van (
yubishines) wrote2016-07-23 12:22 am
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BTW: ELECTRIC BOOGALOO: Bookkeeping
Misc notes:
If we come back and play with these kids again, levelups based on story progression.
Probably using the alternate damage rules from here.
Five players; maybe six at maximum.
Uncertain on voice vs. text chat. I do know that even if this is text based, we can still have a call up for OOC-talk.
edit: Threat summaries
Available playbooks:
From the rulebook:
Self-Taught Mage
Untested Thief
Village Hero
Witch's 'Prentice
Would-Be Knight
Villagers:
Assistant Beastkeeper
Devout Acolyte
Fae Foundling
Heir to a Legend
Last of a Fallen House
Local Performer
New Watchman
Reformed Bully
Nobility:
Apprentice Court Sorcerer
Forgotten Child
Future Warlord
Gifted Dilettante
Knightless Squire
Nobleman's Wild Daughter
Novice Templar
Across the Veil:
Student of the Dark Arts
Nonhumans:
Dwarven Adventurer
Dwarven Runecaster
Elven Enchanter
Elven Ranger
Gnomish Godparent
Halfling Outrider
Halfling Vagabond
Elders:
Dungeon Delver
Dwarven Mentor
Initiated Magician
Landless Noble
Learned Tutor
Recluse Wizard
Retired Veteran
I will say that I prefer the dynamic of an all-kids party, but I won't say no if you want to play an adult! The nonhumans are generally assumed to be adults, although you could make an argument for the halfling vagabond. Please note that elves in BTW are fae, and are otherworldly and immortal.
Here's a dropbox with most of them; the first six playbooks can be found in the rulebook.
Character age range is 12-13 years old, can skew younger or older (especially if you want to play siblings or something).
Setting:
We have a couple of options:
1. Original. Start a new village and world from scratch.
2. The Cursed North; either in Amfluss or another village, perhaps on the coast somewhere.
3. Same world as the Cursed North, but elsewhere. (The Sundered South?)
4. Original... using departmentv's Beyond the Waves ideas for a Wind-Waker-style archipelago world.
Scenario:
Again, we have a few options:
1. The Goblin Infestation. Premade scenario pack, one that the sehnsucht party didn't play.
2. A premade scenario pack that the sehnsucht party did play (eg. Angered Fae, Opened Barrow, Hidden Cult). I am pretty confident that the spur-of-the-moment nature of the game means that we won't be treading old ground if we do this.
3. Something else? If we're going back to the Cursed North, I'm sure there's some places in that world that we wanted to explore but didn't get around to.
4. Over the Garden Wall inspired game. The party starts out in the forest and have to find their way home. But how did you end up in the forest in the first place?
This will need more prep to figure out, but it could go somewhere interesting.
I NEED THE FOLLOWING FROM YOU:
Playbooks you're interested in
Availability (I'm out on Tuesday and Friday nights, fyi)
Which setting you'd like
What scenario you want to run
hey it's kasu
AVAILABILITY: Going to be a little up in the air what with the move and such, and possibly finding new work once I'm in California. But I should be okay with whatever comes up for now.
SETTING: Cool with anything.
SCENARIO: Cool with anything.
gently adds the necromancer,
Availability: i literally have no school and no job so it's like whatever
Setting: Cursed North or Beyond the Waves cause this is the first time i've heard of waves and that's adorable what the fuck
Scenario: OVER THE GARDEN WALL
it's ct what the hap is fuckening
Availability: Currently off Wednesdays and Thursdays and that isn't likely to change in the future
Setting: WAKE THE WIND WAKE THE WIND
Scenario: potatoes and molasses
no subject
it's sven
Availability Scattershot b/c of retail hell but I can try and make something work.
Setting: Digging a Wind Waker style setting but I'm down with anything.
Scenario: Goblin Infestation or Over The Garden Wall.
CONCERNING MAGES
Here's some possible rule changes:
- Cantrips are at-will. They're simple, you've mastered them, you can do them whenever (within reason) without a roll. However, if you're trying to do something elaborate with them (as detailed in each description), you're pushing the boundaries of your abilities and you'll have to make the INT/WIS check.
- You may reliably cast each spell once per your character level per day, no roll needed. (eg. If you have Burning Hands and Healing Touch at level 1, you may cast Burning Hands once and Healing Touch once.) After that, make an INT or WIS check. Individual spells don't have an associated stat, so just pick whichever you're higher in.
If the check fails, either 1) the spell is cast but it goes awry in some way at GM discretion, or 2) it fizzles out. The PC may continue to try casting spells after a failed check, at a penalty.
- Rituals are okay as they are. Don't forget that you aren't limited to the ritual components in the description, however! If your character wouldn't use a certain ingredient for whatever reason (turtle blood...), you can suggest a substitute. It should be of equivalent rarity/value, or make some kind of symbolic sense. One way or another, the casting time (1 hour per spell level) remains the same.
- The Assistant Beastkeeper gets Bind Familiar with their associated animal, because come on.
- Caveat: Magic is uncanny! The mage PC is wielding powers that are beyond the grasp of most people, and they're doing so at a seriously young age. Flinging too much magic around can attract undue attention: Villagers might be uneasy, rumours may travel. Of course, not everyone is going to be frightened, but that can come with its issues as well... strangers may come to the village to investigate this young prodigy, and they may not be human.
Thoughts?
Re: CONCERNING MAGES
- Instead of spending a fortune point for a reroll, you can spend it for a +5 on a roll. You can choose to spend your fortune point after you make the roll, so you're not wasting the point.
- Discount knockoff 13a backgrounds. If you're making an ability check and you can argue that your character's background would give you an edge in this action, you can get a +2 bonus even if you don't technically have a relevant skill.
- FAIL FORWARDS. Fail forwards forever. In other words, failing a roll might mean you still accomplish what you tried to do, but with some kind of twist or setback.
Re: CONCERNING MAGES
Rules cheatsheet!
Stances are from Further Afield - if you want to use one, declare which stance you use when you start your turn. Effects continue through the round until your turn comes around again.
https://wrathofzombie.wordpress.com/2015/04/26/beyond-the-wall-house-rules/
Additional abilities for classes; considering using these! Gonna at least use d20+(dex mod) for initiative, instead of static init.
I mmmmight fuse these mage abilities and my spellcasting changes; I'll sleep on this and decide.
Re: CONCERNING MAGES
gaa is too fucking lazy to get off a rp account
Playbooks: New Watchman(???) tickles me the most, or Young Woodsman if its somehow applicable (Young Sailor by another name????)
Availability: I'm free 24/7, but I dunno when Chibi's gonna kickstart Kingmaker again??? So sundays are tentatively grayed out just in case, I guess
Setting: windwaker is the only zedla ive enjoyed so,,,
Scenario: whatever is the least complicated to run?? I will default to consensus on most things here
no subject
Tuesdays are still out for me; exalted game is in ??? schedule atm.
We've been starting at around 9 PM est anyway, so even if you aren't available until then, that's still workable.
no subject
then nothing until wednesday the 31st lol