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Zepher

Eurobricks Fellows
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Everything posted by Zepher

  1. Merei steps forward and, feeling it's proper protocol, very very gingerly rings the bell next to the receptionist, trying her best to make as little noise as possible. "Hello," she says, her voice soft as well for no other reason than that's how she rang the bell. "My name is Merei. What is your name and how are you this evening?"
  2. “Well, that is that. Bers, if you climb, you will be seen. It may still be worthwhile. But there also might be danger, so it is your choice.” Regardless, Merei tries the door handle. If it is locked, she knocks. If it is open, she steps inside quietly.
  3. Merei waits for Kirwin to finish with the camera, and for Bers to begin climbing, before she walks to the door and knocks on it, accompanied by Yissam♥ and Kirwin (once the latter is done rigging the camera).
  4. "You are both too kind," Merei says to Bers and Yissam♥. "And Yissam♥, I was not proposing leaving anyone behind. I don't want to walk in alone. I asm simply trying to get the lay of the land. Raymond said this bottom floor was a warehouse. I guess the real question is how much pull Sid has here. Does he just own a room? Or would he have access to the camera? If it is the latter, and if we leave the camera as is, Bers will not be climbing up as a surprise but instead to a surprise: a person who knows he is coming. Although I may be over-complicating things. I'm happy, also, to simply allow them know of our approach. Whatever we do, that camera has spotted us, so let us do it quick. Kirwin, you may fidget with it if you like, as you seem to have an aptitude for it. Bers, you can climb, either before or after the camera is taken care of. Alternatively, I will be walking through that front door. We can all do that together if we like. But let us do it quickly, whatever it is we're doing."
  5. Oh didn’t realize you kept the CP if you died. So then we don’t even need my half CP caveat if they want to keep their PC. They just keep them. 👍
  6. Here’s what I’d say about the two things: I like three rounds unstable = dead. Then if someone drops in the final round of combat the MM can run a bunch of “Non-combat rounds” post-combat where they deal out the fate of the hero. It’s be crazy unlikely that the hero dies at that point (with medicine checks and regular hero rolls) but there’s still that threat. And it makes it more important to get them up while combat is still running. Solves both the problems I highlighted earlier. As for perma-death, I’m frankly flexible. Games are meant to be fun. I personally like the threat, and know others will. But if someone doesn’t like it, I’m happy to let them suffer a penalty (lose items… maybe lose something like half character points or something?) and they can keep the character. It just matters that “dying” is a threat - I don’t care if people want to keep around the same character afterwards! If that’s more fun for them, they should absolutely just be allowed to do that!
  7. OoC: I think that's only two successes. Merei lowers her voice and keeps her gaze focused on the door. "There is a camera tracking us, over that way. It may just be normal security. Might be something else. Kirwin, Yissam♥, any thoughts? Someone might be able to climb the trellis as well. Bers? Is that something you'd feel you're good at? I don't dislike the idea of approaching from many ways. If some people go up I can try the door and we can approach the problem from multiple directions."
  8. Whoops, I let this conversation get away from me! I have more thoughts! Overall, I like the parameters you set up there WBD. The getting back up on a 6, plus lucky, is really good incentive, so I like that! I still think there should be more active danger, however, on a turn-to-turn basis. Maybe two ones kills them? I don't want it to be likely, per say, but I still think a little fire under the butts could be good. I'll actually address the two reasons I think this, aka name the problem I'm trying to solve, and see if that helps generate some better answers - I stand by that the problem is a problem, but I don't like my fix for it. My problem with the current system is: if there is no threat, there really isn't a rush to get someone up. In fact, it almost makes sense to try to prolong battles and prolong someone being unstable - the longer they're unstable, the more likely it is that they'll get back up! My second problem is in the opposite direction: if you happen to be downed in the final round of combat, through very little fault of your own, you are in DEEP danger very suddenly. So I don't like the idea of the final roll being tied directly to the final round of combat. All that being said, I don't think we have to worry about making healers feel unnecessary. They have two benefits: they don't have to be adjacent, and they automatically succeed. I think those two more than make up for other people being able to help.
  9. OoC: Our spirit should be fully restored, right? Or do we just regain some after a fight? "Unless anyone has any better ideas, I am going to go knock on that door right there," says Merei. She doesn't move quite yet, however, glancing around for both the others to stop her, and to see if there is anything that looks interesting to her - cameras, at the top of the trellis, people who are peeking their heads around alleyways or over ledges above.
  10. In regards to an unstable hero, since I see that being discussed in the MM Lounge: I think it'd be wise to put in something like Death Saves (again, D&D is my touchstone - if there are other systems that use other similar rules I'm cool with that: especially something quicker since death saves can go up to 5 and that's a lot of time for an online game). The reason is not to punish characters or lead to more death, but to light a fire under the butts of the other players - it would make getting someone back up a much bigger priority. I think that somehow "stabilizing" someone should be a bigger plus too, be that rolls or medicine checks. I don't think they should be stable. I think they should come back to 1 with a success. All in all, the idea is to make an "unstable" character more of a target: both by introducing greater risk but also greater reward for interaction. Don't know how others feel. Do think it's important that ANY character, not just those with healing spells or medicine proficiency, should be able to get downed players up. Healers & those with medicine should definitely be better at it, but anyone should at least have the option.
  11. Really enjoyed the quest, WBD! Like everyone has said, it was straight forward, but that's frankly good for a lot of reasons. Lets you introduce a bunch of lore and characters because the actual "plot" is pretty dry, so building world isn't drowned out. I think it was super well done, and I really really want to go into the Aether and meet the collective now. I think it was clever to establish a team that can send people there, so we have that in the future if you or others want to use it. I'm interested in the general shape of quests in Heroica 2.0 too. When I played 1.0 I hadn't played any D&D or other TTRPGs, so I didn't have an opinion on this. But in general D&D games (or at least the one I play) are designed with the characters driving the story - the GM reacts to their characters/backstory and creates quests out of it. Since Heroica has a larger party, and frequently the party shifts from quest to quest, it's more focused on the GM telling an overarching plot with the characters sort of observing and commenting on it. They may do something big, like destroy an industry or something, and then just not happen to be in the Hall when the follow up quest is posted! I know as arcs in Heroica 1.0 came to conclusions and stuff it was a real scramble to try to get people in the Hall so they could be there. Just interested to see how that works this time around - musings, really. Definitely can find a cool good balance - not everything needs to be based off the way other games run, obviously! Just curious how to get buy in to events - obviously these characters have an attachment to Aetherdiving now. I remember Peppermint_M approached me about doing a quest based on Tensi (that was the character name, right? It was years ago) as sort of a send off. I was starting to wind down at that time, but I wish I'd pulled it off!
  12. "I would feel bad leaving him without a ride permanently... but I defer to your judgment. Perhaps we can ride the speeder to Sid's, as you've suggested, and leave it there for him. We could probably use the practice, in case we need to drive the Haast home." "Hm. Probably. Don't love the sound of that, but I know you know yourself better than I. We will push forward for now, but do let me know if you need to stop!" Merei picks up the wrench and hands it to Bers. "Probably best he doesn't have this either. Ready whenever everyone else is!"
  13. At first I wasn't super down for proficiency to be rewarded as part of the quests... I think we'd have to be careful about it. BUT, that being said, I sort of like it as long as it's relatively rare and challenging! I think getting a proficiency 1 for not too much isn't too big a deal. I think getting higher levels (since that's pretty expensive) should be tougher. That's my only concern. If I'm jumping up from Proficiency 4 to 5, that'd cost 5 character points normally! That's a TON! So, just thinking ahead a little. It'd feel wrong to penalize someone for having high proficiency too: those who aren't good at something gain the skill, but someone who is good and does the same thing doesn't? So, again, for balance down the road, think it's worth thinking carefully. BUT BUT: like I said, I'm not opposed. I think a player would just have to do a little bookkeeping, because I DON'T think they should be transferable. They reflect a choice you made as a character. It'd be weird to get experience coding after entering the matrix and then immediately turn around and say: no, actually, the matrix taught me how to fish really well. Doesn't make sense. You could build on your proficiencies granted by "experience." So if you got 1 from a quest, bumped it up to 2, and then decided you didn't want it at 2 anymore, you could bump it back to 1. But you couldn't spend that 1 - that's there because you went in. My two cents.
  14. OoC: I've been corrected that the speeder is BLUE, not red... even though red is so much cooler. Thanks for not punishing me for my mess up, Kinto! Merei looks at Bers pumping the Greaser for information (and, more importantly, ensuring Flo's future safety) and Kirwin as they give the credits to Flo. She is proud of her team. Actually, better to vocalize that. "Good work, both of you. I'm proud of you. It seems our next stop is with someone named Sid. Flo? What is the best way to get to Melbrook Heights? Is there a public transit option?" She pats Raymond on the shoulder as she walks away from the bar. Lowering her voice as she comes to stand near Kirwin and Flo, she addresses the former. "Kirwin. Would you mind nipping ahead for a moment and maybe making sure that speeder out there won't be able to follow us too quickly, or rush ahead and alert Sid? I don't think it'd be fair to destroy his ride entirely, that it seems more than equal to take a part or two he'd need to replace." She turns her attention back to Bers, hovering over the kid menacingly. "Bers. Will you be okay until we get to Sid's? I don't have any credits to offer, but if you need to go somewhere to recharge I can at least offer my company."
  15. Absolutely! I think you can see some clear characters if you look at the proficiencies: Soren is clearly sort of an old school pilot who can fight if they need, Felix a jack-of-all-trades detective, Yissam ready to both set up a stream and then perform on it, and Bers is, continuously and hilariously, ready to mess things up. It's a nice feedback mechanism too: you tend to go for things that you're proficient in, and it makes you play your character in a certain type of way! It's fun to lean into what you're not good at too - that's why we have teams.
  16. OoC: Were we supposed to pick a leader to distribute loot? Merei walks towards the Greaser, kicking credits with the tips of her feet as she goes. She takes his hand and leads him gently towards the bar, smiling at Flo. She seats him at a stool. "It'd been easier if you started with that attitude," she tells him warmly. "Glad we all came around." "We are looking for a speeder. You know where it is. It is new, and it is red, and it is Haast. Someone took the tracking device out, but that's okay, because we have you to help us now."
  17. A question regarding Meditate: I took it as a sort of "spell action" that was different than the rest. I was under the impression we would not have to a) prepare it like we do other spells and b) spend spirit to cast it. I might be totally wrong (and it's inconsequential now since the fight is over and my spirit will be restored) but let me know for the future!
  18. Watching as the Adamites surround the Greaser and as the staticky form of HYPE fuzzes through the door, Merei feels pretty confident they have the battle in hand. She sits down quietly at the bar, and checks to see if there are any milkshakes people have left unattended in the commotion, not having the credits for another and feeling it isn't the exact right time to bother Bers. She does, however, lean back in the chair for a moment and direct her gaze at the warrior. "Play rough, but leave alive, yes?" She meditates as she looks for the shakes.
  19. That is 100% the way I’d read the spell and my roll for it!
  20. The way it is written is that the pull happens no matter what, the damage is the roll. But I don’t know if that’s the intent, just how I’d read it. Lots of new stuff to figure out! Happy I’m part of it / learning!
  21. Merei quickly surveys the interior of the diner as her friends close on and trap the Greaser. “I’d really sit down if I were you. Don’t you feel heavy?” Merei reaches out her hand and clenches it into a fist as the air behind the Greaser again grows… dense. He is yanked by a gravity sink to C1.
  22. Oooh! Did not realize Gravity Sink dealt damage, that is a definite distinction! Thank you! I see it under the underlined part of the spell now! Apparently I’m doing a bad job of reading everything so far!
  23. Maybe this is just me, but Quantum Transposition seems to be a massively better spell than Gravity Sink? For three spirit it can do anything Gravity Sink can do for seven. Just looking at spells I wish I had taken! I could let Raymond run the whole board and then zap him back to start with the Transposition! Whereas Gravity sink can only take out a half a movement if he dashes!
  24. I believe that's because of initiative order. Merei was already moving to the space, so you could not move there. Just a good reminder to all of us to pay attention to where we are spatially, and what order we act in!
  25. OoC: Gotcha on the Dash. Figured that’s what stopped it, but didn’t see that effect under the Dash action in the Rules. See now it’s instead under Opportunistic Attack. Merei grabs Kirwin’s hand as he goes to rally her. “I will not be trading blows with our friend Raymond here. Better to rally another or try to knock him out yourself. Though I fear we may not be able to stop him. He is very very quick. Still, our best efforts are required.”
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