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ALL OF MY STUFF TOGETHER (links)

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Re: ALL OF MY STUFF TOGETHER (links)

Postby torilen » Friday February 26th, 2021 4:46pm

phoenixcinder - Cards like that are pretty easy to implement. I've talked to others on various threads and
we've all agreed, for the most part, that any speciality cards/skills/etc. should be given at a rate of 1 per
3 quests completed. Depending on what the cards do and how important they are to combat and casting
and such, you could even let heroes draw from different decks or types of cards each time they are able
to do so.

Mine, for example - I like to put in a lot more roleplaying aspects to my games than other players do, so
I made knowledge skills and tracking skills. I would probably make all of the knowledge cards a whole
separate deck for the heroes to choose from, so my players would probably get two skill cards every three
quests completed. If nothing else, I see it as a way for them to round their characters out and make them
seem more real, even if the skills don't get used much. A player can say, "Hey, my character knows a lot
about flowers and mosses." while others players can say they know something else.


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Re: ALL OF MY STUFF TOGETHER (links)

Postby runnar » Saturday February 27th, 2021 10:29pm

torilen wrote:phoenixcinder - Cards like that are pretty easy to implement. I've talked to others on various threads and
we've all agreed, for the most part, that any speciality cards/skills/etc. should be given at a rate of 1 per
3 quests completed. Depending on what the cards do and how important they are to combat and casting
and such, you could even let heroes draw from different decks or types of cards each time they are able
to do so.

Mine, for example - I like to put in a lot more roleplaying aspects to my games than other players do, so
I made knowledge skills and tracking skills. I would probably make all of the knowledge cards a whole
separate deck for the heroes to choose from, so my players would probably get two skill cards every three
quests completed. If nothing else, I see it as a way for them to round their characters out and make them
seem more real, even if the skills don't get used much. A player can say, "Hey, my character knows a lot
about flowers and mosses." while others players can say they know something else.


Torilen, can you post a complete list of these skills for us?
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Re: ALL OF MY STUFF TOGETHER (links)

Postby runnar » Saturday February 27th, 2021 10:30pm

phoenixcinder wrote:very nice. I made similar cards and called them instances into three 30 card decks (combat, defence and movement) .Not fully sure how to integrate them into the game lol

Image


Oh, I will love the see the full set of this cards too!
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Re: ALL OF MY STUFF TOGETHER (links)

Postby laukiaerkko » Monday March 1st, 2021 5:15pm

There IS some amazing stuff here. I cant wait to browse through it all.

Thanks mate
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Re: ALL OF MY STUFF TOGETHER (links)

Postby torilen » Tuesday March 2nd, 2021 3:21am

@Runnar (and anyone else) - here is a basic list of the skills found on the cards:

SET 1:
athleticism - +1 to +6 climb, jump, push/pull/lift
knowledge plants - +1 to +6
(sub-groups optional to create more character variety)
- trees
- mosses
- molds and fungi
- flowers
- grasses
knowledge animals - +1 to +6
(sub-groups optional to create more character variety)
- wild cat
- bear
- wolf
- wild hound
- boar
- deer
good luck - reroll single die
great luck - reroll single die, choose old or new roll
potion making
enchant item (between quests, basically lose spell next quest, roll certain number of combat dice, white shields tell how many uses per quest the item will have)
great enchant item - +1 additional die to +6 additional dice
great magic skill - one additional spell to two additional spells
lasting spell - +1 turn to +6 turns
multiple attacks - +1 attack to +3 attacks
aggresive attack - move before/after/between attacks
continued attack - kill target, free attack on second in reach
block projectile
dodge attack choose target, +1 defense to +3 defense
long shot - +20ft to +40ft

SET 2:
laying on hands - 4 bp to 14 bp
turn undead - 4 AD to 9 AD, treat as combat
consecration - 1 red die to 6 red dice; 2 turns to 4 turns
resurrect - 1 red die to 6 red dice; within 3 turns to within 8 turns
turns animals - 4 AD to 9 AD; ally for one turn to ally for three turns
animal language - bear, canine, swine, deer, bird, feline, wolf
animal friend - black bear, wild cat, wild hound
endure fairy tricks - +2 dice against mind-effecting ability

SET 3:
tracking - 1 die to 6 dice
hide tracks - 1 die to 6 dice
maximize spell power - all dice considered successful
spell scroll writing
great leader - -1/3 cost mercenary to no cost mercenary
great leader 4 - no cost mercenary that is actual hero, -15 quests of hero hiring
troll bloodline regen - 2 bp
good attack/exc. att/perfect att - +1 point dmg to +3 points dmg
stab in back - light weapon, no defense
dwarf bloodline resist poison - resist 1 point poison dmg
hide in shadows
damaging spell - +1 combat die to +6 combat dice
far reaching spell - +10ft to +60ft
dwarf bloodline resist enchantment - reroll dice once, or roll for white shield
elf bloodline spell casting - cast one spell, spell cannot ever change


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Re: ALL OF MY STUFF TOGETHER (links)

Postby runnar » Tuesday March 2nd, 2021 9:48am

Thank you very much @Torilen!

One last question: how you handle the "hide in shadows" skill?
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Re: ALL OF MY STUFF TOGETHER (links)

Postby torilen » Tuesday March 2nd, 2021 10:12am

Haven't run into much in my gaming yet. But it would definitely be a lot more Evil Wizard
subjective than other rules/skills/etc. My theory of HQ and/or role playing is: make sure
everyone is having fun. If the game is too hard, not fun. Too easy, not fun.

If a player chooses that for his/her hero, I would ask them what they plan to wear. This
would make a difference how well it works. And then, just as it says on the card, if the
light source is small/dim and doesn't get near the place the hero wants to hide, I would
say let it go...see what happens. I mean, honestly, there are not many hallways or rooms
on the HQ board that would allow it to work all that well, or for very long. Maybe if they
are standing in a corner opposite a door, with a bookshelf or cabinet next to them, the
skill would hide them well enough. BUT...they would be stuck in that corner and perhaps
trapped if noticed. Maybe they are at the end of a hallway where a door stands several
spaces away, and this is where the torch light would be. The hero could stand down at
the end of the hall, in the shadows, and throw a dagger when a monster is not looking?

Again - make sure everyone is having fun. Let some good ones stand, and then maybe
let one that is not so great not work. OR...just go back and forth each time, assuming
the player can't make the case so well that you have no choice to let the skill work.

You could add a roll to it if you want.
Goblins Search 1 combat die, perhaps. Orcs and Firmirs, 2 combat dice. Chaos Warriors 3 combat dice.
If hero is wearing black, one combat die. Every two spaces away from light source, 1 combat die. Able
to stand perfectly still and quiet, 1 combat die (and even making them explain this or roll for it).
Treat it as a combat for skulls and shields, for whoever wins. Do the monsters notice?


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Re: ALL OF MY STUFF TOGETHER (links)

Postby runnar » Tuesday March 2nd, 2021 10:23am

Uhmm, interesting. Thanks for the explanation @Torilen!
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