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nem #1067777 Sat 16/09/23 22:25 UTC
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What has me confused is right here ….

https://www.dreamlyrics.com/forums/ubbthreads.php?ubb=showflat&Number=1067679#Post1067679

Which said …

Zak is up with Seliam on Deck!


To which I then posted an action ..l and the results went right to Selaim with no resolution of that action.

nem #1067778 Sat 16/09/23 22:32 UTC
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OOPs!

Another gobbo gone. Puts is down to 12 before Cat's actions.

Thank you for pointing out my oversight!

nem #1067779 Sat 16/09/23 22:35 UTC
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Np. Just wanted to make sure that I wasn't misunderstanding something myself

nem #1067783 Sat 16/09/23 22:49 UTC
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I have reflected the results of Zak's attack.

New round only #3, but they are going down fast. 4 jokers in 3 draws and great rolls will do that.

nem #1067785 Sat 16/09/23 23:14 UTC
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Just a reminder, for bennies... Do they go away in a certain amount of time if not used? Is it a ‘use it or lose it’ thing?

nem #1067816 Sun 17/09/23 05:07 UTC
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Bennies are refreshed at the start of a scene.

Because we are playing PBEM, that is a bit more amorphous than if we were sitting around the table.

I am willing to go with the majority rule here.

Do we want to keep bennies consistent across the game, and refresh only on certain scenes, ie when they have been used?

Or do we want to say use them or loose them, and when a scene change occurs, they get reduced to the normal refresh amount?

For context, the current combat is one scene, but it is a more involved one than many. It might seem like it will be over at a certain point, and well, you will see.

What would you folks like to do?

Also as a bit of feedback? How do you like the initiative system being determined each round? Or would you prefer it to be once for a combat and left static?

Feedback is welcomed on all pieces. I want this game to be fun for you as it is fun for me.

nem #1067817 Sun 17/09/23 05:15 UTC
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I'm happy to go with the flow.

My only worry about the order potentially changing every turn, is the bad guys getting a double turn: move last one turn and then move first the next. But it does work the other way too.

I've played enough games of "Third Reich" to cope with double turns. Just so everyone is aware of the possibility.

nem #1067818 Sun 17/09/23 05:19 UTC
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If bennies are persistant, I will be thoughtful about using them, and most likely husband them for staying alive.
If they evaporate at the end of a scene, I will burn through them, because I'll get more at the start of the next scene.

nem #1067824 Sun 17/09/23 09:21 UTC
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Exactly. I’m trying to determine if I need to start spending them right now or not.

nem #1067830 Sun 17/09/23 11:23 UTC
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I'd like to stick as close to original intent of rules just to see how it goes. New cards every round, and use or lose Bennies. I'm planning to use a bunch.

And I didn't check, Pande, but how are you doing the cards for initiative? I think the intent is that Jokers aren't supposed to come up as often because it's not like dice, it's supposed to be a discard of results until there's a full shuffle required. Sorry, on my phone and not able to look it up or look through our results for the rounds.

And Angrboda, if you get a bad draw against you, you can use Bennies for initiative too.

Last edited by Vryx; Sun 17/09/23 12:08 UTC.
nem #1067843 Sun 17/09/23 16:49 UTC
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In the SW games I've played before it has always been a "use them or lose them" thing.

nem #1067846 Sun 17/09/23 16:53 UTC
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Sounds like a use em or loose em is the choice.

To be fair, so that you know, this combat will layer into another, so you have some time.

Lastly, I am using the standard rules for card draws. If a joker is pulled on the draw, that means shuffle the deck, no discard.

The discard pile only grows when a joker hasn't come out to play.

I have had to shuffle three of the initiative draws. grin

As far as where I am using savaged.us because it is simple.

nem #1067848 Sun 17/09/23 16:55 UTC
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Created a benny thread and pinned it. Please correct me if my count is off.

nem #1067882 Mon 18/09/23 01:24 UTC
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Ah, ok. Thanks for the explanation, Pande! I love game mechanics!

I was wondering if the Benny thread pin might include a quick overview of Benny options, because I keep looking them up, eg

Bennies can be used for:
  • A Trait reroll (Attribute or Skill), but not a critical fail of 1, 1. Can do multiple times and take best but a critical fail in any roll becomes final result.
  • Instant recovery from Shaken
  • Recover 5 Power Points
  • Soak damage. After taking damage but before taking Wounds, make a Vigor check, each success and raise reduces 1 Wound from attack
  • Draw a new Action Card for the round
  • Reroll damage
  • Influence the Story: GM's call

Vryx #1067888 Mon 18/09/23 02:08 UTC
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Sure!

Especially since you made it all purty for me!

nem #1067915 Mon 18/09/23 08:49 UTC
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So if we wanted to do the soak damage one, it would seem to almost have to work differently on a message board just because ‘after damage but before wounds’ seems harder to manage when both are included in the same post.

nem #1067923 Mon 18/09/23 11:13 UTC
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well, say a player with the goblin war chanter is taking 19 damage - which ought to be 4 wounds, and that was posted on the board. The player could then say - 'I want to use a benni to try to reduce the number of incoming wounds'. Then depending on the success, the actual number of wounds received could be identified.

nem #1067924 Mon 18/09/23 12:37 UTC
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Yeah, since it's not involving secrets or anything, a player could reply that they want to Soak it, and then Pande could retro/edit based on the results. It's a good reason to keep at least one Benny in reserve because it could save you from a deathblow.

nem #1067965 Mon 18/09/23 20:52 UTC
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I am fine with retroactively using a benny. We have to be a little flexible to account for this medium. The story (ie results) are what we are telling.

I completely agree with keeping a benny or two in reserve. Do see the note about Savage Pathfinder being a little more deadly. Though to be fair not every foe will be out to kill everyone. In fact the only thing the goblins have been intent on is killing dogs which they hate with a passion and setting things alight. They have threatened people, but only attacked those who might be threatening them. Just as a META comment.

This combat is to give us all a feel for how Savage Pathfinder handles large numbers of somewhat less dangerous foes.

nem #1067972 Mon 18/09/23 22:04 UTC
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So how do wounds actually work, re: Life and Death? I understand that a successful hit causes the target (a PC or Wild Card) to be shaken and every 4 points above the targets Toughness causes a Wound, and every wound results in a cumulative -1 to rolls. In Aendell's case he caused 4 Wounds to the Warchanter (so presumably he is now -4 to his rolls, presuming he succeeds at a Vigor check to get rid of the Shaken Condition, otherwise I believe he can't do anything?), but how does that translate to something like HPs in D&D? IOW how many wounds can someone take before they die or fall unconscious?

Last edited by Zeim; Mon 18/09/23 22:06 UTC.
nem #1068002 Tue 19/09/23 05:52 UTC
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The Warchanter is -4 at the moment, that is correct.

When a target is hit (PCs and other Wildcards) and:

If the damage is equal to or greater than his Toughness, he’s Shaken. Each raise on the damage roll also inflicts a Wound:

Extras are Incapacitated if they take a single Wound (and aren’t Resilient; see page 243). They’re dead, injured, or otherwise out of the fight. [You have seen this with the Goblins.]

Wild Cards can take three Wounds and still function (more with certain Edges or abilities).

Further damage doesn’t cause additional Wounds but Incapacitates them instead.

Wound Penalties: Each Wound a character suffers causes a −1 cumulative penalty to his Pace (minimum of 1″) and all Trait rolls—up to a maximum penalty of −3.

Timing: Characters sometimes take multiple hits on the same Action Card. Resolve each damage roll separately before moving on to the next (including any Soak rolls).

Wound Cap
In Savage Pathfinder, characters can never suffer more than four Wounds in a single hit and, therefore, never have to Soak more than four wounds either. This rule keeps combat dangerous but reduces the chances of heroes (and villains!) dying from a single lucky blow. It can still happen, but it is far more rare.

Ignore the cap for catastrophic damage such as falls from great heights, extreme environments such as lava, and so on.

INCAPACITATION
Incapacitated characters may not perform actions but are still dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as Bleeding Out (below). Edges or Hindrances that affect card draws, such as Quick, Level Headed, or Hesitant are ignored when the hero is Incapacitated.

If Incapacitated by damage or injury, he must make an immediate Vigor roll:

CRITICAL FAILURE: The character dies.

FAILURE: Roll on the Injury Table. The Injury is permanent and the character is Bleeding Out, see below.

SUCCESS: Roll on the Injury Table. The Injury goes away when all Wounds are healed.

RAISE: Roll on the Injury Table. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).

Characters cannot take actions of any kind and might be unconscious (GM’s call). The victim makes a Vigor roll each day thereafter and is no longer Incapacitated (or unconscious) if successful. They may also heal Wounds during this time (see Natural Healing on page 128).

Bleeding Out: The injured character is dying and must make a Vigor roll at the start of his
turn. Failure means he perishes. With success he survives but must roll again next turn (or
every minute if not in combat). With a raise, he stabilizes and no further rolls are required.

Other characters may stop a victim’s bleeding by making a Healing roll (the skill or the spell). This is an action, and if successful the patient is stabilized.

The healing power can also stabilize Wounds, as can a successful “natural” healing roll by a
being with regeneration of some sort. Incapacitation from Fatigue: See page 132.

Soak Rolls
After taking damage but before applying any Wounds, the defender may spend a Benny to make a “Soak” roll. This is a Vigor check, with each success and raise reducing the number of Wounds suffered from that attack by one.

If the character Soaks all of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll—that hasn’t happened yet.

Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll
the Vigor check if they aren’t satisfied with the results.

Shaken: A character can spend a Benny to immediately eliminate a Shaken condition. This is instant and can be done at any time.

Last edited by Pandemonium; Tue 19/09/23 05:54 UTC.
nem #1068003 Tue 19/09/23 05:55 UTC
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The Warchanter should be unconcious, but isn't. He is at -4, and he failed his vigor roll, so he is Shaken.

nem #1068022 Tue 19/09/23 13:18 UTC
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I thought it says above the Max penalty is -3?

nem #1068027 Tue 19/09/23 14:46 UTC
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I think that the goblin sorcerer is "cheating", since he should have fallen over at 4 wounds.

nem #1068031 Tue 19/09/23 15:03 UTC
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Yes, the max penalty is -3.

Yes, the Goblin Warchanter is cheating... welcome to making Faustian bargains! weg whip

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