Hidden 8 yrs ago Post by Polybius
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<Snipped quote by Polybius>

I think this should be called a Guard instead.


I think your right.
Hidden 8 yrs ago Post by rush99999
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I think your right.


All this talk of brawlers has given me an idea though. What if there were prize fights in certain cities that you could send you mercs to for money. And perhaps you could buy stuff like brawling rings and taverns with the gold your company earns from contracts to give it a steady income.
Hidden 8 yrs ago Post by Shorticus
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You mean like arena battles?
Hidden 8 yrs ago Post by Polybius
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<Snipped quote by Polybius>

All this talk of brawlers has given me an idea though. What if there were prize fights in certain cities that you could send you mercs to for money. And perhaps you could buy stuff like brawling rings and taverns with the gold your company earns from contracts to give it a steady income.


That would fall under contracts, of which there will be a wide variety. So essentially some sort of enterprise system with side businesses? That's totally do-able.
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You mean like arena battles?


Yeah, something like that.
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So essentially some sort of enterprise system with side businesses? That's totally do-able.


Cool.
Hidden 8 yrs ago Post by Shorticus
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A few more questions, this time focused on lore.

1. What sort of time period are we looking at? I notice there are black powder weapons and pirates abound. Can you name a real-world time period (1800's? 1600's?)
2. Magic is no longer rare, but it remains very powerful. Are there types of magic which are seen as evil in this setting?
3. Is magic something you are born with the talent to use, something you have to learn, or both?
4. What lies beyond the borders of the map?
5. How long has the mercenary age been at hand?
Hidden 8 yrs ago Post by Shorticus
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A couple more questions of relevance, this time concerning battles...

6. After at-start-of-battle effects go off (like the Ranger's First Shot ability), do the two forces immediately clash in melee or do ranged fighters attack in a round before the melee fighters clash?
7. How much range do Rangers and Sorcerers have? Two tiles? Three tiles? Ten?
8. Is there an order in which attacks are executed, or does everyone attack at once?
Hidden 8 yrs ago Post by Polybius
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A few more questions, this time focused on lore.

1. What sort of time period are we looking at? I notice there are black powder weapons and pirates abound. Can you name a real-world time period (1800's? 1600's?)
2. Magic is no longer rare, but it remains very powerful. Are there types of magic which are seen as evil in this setting?
3. Is magic something you are born with the talent to use, something you have to learn, or both?
4. What lies beyond the borders of the map?
5. How long has the mercenary age been at hand?


1. Simply put, dwarves figured out black powder for mining purposes, retooled it into weaponry to fight the hordes from Malaph Kar. I assume you want a time period for tech purposes-but there really is no analogous time period in the real world. Pirates can mean anything. They had pirates in Roman Times. It's just a word to describe thieves at sea. I don't want to open a can of worms by saying this is like the 1700s or 1800s or whatever.
2. Powerful magic does exist sure, but the common, everyday magic is akin to Elder Scrolls-everyone knows a little bit but it's not earth-shaking. What do you mean by evil magic?
3. A little of both. Think of it like painting or writing. You read a little. Try out a few different techniques.
4. Nothing.
5. After the Great Old Wars (The Raxas-Karnoras Civil War is lumped in with the G.O.W) there was a period of relative quiet. Everyone was too beat up to really do anything. Small Kingdoms emerged briefly-then were united under stronger warlords. Eventually becoming the modern Kingdoms. About 500 years have passed since the end of the Old Wars. The current 'mercenary' age as you put it falls somewhere in there.

A couple more questions of relevance, this time concerning battles...

6. After at-start-of-battle effects go off (like the Ranger's First Shot ability), do the two forces immediately clash in melee or do ranged fighters attack in a round before the melee fighters clash?
7. How much range do Rangers and Sorcerers have? Two tiles? Three tiles? Ten?
8. Is there an order in which attacks are executed, or does everyone attack at once?


First, let me say battles are not as tactical as you seem to think. There simply is no way for combat to be synthesized like that outside of doing a D&D style play-which I totally am not up for. There are still a lot of things to work out in combat, so I'm holding off on these questions for now. As it stands, both sides attack each other, check defenses and ability scores and deal damage simultaneously . Certain feats like First Shot can give a side the edge it needs to win in battle. I'll get back to you.
Hidden 8 yrs ago 8 yrs ago Post by Shorticus
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What do you mean by evil magic?


I'll rephrase myself and then explain. I wasn't asking if there's evil magic, but if there's magic that's seen as evil. More specifically...

In the context of the setting, are there any kinds of magic which are broadly associated with negative concepts such as evil, wrongness, or generally are viewed as being wholly unacceptable in most societies in this setting / something which ought to be purged?

Basically, I want to know what the "forbidden" magics are, if there are any. I'm not assuming there is such a thing, but asking if there are. For instance, necromancy is typically seen as a "no-no" in most settings, and certain kinds of conjuration (summoning demons or C'thulu-realm beasties) would be seen as bad in others, etc. Are there any brands of magic which are seen in this light by most societies in this setting? And is there a reason why? (Or why not?)

After the Great Old Wars (The Raxas-Karnoras Civil War is lumped in with the G.O.W) there was a period of relative quiet. Everyone was too beat up to really do anything. Small Kingdoms emerged briefly-then were united under stronger warlords. Eventually becoming the modern Kingdoms. About 500 years have passed since the end of the Old Wars. The current 'mercenary' age as you put it falls somewhere in there.


Really good info, thanks!

First, let me say battles are not as tactical as you seem to think. There simply is no way for combat to be synthesized like that outside of doing a D&D style play-which I totally am not up for. There are still a lot of things to work out in combat, so I'm holding off on these questions for now. As it stands, both sides attack each other, check defenses and ability scores and deal damage simultaneously . Certain feats like First Shot can give a side the edge it needs to win in battle. I'll get back to you.


I'll wait for your answer, but that's the gist of it is me wanting to know things like...
  • How many rows of dudes could I have if I really wanted and still have the guys in the back fire?
  • Does the enemy's melee guy in the front row deal damage in the first round at the same time as my archer in the front row?


Just basic stuff that lets me know what to expect and lets me form my basic battle line that I can adjust slightly depending on if any information I get from the contract details is useful. For instance, I'd hate to put guys in the 5th row only to learn that the 5th row is too far away from combat to actually shoot anyone. (Not saying I'd do that, but it COULD happen.)

I assume the First Shot ability is actually very useful because, heck, that's damage that can kill guys before anyone's hits even make contact. Dead guys before the fight starts = less damage to your own guys. I just wanted to double check this stuff because other feats that crop up may make me have to chew on their value, etc.
Hidden 8 yrs ago Post by Polybius
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I'll rephrase myself and then explain. I wasn't asking if there's evil magic, but if there's magic that's seen as evil. More specifically...
In the context of the setting, are there any kinds of magic which are broadly associated with negative concepts such as evil, wrongness, or generally are viewed as being wholly unacceptable in most societies in this setting / something which ought to be purged?
Basically, I want to know what the "forbidden" magics are, if there are any. I'm not assuming there is such a thing, but asking if there are. For instance, necromancy is typically seen as a "no-no" in most settings, and certain kinds of conjuration (summoning demons or C'thulu-realm beasties) would be seen as bad in others, etc. Are there any brands of magic which are seen in this light by most societies in this setting? And is there a reason why? (Or why not?
I'll wait for your answer, but that's the gist of it is me wanting to know things like...
  • How many rows of dudes could I have if I really wanted and still have the guys in the back fire?
  • Does the enemy's melee guy in the front row deal damage in the first round at the same time as my archer in the front row?


Just basic stuff that lets me know what to expect and lets me form my basic battle line that I can adjust slightly depending on if any information I get from the contract details is useful. For instance, I'd hate to put guys in the 5th row only to learn that the 5th row is too far away from combat to actually shoot anyone. (Not saying I'd do that, but it COULD happen.)

I assume the First Shot ability is actually very useful because, heck, that's damage that can kill guys before anyone's hits even make contact. Dead guys before the fight starts = less damage to your own guys. I just wanted to double check this stuff because other feats that crop up may make me have to chew on their value, etc.


Magic: I'm kinda leaving all of that up to the roleplayers. For purposes of combat, magic isn't judged. If dwarves hate the magic wielded by orcs and goblins-so be it. I leave it to the players.

Combat:
I've been mulling a lot of questions-ran a few battles and crunched some numbers and kind of got fed up with figuring out mechanics. So here's whats going to happen and my reasons for doing so.

1. Combat lines are gone. You just tell me which characters you want to send on a specific job. Damage is dealt immediately an simultaneously. Feats and equipment will give your characters the best advantage in battle. So yes, First Shot is a remarkably awesome feat to take. I want this game to be less tactical, more resource management and progression. The Combat Section will be rewritten and feats adjusted soon.

2. I've been thinking about the suggestions that @rush99999 gave regarding side businesses and enterprises. I really like that idea and wanted more input from people who were (are) still interested in this game? You guys all still here?

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2. I've been thinking about the suggestions that @rush99999 gave regarding side businesses and enterprises. I really like that idea and wanted more input from people who were (are) still interested in this game?


I like them and am down with that.

Combat:
I've been mulling a lot of questions-ran a few battles and crunched some numbers and kind of got fed up with figuring out mechanics. So here's whats going to happen and my reasons for doing so.

1. Combat lines are gone. You just tell me which characters you want to send on a specific job. Damage is dealt immediately an simultaneously. Feats and equipment will give your characters the best advantage in battle. So yes, First Shot is a remarkably awesome feat to take. I want this game to be less tactical, more resource management and progression. The Combat Section will be rewritten and feats adjusted soon.


That's fair. Dude, mechanics are hard work. There's a reason that despite being a tabletop enthusiast I've never made rules for mass combat in any of my favorite tabletop games. It's way easier to just wing it with what works for your table, or to focus on the rules already in place.
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Hidden 8 yrs ago 8 yrs ago Post by Shorticus
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@Polybius

I'm looking at the OOC thread now. Something pretty important needs looking at:

When you begin, you receive 5 free recruits at 1st level.

Gold: 400g to start. This is for hiring & equipping your men beyond the starting roster of 3.
Polybius


You see the conflicting message, aye?

I'll make an application tonight. For now, I need to write a PM for an RP I'm in.

EDIT: D'oh! One more thing:

Specify what kind of boat you get with Salty Seadog.
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Will do when I get home tonight.
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I'm looking at the OOC thread now.


The OOC thread is up?
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Hidden 8 yrs ago 8 yrs ago Post by Shorticus
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Yes, it is. Click here. There are probably some edits that still need to be made if I spotted 'em as quick as I did.

Also, I dunno if Polybius is done setting everything up, but the application sheet is ready.
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<Snipped quote by Shorticus>

The OOC thread is up?


Yup. Fixed some small detail things that Shorticus pointed out (thanks!). Should note that Specialty Units and Enterprises are still a WIP but should be fleshed out by the time I get all the Company Sheets sorted.
Hidden 8 yrs ago Post by Gunther
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Working on Company Sheet...

How many Feats can I choose per Mercenary?
Does this number include the Commander?
If so, will the commander have one Archetype and # feats?

It appears everyone gets 3 feats to start with?
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