D4+1, rolled every time you attack, once per turn.
•   Strike! = Your Strength, rounded down to an appropriate dice. The whole number difference becomes the modifier.
E.g. Str: 14, would mean the characters' Strike! would be D6+1.
Str: 15 would be the same due to rounding down, but Str: 16 would result in D8 for Strike!
•   DAM = Your Strength halved, and rounded down to an Appropriate dice. The difference becomes the modifier. If this is higher than the DAM of the Weapon you are using, you use this Roll. Ranged Weapons and Magic Attacks are unaffected.
•   Def = 15 (for lvl 1 starting characters, regardless of class). It is assumed the character has suitable armour, wards or skill required to prevent enemies from harming them. The exact nature of this unspecified equipment is left up the Player of the character.
Saves
- Your Character has a save (and so do some enemeies). For Player Characters, this is equal to their Constitution halved (rounding up), you must roll under this on 2D8.
- Defensive equipment raises the score you must roll under, making a Save easier.
- Hostile NPCs have predetermined Saves.
?
Weapons
Spoiler
There are many weapons within the world. Some your characters will start with, others must be found.
Here are some weapons and their individual characteristics:

Melee Weapons
Offensive
•   Dagger - DAM = D4
•   Short Sword - DAM = D6
•   Long Sword - DAM = D8+2
•   Spear - DAM = D6
•   Hatchet - DAM = D8
•   Mace - DAM = 2D6

Defensive
•   Small Shield - +1 to Save
•   Medium Shield - +2 to Save
•   Large Shield - +4 to Save

Range Weapons
Crossbow - DAM = D6

Fighting Melee
Spoiler
- You may only attack foes that are in adjacent grid spaces.
- You may allocate your attacks to multiple targets, but you are limited to D4+1 attacks per turn.
- Roll Strike!
- If it is equal or higher than the targets Def, roll for DAM. A natural Max score on the Dice will always count as equal to the target Def.
- If it is less than the targets Def, they attack back immediately.

Attacking at Range
Spoiler
- Unless specified differently by the weapon used, you may only shoot twice per turn.
- The Strike! of a Ranged Attack is uses the Characters' Dexterity instead of Strength.
- This is resolved the same as a melee attack, though can be targeted on anything in view of the shooter.
- You may not make a Melee Attack on the second turn as a Ranged Attack.

Traps
Spoiler
There are many items that are trapped. To avoid being caught in them, you must be Wise and Intelligent.
- If you interact with something that is trapped, the GM rolls against your Intelligence.
- if the GM rolls higher than your Int, the trap is activated, and you take D6 damage.

- If you are aware of a Trap, you may attempt to disarm it.
- Roll against your Wisdom.
- If you roll equal to or Under your Wisdom, you have successfully disarmed the Trap.

Lockpicks
Lockpicks are the tools of the trade from Rogues and Thieves. For them, they're not just for locks.
- Lockpicks allow the user to re-roll for disarming Traps, and opening Secret Doors.
- Lockpicks are useless against magical wards.
?
Magic
Spoiler
- Each Mage may know spells from only ONE school of magic.
- Each Mage starts with two spells from their chosen school.
- LVL 1 Mages start with pre-set spells, as they've not yet been taught stronger magic.
- Mages gain 1Exp per successful spell they cast.
- Some Spells require more power than others. Where this is the case, a bracketed number will be beside the name of the spell. This is the number of Attacks/Spells the spell is equivalent to.

How to cast a Magic Attack
Spoiler
- Roll D20 against your wisdom
- If your roll is less than or equal to your Wisdom, it passes.
- If your roll is more than your Wisdom, it fails.
- If Passed, Roll your Strike! Magic Attacks use the Characters' Intelligence instead of Strength.
- Roll for the DAM of the Spell.

Schools of Magic
Spoiler
School of Fire
Spoiler
Fire Spit Ball
The Mage summons a small Fireball into their mouth, and spits it at the foe / DAM = D6
Touch of the Inferno
The Mage focuses magical energy into their hand(s), burning and/or melting anything they touch. / DAM = D8

School of Earth
Spoiler
Rock Servant (4)
The Mage gives life to surrounding rocks and stones, creating an Earthen Automaton to fight for them.
Earthen Automaton
HP: 10
Attacks: 1
Strike!: D6+3
DAM = 2D6
Def: 12
Salvo of Stones
The Mage levitates nearby small stones and pebbles into the air, and flings them at their foe / DAM = 3D4

School of Water
Freeze Water
All water within a certain area of the Mage freezes instantly, regardless of how hot it was to begin with. this can even be used on living things, though it isn't as easy to maintain. / DAM = D4+1
Humidity Splash
The Mage condenses the water in the air, slapping/slamming it into his foes / DAM = D8

School of Wind
Spoiler
Wind Blast
The Mage pushes the air towards their enemy, pushing it back, and knocking them to the ground / DAM = D4+2
Levitation
The Mage lifts an object within his view with magic. Living creatures can't be held for long, and so fall to the floor. / DAM = 2D4

Magic Items
- Potion of Healing - +(D8+4) HP, single use. Leaves empty potion bottle in inventory.
?
Leveling Up
Spoiler
- As you defeat enemies, you will gain experience.
- You only gain experience for enemies you kill. If multiple PCs kill an NPC, the Exp is shared evenly.
- Here are the Exp totals required to lvl up:
Lvl   Reached at Exp Total
2   100
3   250
4   525
5   990
6   1735
7   2905
8   4710
9   7460
10   11665

- With each Lvl up, you gain D3 pts to assign to three different Stats.
- Your Def increases by a specific amount, depending on your class. As follows:
•   Mage      +1
•   Rogue/Thief   +2
•   Ranger      +3
•   Barbarian      +4
•   Warrior      +5

Character Classes
Spoiler
When creating your character, you choose from one of the following classes. Each has unique equipment and abilities.

The Rogue/Thief
Spoiler
Weapons & Equipment
- 2x Daggers or 1x Short Sword
- 1x Crossbow
- Lockpicks

Abilitie(s)
Shadow Step – On a D8 score of 6+, the character may pass over floor based traps without activating them.

The Warrior
Spoiler
Weapons & Equipment
- 1x Short Sword
- 1x Medium Shield

Abilitie(s)
Blooded – When The Warrior loses 50% of his max HP, he gains +3 to his Strike! rolls.

The Mage
Spoiler
Weapons & Equipment
- 1x Mage Staff
- 1x Dagger
- 2x Potion of Healings

Abilitie(s)
Caught in the Magic – When rolling to cast a spell, if a natural "1" is scored against their Wisdom, the Mage may cast an additional spell. The additional spell cannot generate more additional spells.

The Barbarian
Spoiler
Weapons & Equipment
- 1x Mace
- 1x Small Shield

Abilitie(s)
Smash! – By reducing his number of attacks to 1, the Barbarians' Strike! and DAM rolls gain +3 to the result.

The Ranger
Spoiler
Weapons & Equipment
- 1x Crossbow
- 1x Hatchet

Abilitie(s)
Rapid Fire –The Ranger may shot D3 times for each of the two single shots. These D3 shots must be at the same target.
Title: Re: Narrics' Dungeon Crawler RP - [Feeler]
Post by: The Man They Call Jayne on August 02, 2013, 12:15:05 AM
Cool. Mage me. I like a good spell thrower.

What do I need to do?
Title: Re: Narrics' Dungeon Crawler RP - [Feeler]
Post by: Narric on August 02, 2013, 12:20:30 AM
I'm mostly seeing if anyone is interested. I'm writing up descriptions of all the rooms before starting.

I can send you all the info for character making. Hopefully it isn't too restrictive. I just don't want to have to deal with too much complexicty :P
Title: Re: Narrics' Dungeon Crawler RP - [Feeler]
Post by: Mabbz on August 02, 2013, 12:28:27 AM
On the grounds that they're fun to play, dibs on the rogue/thief. Named... Kira. I've been watching DS9.
Title: Re: Narrics' Dungeon Crawler RP - [Feeler][2/3 Players]
Post by: Narric on August 02, 2013, 12:39:17 AM
We'll see how fun this is :P

This is an untested RP ruleset. I genuinely don't know if it will be fun. XD

Sent you the info you'll need.

I'm off to bed, and have an early shift tomorrow, so I won't be able to reply until the afternoon tomorrow. It'll be interesting to see who joins in the final slot :P
Title: Re: Narrics' Dungeon Crawler RP - [Feeler][2/3 Players]
Post by: Mabbz on August 02, 2013, 10:00:12 AM
Kira Ravel

Stat rolls: 14, 16, 12, 8, 12, 13 (http://invisiblecastle.com/roller/view/4157757/)
Strength (Str): 12
Dexterity (Dex): 16
Constitution (Con): 8
Intelligence (Int): 14
Wisdom (Wis): 13
Charisma (Cha): 12

HP: 16

Equipment:
2x daggers, crossbow, lockpicks

Appearance: 5'8", doesn't rely on strength as much as speed, so she's toned but not hugely muscly. Long red hair tied into a single braided ponytail. She wear charcoal grey dyed leather armour. She has a couple of scars, mostly in hard to notice areas. In short, she's practically identical in appearance to Kahlan from Enter, The Darkness (armour aside). I'm lazy like that.

Bio: She joined the group to find treasure. Simple as that. She's a career thief that find robbing dungeons to be a better idea than robbing people, since people tend to hold a grudge. That said, she'll steal anything if she thinks it's worth the risk. Despite her fairly easygoing attitude she doesn't actually talk about herself much, so that is all you know.
Title: Re: Narrics' Dungeon Crawler RP - [Feeler][2/3 Players]
Post by: Railgun Convention on August 02, 2013, 10:41:13 AM
I'll go for it. I'll go for a warrior. Every party needs a tank, right?

EDIT: Seeing as Narric is asleep, would anyone else be so kind as to send me character creation info?
Title: Re: Narrics' Dungeon Crawler RP - [Feeler][2/3 Players]
Post by: The Man They Call Jayne on August 02, 2013, 11:13:56 AM
Ozkar Rokahn

Mage

Str:    12
Dex:  13
Con:  13
Int:    14
Wis:   14
Cha:  11

HP: 26

School of Earth

Equipment:

Dagger
Healing Potions x2
Mage Staff

A man in his early 30s, Ozkar is tall and dark haired. Far from powerfully built he seems almost fragile, however as many unfortunate muggers have learned, he is protected by powerful wards and talismans and has the earth itself at his command. Many a time has he been backed into a corner when his would be robbers have found themselves assualted from behind by a gigantic golem formed from the rocks around them.

While he is a civilised man, any form of threat is met with the harshest possible retaliation and he takes a secret pleasure in being allowed to cut loose from time to time.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 02, 2013, 03:15:00 PM
RC has info from me, which is Jayne or Mabbz sent him their stuff, would mean he has his starting equipment and ability info.

The "Rulebook" and "Player Map" have been uploaded, and are viewable here:
Rulebook - http://sta.sh/0245go3oqfzo
Map - http://sta.sh/0gnjw22w7u0

Don't download them, as I will update them as we play, and new things are uncovered. The rules are pretty much clay right now, so if there is anything that seems long winded/badly written/stupid, don't hesitate to say anything.

Only I know where the treasure is, as I have the full map.

One thing I will say, is that I do have a couple chests doted around, which are player specific :P They will be in a group, so only go to YOUR chest. They are locked by Destiny, not some physical chunk of metal (looking at you Mabbz ;))
Title: Re: Narrics' Dungeon Crawler RP - [Feeler][2/3 Players]
Post by: Railgun Convention on August 02, 2013, 04:01:34 PM
God my rolls were terrible... (http://invisiblecastle.com/roller/view/4157980/)

STR: 12
DEX: 12
CON: 13
INT: 9
WIS: 5
CHA: 3 (Apparently rolled 4 1s!)

For god's sake, I have worse physical stats than the mage! And those are my best stats!

This is where I decide my policy of always take the first roll regardless starts to fall apart...

HP: 26
Save: 7(9)

Equipment:
Short Sword (DAM D6), Medium Shield (Save +2)

Greg is a Thug. A Henchman. Hired muscle is the only thing he's good at, and he's not even very good at that. What Ozkar was thinking of hiring him, I have no idea, except as something to use as a bridge for the inevitable pit of spikes. He's fairly tall and reasonably bulky, but otherwise is a second rate physical specimen. As for mental... He has a decent memory for directions, and a good eye for combat situations, but don't expect anything special if you ask him what 2+2 is. In fact, don't expect anything - he's mute. (Yay, save for bad charisma!)
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 02, 2013, 04:31:00 PM
I might suggest that you use the D&D rule here and if you roll less that an 8 for a stat, re roll it. Otherwise you will be more hinderance than help I think.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 02, 2013, 04:58:11 PM
Heh. I think I shall do that :P

Here, have two 10s. (http://invisiblecastle.com/roller/view/4158067/)

Not great, but I shall see what I can do with them...

STR: 12
DEX: 12
CON: 13
INT: 9 10
WIS: 5 10
CHA: 3 9

I was hoping more than one dice per roll would score above a three, but there you go... At least I won't have to be mute in an attempt to save my dignity now.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 02, 2013, 05:30:19 PM
I'm thinking I'll copy and paste all the Rules into the OP. The Map will be refreshed there also.

Seems I can't edit files once they're in St.ash. :P

I'll get the first RP post up when I can. My GF is determined to have short hair, and its all steam ahead now :P If I'm lucky, it will be the next thing I do.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 02, 2013, 07:41:22 PM
Crap, just realised I never thought of a searching mechanism :P

Shall we try 2D8 (you roll this), and then I'll tell you if you find anything ;)

Readying weapons requires no roll, but I need to think of something for opening doors that could potentially be trapped. 2D8 against your Dex?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 02, 2013, 11:08:12 PM
Quote from: Narric on August 02, 2013, 03:15:00 PM
One thing I will say, is that I do have a couple chests doted around, which are player specific :P They will be in a group, so only go to YOUR chest. They are locked by Destiny, not some physical chunk of metal (looking at you Mabbz ;))
Are you implying that I would take loot that was clearly designed for one of my comrades? How dare you suggest such a thing where the others can hear you!

Quote from: Narric on August 01, 2013, 11:16:44 PM
•   Strike! = Your Strength, rounded down to an appropriate dice. The whole number difference becomes the modifier.
E.g. Str: 14, would mean the characters' Strike! would be D6+1.
Str: 15 would be the same due to rounding down, but Str: 16 would result in D8 for Strike!
•   DAM = Your Strength halved, and rounded down to an Appropriate dice. The difference becomes the modifier. If this is higher than the DAM of the Weapon you are using, you use this Roll. Ranged Weapons and Magic Attacks are unaffected.
I'm not really sure what this means. How does rounding 14 down make d6+1?

Also, is there a benefit for dual wielding daggers?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 02, 2013, 11:17:22 PM
Why not a d12+2?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 08:26:03 AM
OH wow, I fucked up my math there didn't I? XD

Uhm, yeah Str14 = D12+2 or Strike! :shifty:

I hadn't considered dual-weilding. Double daggers was in case one was knocked out your hand.
Would a re-roll for strike! seem fair? I will be stating enemy Def before your posts, so you will know if your attacks have worked.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 03, 2013, 08:40:41 AM
That makes a bit more sense, but I can't help wondering why D12s are appropriate dice while D14s aren't.

A re-roll for dual wielding makes sense to me.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 08:49:04 AM
Should be careful with doors, you don't know whats on the other side :P

So you guys know, I will never write a hostile NPC to cause damage to you without you having a chance to attack first. They'll give you an intimidating threat, as you can see, but they won't be ID'ing you anytime in future ;)

And make sure you read the Roll Box :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 03, 2013, 11:04:58 AM
So, for my dexterity of 16, what is my strike! for ranged attacks? D12+4? Or D16? Something else? I'm sorry, I'm still somewhat confused ???.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 03, 2013, 11:49:03 AM
Probably D12+4, as I don't think there is a usual D16. Which is better, by the way as the range is 5-16 instead of 1-16.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 12:28:42 PM
Standard dice are d4 d6 d10 d12 and d20. Round down and add a modifier for the excess.

Although for somethings it might be wiser to use 2 of a lower dice in order to get more consistent results. 2d6 instead of d12 for example. Low rolls will still happen, but critical failures and successes are less likely, while average performance is kept up, as should be expected for a team of seasoned adventurers. Your +2 bonus will simply show that you are in excellent condition, or very skilled so your average will be higher.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 01:05:07 PM
Horray for having seasoned players in this RP :P

Yeah, d12 difference to stat was intended, sorry for lack of clarity ^_^;;

If you want to roll multiple dice, like 2d6, go ahead, but I must ask you be consistant, and stick with only one type of roll. Less chance of me getting confused :P

Having said that, it seems IC actually has algorithms in place for unique dice:
- d16 (http://invisiblecastle.com/roller/view/4159341/)
- d5 (http://invisiblecastle.com/roller/view/4159342/)
- d19 (http://invisiblecastle.com/roller/view/4159343/)

but please K.I.S.S :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 01:19:17 PM
I will be rolling 2d6 for strength and 1d6 for damage rolls then. Assuming no modifiers that is. My wisdom rolls and intelligence will be 2d6+2.

Although im not sure why we don't just roll everything against a set dice and aim for lower.

I think im just confusing myself now though :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 01:27:19 PM
Lets see if I can explain my thinking :P

Lets do Strike! as thats going to be the most common.

Enemies as you know have a set Def, which is how well they can defend themselves. You rolling above it shows that you have bypassed their lesser abilities. A Melee attack is successful through brute power (Str), Range is successful through precise control of your aim (Dex), and Magic is successful through understanding the spell under presure (Wis).

Range and Magic also so of  have to hit a potentially moving target. Maybe that is something to consider further down into this dungeon :P ;)

Does that make sense?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 01:33:13 PM
Right, gotcha, I was reading something wrong. My bad.

So yeah, 2d6 for Strike and 1d6 for Melee damage.

Oh, how many attacks does Salvo of Stones use up? Or can I literally just keep casting it for free?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 01:38:59 PM
Magic of any kind take up one Attack/Spell "counter." You get d4+1 of these per post.

I did say in the section on Magic :P
Currently only the "Rock Servant" spell needs more than a single counter (four, becuase c'mon, you're creating a Golem on the fly :P), but as you haven't LVL'd up yet, I haven't had to think of any new spells.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 03, 2013, 01:39:58 PM
I have no problem with your reasoning. My only issue was what dice to use :P. I'm working on the assumption that Jayne was right about standard dice.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 01:43:15 PM
I missed out d8, but other than that those are the only dice I have in my D&D set :P

I am looking forward to rocking up with a Golem. He shall be named Detente. Or DT for short.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 03, 2013, 03:24:59 PM
All righty then folks, east or south?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 04:35:33 PM
East works for me.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 05:29:29 PM
I just realized I forgot the door :P

Curse my terrible attention to written details XD
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 05:41:07 PM
Relatively fragile? I am as tough as you are! :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 05:48:41 PM
Just waiting on Mabbz :P

Unless you guys want me to do otherwise, I'm wanting to let you three post, and then I do my "counter" posts.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 06:02:54 PM
Oh, did my search of the Drider reveal any loot or a functional crossbow?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 03, 2013, 06:05:25 PM
Quote from: Narric on August 03, 2013, 05:48:41 PM
Just waiting on Mabbz :P
Wait no longer!

Impressive how we've had our first fight but no in-character dialogue.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 03, 2013, 06:09:06 PM
Good adventurers dont need to talk to each other, they just know :P

Can Mages actually wear armour in this setting? Does it affect my magic casting abilities?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 08:09:41 PM
I just had a fantastic idea for the confrotation with the Big Bad of this first dungeon.
[edit]
Sweet jesus, this idea has evolved!! Will definately give you guys something to think about, closer to the time. Must write this down now!!!
[/edit]

and I'm waiting on you guys to decide a direction in RP :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 03, 2013, 08:47:11 PM
Picked one. :P

And I hope I can get that armour. Not much point being a tank if you're as well armoured as the mage.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 08:50:40 PM
With Lvl ups, the difference in Def will become apparant. The Tank will one day become unstopable. Unless I kill him first >:D
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 03, 2013, 09:09:15 PM
I think you mixed up East and West in your latest post.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 03, 2013, 09:16:40 PM
I have no idea what you're talking about :shifty:

[edit]
Do you guys not want the loot I've hidden?
Are you not even curious to discover any hidden rooms?
I was a bit too obvious with the first two loots spots, hence why I'm trying to be more vague :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 04, 2013, 09:59:22 PM
Hidden rooms?

Well so far, they've been... err, hidden. There was a noise in the entrance hall somewhere, but I don't think it had a defined direction, suggesting it was from elsewhere.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 04, 2013, 10:08:56 PM
No one tried to examine the walls :P

I'm not going to out right tell you where the secret rooms are. I think saying there were only two piles of stuff in the first room, that both happened to have loot underneath, was probably a noobie DM mistake for me to make. :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 04, 2013, 10:31:31 PM
I found a safer way to open the door :P

+1 cookie for guessing who I ripped off for the idea.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 04, 2013, 10:38:12 PM
Did you even roll to see if you could do that? "Rock Servant" requires 4 spell counters. so you need a 3+ on the d4 for Attack Spell counters :P

And I can't think of where or who you're ripping off :P

[edit]
Searching requires a 2D8 roll from you mabbz XD

proof i'm not making it up :P
Quote from: Narric on August 02, 2013, 07:41:22 PM
Crap, just realised I never thought of a searching mechanism :P

Shall we try 2D8 (you roll this), and then I'll tell you if you find anything ;)

Readying weapons requires no roll, but I need to think of something for opening doors that could potentially be trapped. 2D8 against your Dex?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 04, 2013, 11:05:39 PM
Good point. Luckily, it did :P

1d4+1=4 (http://invisiblecastle.com/roller/view/4161414/)
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 04, 2013, 11:08:47 PM
well played :shifty:

Please include those rolls in the RP :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 04, 2013, 11:20:11 PM
Will do in future. I did forget about the spell counters entirely I fully admit.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 06, 2013, 02:48:15 PM
I don't think any of us have been paying much attention to the whole "stay on your square thing", probably because I'm uncertain exactly where everyone is. Maybe you could put markers on the map to show our locations?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 06, 2013, 03:35:40 PM
Also, would a hammer count as a mace, or would it have a different statline? 'cos if so, I could really get some use out of that.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 06, 2013, 05:36:18 PM
I thought you were mute :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 06, 2013, 05:43:19 PM
Might as well use it with the mace statline :P

IIRC, Greg was mute on first stat rolling, but upon re-rolling he was upgraded to not very chatty :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 06, 2013, 06:30:03 PM
Quote from: Narric on August 06, 2013, 05:43:19 PM
IIRC, Greg was mute on first stat rolling, but upon re-rolling he was upgraded to not very chatty :P
Yeah, something like that. Having a charisma of 3 does things to you :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 06, 2013, 06:38:52 PM
Onwards with the RP ;)

Make sure someone lights a lantern ::)
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 06, 2013, 10:26:15 PM
Do we have lanterns?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 06, 2013, 10:46:49 PM
I am assuming I was right in that an Earth Mage wouldn't be able to summon a magelight in this setting?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 07:32:07 AM
Quote from: Mabbz on August 06, 2013, 10:26:15 PM
Do we have lanterns?
I thought I included a least of stuff you all have? Must have been when my connection was being daft.

Here is the extra equipemnt you all have:
Adventure Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone)

Quote from: The Man They Call Jayne on August 06, 2013, 10:46:49 PM
I am assuming I was right in that an Earth Mage wouldn't be able to summon a magelight in this setting?
That is correct.

[edit]
Can you guys make sure to include the roll for your number of Attacks/Spells? Then do seperate paragraph for each action. That would help me greatly ^_^
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Mabbz on August 07, 2013, 08:58:51 AM
It's a little difficult to write my actions without knowing the HP of our enemies. I can understand wanting to keep it secret to make it more interesting, but I'd rather not waste actions if I can help it.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 09:08:02 AM
Ok, you're gonna have to tell me if that worked or not because I got very confused due to lack of sleep, which I now intend to remedy.

Also, can Detente gain EXP? I was planning of playing his as the same "mind" each time just in regenerated bodies. I don't mind maybe sharing a small amount of my EXP with him to make him more powerful over time. Or unlock different kinds of attack.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 07, 2013, 09:53:54 AM
Your average summon doesn't usually gain its own experience, although having a member of the party we can effectively resurrect at a moment's noticed will be handy.

Tried posting before Jayne but apparently wasn't quick enough >_>
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 10:11:13 AM
There should probably be a time limit on how long I can have Detente summoned. Otherwise I can just keep him around all the time. Maybe he could level as I do. Represents me gaining more control and finesse over the golem and using him more effectively. Otherwise he may get outclassed by later abilities and then I can't use him as a character.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 05:18:19 PM
Quote from: Mabbz on August 07, 2013, 08:58:51 AM
It's a little difficult to write my actions without knowing the HP of our enemies. I can understand wanting to keep it secret to make it more interesting, but I'd rather not waste actions if I can help it.
I'll include that info in later posts, definately. Giant Spiders have only 1HP (effectively Minions a-la D&D) and Driders have 5HP. They're essentially just dungeon fodder. You will face higher HP'd enemies once you get to them (not to mention the HP of the Dungeon Boss)

I haven't gotten to the RP thread, so if you want to adjust your post, that is fine with me. I won't tell anyone ;)

Quote from: The Man They Call Jayne on August 07, 2013, 09:08:02 AM
Ok, you're gonna have to tell me if that worked or not because I got very confused due to lack of sleep, which I now intend to remedy.

Also, can Detente gain EXP? I was planning of playing his as the same "mind" each time just in regenerated bodies. I don't mind maybe sharing a small amount of my EXP with him to make him more powerful over time. Or unlock different kinds of attack.
Quote from: Railgun Convention on August 07, 2013, 09:53:54 AM
Your average summon doesn't usually gain its own experience, although having a member of the party we can effectively resurrect at a moment's noticed will be handy.

Tried posting before Jayne but apparently wasn't quick enough >_>
I hadn't thought of that mechanic, but RC makes a good point. How about you gain the Exp he would've gained, had he been a Party member. Sound fair?

Quote from: The Man They Call Jayne on August 07, 2013, 10:11:13 AM
There should probably be a time limit on how long I can have Detente summoned. Otherwise I can just keep him around all the time. Maybe he could level as I do. Represents me gaining more control and finesse over the golem and using him more effectively. Otherwise he may get outclassed by later abilities and then I can't use him as a character.
I'm open to suggestions on how the Golem could Level up :P Maybe being able to summon stronger varients? specialised Varients? I was hoping he would only stick around until destroyed, and hope you dn't roll 4 Attacks/Spells too soon :P Maybe I should make it so you have to roll the spell every five of your posts, just to maintain him? Not sure if "Maintaining" him would/should heal him also. I'll let you guys discuss that.

Considering the new info regarding monster HP, you can re-write your posts if needed. Just make sure to reply here if you do/don't. ;)
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 08:53:44 PM
I was thinking that I should make some kind of Will power check every turn he is not in combat. In combat of course I am totally focussed on him being there, so it isn't hard to maintain, but out side of it, I would need to specifically focus on the task to maintain him.

Roll a d20 against my wisdom each turn outside of combat. Add a -1 modifier to the roll each turn out of combat.

I would be happy to simply have DT level up with me and give me a single point per level to spend on him. Either a stat boosted with a +1 modifier or maybe a new form of attack. Or something like that. That way he becomes a personalised thing. He could strike harder or tank like crazy.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 09:22:01 PM
OK, that combat was too easy for you. I'm not sure if my monsters are too weak, or you're too strong, or the way the rules and play makes it go to your favour, but thats it, from now on, you're facing the enemies that are second to the Boss because they're at least a little tougher. :P

I'm gonna have to make so tougher versions as well, just to keep you on your toes ;)

So to re-cap. Giant Rats, Giant Spiders, and Lurkers are out. Drider Guards, and whatever I can think up that would be stronger are in :P I'll probably just swap Lurkers for some sort of soldier, and make them a little tougher for you to kill :P

Yes, I'm RAEG-DM'ING!!!!  8)
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 09:38:46 PM
Well given that the MINIMUM damage we can ever do is 1, giving anything less than 3 HP is probably going to be useless if you want to make it an actual fight, not just us walking in an killing everything.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 09:43:51 PM
How about 10HP for Rats and Spiders, and probably +10 to the current other dudes? I've already increase the boss to 200, becuase the first murder of a defenceless Drider took barely any effort :P

Maybe I'll just bump him up to 1k HP. That should hopefully work. though considering how easy you guys roll well, I doubt it will make much difference :P
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 09:49:21 PM
Well at 3d4 damage, I am rolling an average of 6 for damage with Salvo. DT is doing an average of 4 damage on a d6, and Kira is doing an average of 4 with her daggers I think. Gregs hammer might be a bit tougher.  We can expect an average of 15-20 damage per turn if we ALL attack the same target, and that assumes we all hit and get one attack.

Taking into account the average number of attacks being 3, that becomes 45-60 damage per round assuming DT doesn't die and not assuming any misses. Add those and 30-35 damage per round against a single target becomes likely. a boss with 1000 Hitpoints at this stage will take days of rolling against.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 10:00:22 PM
I'll just make the Boss 500 then, as we seem to go rather quickly when we're not busy with work/life :P

Regular Monsters I'll bump to 20hp minimum, as that is top end average damage. Lurkers can be 30hp, whilst Guards can be 45hp.

I'm half tempted to say "Oh, I'm only going easy, just wait until you go deeper!!"("thats what kira said") but you guys know I don't want to be a fail DM XD
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 10:19:42 PM
A reasonable average is needed. Some basic gribblies that are walk overs and then building up on that.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 10:22:34 PM
So 15hp for Spiders and Rats?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 07, 2013, 11:05:08 PM
Definitly better. alsong as they arent everywhere it should be fine.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 07, 2013, 11:10:16 PM
For most hostile NPCs, it is random. Some are pre-defined. Like in the Prison, you'll definately find Drider Guards.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 09, 2013, 11:21:06 PM
We can has loot?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 09, 2013, 11:27:38 PM
Sorry dudes, got distracted by Work and Ships, and Girlfriend.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Railgun Convention on August 13, 2013, 06:43:44 PM
What's the shield likely to be equivalent to?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 13, 2013, 07:23:50 PM
Quote from: Railgun Convention on August 13, 2013, 06:43:44 PM
What's the shield likely to be equivalent to?
The chitin stuff?

On the Spot, I'd say Medium for one set of chitin, or Large for two sets.

The Chitin Armour would be similar.

In truth, I hadn't intended to make the chitin sound like a single set need to be shared between people. :P

Should probably message Jayne about one the items he possess :shifty:
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 16, 2013, 10:17:44 PM
And now you will have to carry the lantern(s) properly. Every torch is snuffed (but relightable) within the dungeon. I shall start rolling to snuff out your lantern(s) when it suits the situation.

I have adjusted the map to show where your own & natural light is reaching. This should add a bit more interest to your dungeoneering. I may add little bits here and there in future posts, so keep an eye on the map ;) Maybe then you'll find the secret rooms?
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: The Man They Call Jayne on August 16, 2013, 11:04:05 PM
See. . .

I am kind of assuming we have those old style box lanterns but without any glass in them. A mesh should provide some protection against the wind.
Title: Re: Narrics' Dungeon Crawler RP - [OOC & Discussion Thread]
Post by: Narric on August 16, 2013, 11:12:55 PM
Something like this?:
Spoiler
(http://t3.gstatic.com/images?q=tbn:ANd9GcRqf6E-cOR-jkq0g34tY4XdDoM2PcRLS_hpIMy-BppB11RG5eGoEg)

I'd assume as much as well, however, I don't think putting spider-silk around it will help. It'll just burn away, or just break apart due to tension.

Maybe I'll hide some sort of Light/Mage stone in the Dungeon? ;)