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nem #1073033 Sat 02/12/23 22:02 UTC
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I believe I already ruled that is an option but you don't know how effective it will be.

nem #1073299 Tue 05/12/23 23:45 UTC
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I think I got that roll right.

nem #1073380 Wed 06/12/23 19:25 UTC
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So the way multiple actions work in Savage Finder (Savage Worlds Pathfinder). I have included off-hand attacks because that is Germaine to this portion of the conversation.

MULTI-ACTIONS
Characters can perform up to three actions on their turn (one of which may be a limited action). Each additional action beyond the
first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.

Wild Cards get their Wild Die on each action as usual.

All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t
happen (usually because it was dependent on an earlier success).

Movement and Multiple Actions: A hero may take her actions at different points of her movement as she wishes.

Free Actions: Multi-Action penalties do not apply to free (or limited free) actions.

OFF-HAND ATTACKS
Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination,
such as Fighting or Shooting, suffer a −2 penalty when done solely with the off-hand.

Off-hand weapons don’t add their Parry bonus unless the hero is Ambidextrous

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nem #1073766 Thu 14/12/23 01:24 UTC
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Maybe I'm confused.

nem #1073848 Fri 15/12/23 01:06 UTC
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In my case I’m kinda standing back. If I rolled about as well as I could expect to on the channel and it had no significant effect I’m not sure I have anything that will.

nem #1073855 Fri 15/12/23 06:30 UTC
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That can happen, and for that I am sorry.

We do have a lot of characters and a variety of different options, so things will adjust here and there.

nem #1073905 Fri 15/12/23 22:21 UTC
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Trying to visualize, is there room for others to get in there physically?(im also finally on vacation so recovering )

Last edited by Art in the Blood; Fri 15/12/23 22:22 UTC.
nem #1073907 Fri 15/12/23 22:34 UTC
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Think of a 10 by 15 foot room. It is 10 wide 15 long. At the end is a sarcophagus that holds a place of prominence. On the sides are lesser burial vaults. Not all of the niches are filled, but 6 skeletons rose from the crypt ledges. So two fighting abreast means they cover the open floor area, figure between 3 and 4 feet each, given they are moving around and swinging sharp implements. That is why there is a -1 to fight with them and gain the gang-up bonus, which, of course, offsets that -1. grin

But you can fire a range attack into melee, and there are rules for it in SW, which allows for a chance to hit your friends with the aforementioned fire. (Friendly Fire on a miss).

You can use the thread as a few options as to ways that Zak can assist the front-line fighters with a kind word, a distracting movement, etc... While the skeletons aren't susceptible to all types of distraction, they are intent on killing living things, so...

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Originally Posted by Art in the Blood
In my case I’m kinda standing back. If I rolled about as well as I could expect to on the channel and it had no significant effect I’m not sure I have anything that will.

Ithink if we wanted to get technical Selaim was Shaken AND Wounded by those first attacks which meant she required a heal of some sort to clear the Wound status. Which your heal did.

nem #1074330 Sat 30/12/23 21:42 UTC
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So this boldstering thing …

nem #1074340 Sat 30/12/23 22:29 UTC
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The spell Father Z is using is Boost.

But here is the Sidebar on Pg 140

When heroes delve into dungeons— or ruins or even buildings—combat can get cramped.

In Pathfinder for Savage Worlds, creative use of these Situational Rules give the characters options during combat. Instead of just waiting for your turn to get through a door and attack, for example, your hero can attempt other actions to make an impact with teamwork.

„ SUPPORT: Coordinate your actions and use Support to ensure success. For example, the paladin tries to Push past an ogre blocking the
entrance to the villain’s chamber, hoping to create space for the fighter. The rogue rolls Support using Taunt (“Is that all you got?”) to assist with the paladin’s Push attempt.

„ TEST: Coordinate tactics to make it harder for enemies to fight back. In the Push example above, the sorcerer—who wants to save Power
Points for attacks on the villain—can Test the ogre with Taunt. Knowing it speaks Giant, she shouts insults in that tongue. If she succeeds on the opposed roll, she makes the ogre Distracted, which helps the paladin win the opposed Push.

Last edited by Pandemonium; Sat 30/12/23 22:29 UTC.
nem #1075408 Wed 24/01/24 21:20 UTC
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I will try to keep things active, but as a heads up I am having surgery on my dominant hand next Wednesday. I expect I will be slower about typing, for some strange reason. grin

nem #1075424 Wed 24/01/24 22:08 UTC
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While I am at it, let's talk about what people want from this game. We have a big enough group that we could split into two to follow different aspects of gameplay, depending on what each person desires.

The game module has a story basis in Sandpoint and an evolving storyline.

But if people want to go over the wall (think off the reservation), and follow that story, I can certainly write a new portion and continue the game that way. Even if we want to go that way, it could eventually wind back to what the original story is about, and it just might skip pieces in the middle.

I am putting this here for discussion to learn what people really want.

Is a more combat-oriented adventure desired? Going from battle to battle, chasing down leads, stealing loot etc...

Or is a more RP-based adventure desired?

I'm not saying you can't have both, but my impression is we have run from fight to fight, and if that is desired, I would prefer to facilitate it.

nem #1075432 Wed 24/01/24 23:04 UTC
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Well, first, if you don't want us to leave the "sandbox" then the tracks can just be impossible to follow. On the other question, I like a mix. A bit of both.

nem #1075506 Thu 25/01/24 19:59 UTC
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Oh I absolutely get that I can control the narrative. The point is that I want the narrative to be something that the players are interested in.

nem #1075513 Thu 25/01/24 20:29 UTC
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I like both the tactical/rules-exercising aspect of RPGs and the pure role-playing. I like switching back and forth between the two and combining.

One of my favorite things about Pathfinder is how they give so much depth of setting so there are a lot of options for free exploration and interaction with NPCs.

The other thing though is that there's a player-to-player responsibility kind of contractually inherent in an RPG that say, in this instance, Coral is saying she wants to go over the wall and explore. As a player, I would feel very badly if that character hit an encounter designed for four PCs or is planned "realistically" to be survivable only cooperatively, and bad things happen. But I know my character really is set up to want to go rest. And I as a player am interested in having some conversations and fleshing out a story.

So, a lot of that falls into GM philosophy. Do you always scale everything to the characters for a chance of success? Or are dangers the strength and location that they were designed to be no matter if one 1st level character stumbles upon it or a party of five epic champions. I think that's the more Gygaxian style that featured a lot of running away. LOL.

Last edited by Vryx; Thu 25/01/24 20:30 UTC.
nem #1075515 Thu 25/01/24 20:34 UTC
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I should also note that I would have liked if there was more RP that happened with the whole Festival scene prior to the goblins attack.

nem #1075516 Thu 25/01/24 21:20 UTC
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If I had to pick a number, I'd say I lean about 75-25 towards Roll playing.

nem #1075517 Thu 25/01/24 21:27 UTC
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Both paths have their good points and not so good points. Neither has bad. But I can tell we are coming up to a crossroads of sorts. Personally I'd lean towards RP than a constant grind.

Of course since they found a trail Selaim would want to follow it because that is the type of character she is... Stubborn and impulsive. But she also does recognize that she was hurt in the last fight (their second of the afternoon) so she'd go with the group but wouldn't mind doing it in the morning.

nem #1075520 Thu 25/01/24 21:53 UTC
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To let a secret out, I tend to scale the encounters appropriately. I understand a risk of death is important to the game, but I believe the dice can be swingy enough for that. Providing I don't misjudge things, but usually I can adapt.

Miales #1075521 Thu 25/01/24 22:15 UTC
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Originally Posted by Miales
Of course since they found a trail Selaim would want to follow it because that is the type of character she is... Stubborn and impulsive. But she also does recognize that she was hurt in the last fight (their second of the afternoon) so she'd go with the group but wouldn't mind doing it in the morning.

Coral is as bad - curious and stubborn - and also needs to rest.

I am happy to go with the flow - but if you dangle something in front of Coral, she'll want to go and investigate it.

nem #1075590 Sat 27/01/24 00:14 UTC
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Im good for both although I really want the roleplay opportunities.

nem #1075599 Sat 27/01/24 04:09 UTC
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I will write it up in such a way that we will drive the adventure firmly back into Sandpoint which is where it should take place.

nem #1076896 Tue 20/02/24 15:25 UTC
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[OOC: I am fine with the trio returning to the bar, I will write up one more scene in the bar for Cat to receive her 5 PP, which I know is slightly more than 50 gp, but the nobleman is drunk.]

nem #1076901 Tue 20/02/24 17:25 UTC
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(OOC - Was hoping we'd been gone long enough for the throng to thin out a bit.)

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