How do casters benefit from ability scores?
Has anyone tried such a thing? Any advice on how to run it? The players would have a fair bit of agency, but not as much as regular murderhoboes - they don't get to pick the mission, only how they accomplish it. And XP wouldn't be about getting gold - I think there would be a bit for that, but also just forĪnd for accomplishing the objective, whatever it may be.
Obviously this wouldn't be about having pitch battles - the PCs are mostly scouts, skimirmisher, saboteurs etc, who help the company win by not playing fair, not the heavies on the front line.
I'm hesitating because I'm not quite sure how this would "gel" together. The mercenaries accept almost anyone who can fight (and almost every class can fight - even a wizard can if you give them a dagger, and the company has tons of those), and while the world perhaps has very powerful spellcasters, at the squad level - if the squad is lucky enough to have a mage - mages are grubby tricksters who do what they can to keep the unit alive by fooling the enemy or scouting ahead with spirits. I'm posting this here because I think that the GLOG would be an Minions are stunned if its half attack+2, bosses require half attack-2, truly tremendous creatures like dragons require half attack-4, critical hits always stun.Īnyone who's read The Black Company or the Mazalan Book of the Fallen will know what I'm talking about - the PCs are part of a larger unit of soldiers, one that lives by as much by its wits than by its fighting ability. When you shoot someone with a gun, if you roll under half attack, they are stunned. Against the maximum save of 15 (effected 25% of the time) you have to roll less than 2. Therefore, against a 1HD enemy, you stun if you rolled less than 8. While writing this, I was convinced that multiplying your attack by enemy save was a good idea, it was not. But here’s a terrible kludge: Instead of rolling a second d20, if the attack roll is under an equivalent value to the save percentage (somewhere between 75% and 25%), the extra effect happens. Someone will figure out a cleverer piece of maths than this. It doesn’t really matter where that 75% chance comes in. He has 5 Save, so there’s a 75% chance of being stunned IF hit. You shoot a 1HD pirate in the face with a gun. Secondly, it gives more mechanical weight to the literally crushing depths that players delve into. For example, minions have +3 to player Debility, while bosses, who will likely be in the most dangerous part of the dungeon, inflict -5 or more. Then, re-adjust the enemy save to make it work better. Rather than just mixing up the maths for no real reason, you can inflict a penalty to Debility for every dungeon floor you go down etc. You can have a bit of fun with this though. As a matter of fact, every player will have the same Debility score, taking a penalty equal to the enemy HD to a max of 10. Whenever you cast a spell that requires a save, just roll Debility. Stat called ‘Debility’ or something of the sort. One option would be to flip it round into a Breaking it down, an enemy Save is a number that varies from 5 to 15 depending on HD. Why is it that these two mechanics, morale and save, are at odds compared to all other GLOG stats? Morale is an easy fix: Make a Charisma test with a penalty equal to enemy fervour.
I have been pondering this idea for, but was inspired by Minions are stunned if its half attack+2, bosses require half attack-2, truly tremendous creatures like dragons require half attack-4, critical hits always stun. Use this - When you shoot someone with a gun, if you roll under half attack, they are stunned. TL DR - I blather about too many things, then realise percentile multiplication is dumb.