First game session!
Posted: Sun Aug 10, 2008 7:31 pm
Well, I finally got to run a game this weekend. It took about an hour to explain the game and get set up to play (we used the pre-gen characters in the sample adventure). It went pretty well, I think. Well enough that we will continue where we left off next week! There were a few questions that came up that I didn't have a good answer for, so I am asking them here:
1. For maintaining a spell, do you round up or down to determine spell points? And just to make sure I am calculating this right, I will give an example. Kristiana cast Mantle, and rolled d12 + d12 (the player wanted to conserve spell points, so the d10 was not rolled). A 3 + 3 was rolled. This resulted in 6 points added to her Deflect Defense Pool, at a cost of 3 SP (drop the lowest die roll). Then to maintain, it costs half of 3 (1 or 2?) SP to maintain the 6 points in Deflect. Right?
2. Firing a ranged weapon into melee. Any penalties/considerations? I wasn't sure if/how to use cover...
3. What Ability should be used for "Intimidate"? Using coercion (a trained ability) seems too restrictive. In this case, it was the cleric Kristiana calling out to a bandit to surrender. She tried to be intimidating, using her religious fervor... I went with Willpower, but I don't think that was very good. Maybe Skullduggery > Intimidate? It seems like anyone can TRY to be intimidating, so the Ability should be an untrained one.
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In the adventure, I used 1 Troll against the party of 5 characters. Although a slow battle (lots of HP for the Troll!), the troll didn't stand a chance--no Toughness loss by any character. Even though it had a lot of HP, it couldn't dish out enough Harm to penetrate any of the Defense pools, let alone any armor or Toughness. I'll be meaner next time!
I am also going to give the players some more spells to use next week, as magic didn't get much use.
1. For maintaining a spell, do you round up or down to determine spell points? And just to make sure I am calculating this right, I will give an example. Kristiana cast Mantle, and rolled d12 + d12 (the player wanted to conserve spell points, so the d10 was not rolled). A 3 + 3 was rolled. This resulted in 6 points added to her Deflect Defense Pool, at a cost of 3 SP (drop the lowest die roll). Then to maintain, it costs half of 3 (1 or 2?) SP to maintain the 6 points in Deflect. Right?
2. Firing a ranged weapon into melee. Any penalties/considerations? I wasn't sure if/how to use cover...
3. What Ability should be used for "Intimidate"? Using coercion (a trained ability) seems too restrictive. In this case, it was the cleric Kristiana calling out to a bandit to surrender. She tried to be intimidating, using her religious fervor... I went with Willpower, but I don't think that was very good. Maybe Skullduggery > Intimidate? It seems like anyone can TRY to be intimidating, so the Ability should be an untrained one.
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In the adventure, I used 1 Troll against the party of 5 characters. Although a slow battle (lots of HP for the Troll!), the troll didn't stand a chance--no Toughness loss by any character. Even though it had a lot of HP, it couldn't dish out enough Harm to penetrate any of the Defense pools, let alone any armor or Toughness. I'll be meaner next time!
I am also going to give the players some more spells to use next week, as magic didn't get much use.