Tuesday, September 26, 2023

Felltower: Power Casting

After a quick discussion Sunday, here is a ruling for Power Casting:

Power Casting

As written; one level maximum. A caster with this and 6 levels of casting talent can cast this particular spell as if they had 7 levels of casting talent. This can allow for 21d missile spells, Shield +7, and so on.

I figure, Felltower can always use more magical firepower, so why not?

Monday, September 25, 2023

Felltower Adjacent - Session 5 - Scaring & Murdering Hobgoblins

We played in Vic's Felltower adjacent game on Sunday. I don't have a complete character list, but I should get one and add it.

We started off in the dungeon, having wiped out the undead last time. We headed down to the side second level, called Sir Leonhard's level.

At the bottom of the stairs was a short hall leading to a partly-dug-out level with lots of butte-like raised areas. We tricked a hobgoblin into wandering up to us with promises of food voiced by Urbaine on Splug's provided Goblinian words. We killed him in a Silence area and then rushed forward. We spotted a few more hobgoblins, a couple of dire wolves, and a trio of dwarves. We started killing everything but the dwarves. One said, "Now's our chance, get them!" - we dubbed him Ray, and his buddies Peter and Egon.

We made short work of the enemy, mostly because the hobgoblins insisted on running and the wolves on charging. Thor butchered one wolf with his new magic sword Green Acres, aka Puppyslayer, and Patience jumped next to one off a plateau and smashed it to burger with his two-handed flail. Handsome shot the others in the back.

We moved into the next room, and killed four hobgoblins there. One asked for a passphrase, so Handsome tried to shoot him in the vitals. He blocked and then dodged, before someone else cut him down. We moved into another area and found a caged gladiator ape. Handsome shot it and wounded it badly.

Thor rushed the ape and killed it in its cage, as hobgoblins rushed us from left and right from side doors. Urbaine the bard demolished a few with a Concussion spell at 5d, and the dwarves held the others off. We gave chase to the right.

Handsome shot poorly (shooting on the run with quick shots at targets he couldn't see until the end of his 7 move added up to a -14 or so) and didn't hit them, and as they reached a couple of doors and shouted for help a 17 broke Handsome's bowstring.

The fighters rushed up, led by Hannari, our dwarf martial artist. A dozen hobgoblins or so rushed out, backed by a warchief with an ugly mustache and a powerful hobgoblins wizard (see notes below). Handsome took Splug's bow and plinked away with the little cupid-sized thing, doing a little damage here and there and dropping one or two hobgoblins. But it really cramped his effectiveness.

Thor dropped his sword on a critical failure but bull-rushed the wizard, and missed thanks to Shield. He ended up stranded on the other side of the fight, getting cut up. Hannari tossed an Alchemist's Fire to annoy the hobgoblins, and we fought them to a standstill and started to cut them down as the chief ran up and got knocked down.

Then, just to ruin their chances of getting any of us, Urbaine hit them with Panic and all but the wizard were afraid. As they started to run Hannari and others cut the chief up, Pesistance ran down and killed the wizard, and Handsome shot some poor slob in the back. Then it was over - Urbaine cancelled the spell and demanded they surrender or die.

They surrendered, with their wizard and chief already dead.

We looted them and sent them on their way with only their underwear (Urbaine insisted this was the done thing.)

We stopped there as we had one more place to clear - their boss, downstairs somewhere.

Notes:

- Sir Leon Hard is totally an adult film star name.

- These were all D&D4 hobgoblins, not Felltower ones (which are resistant to magic) or DFRPG ones. They're remarkably tactically inept and lack unit cohesion, so they sure as hell aren't 1st edition AD&D hobgoblins, who looked like samurai and acted like soldiers.

- I couldn't afford a spare longbow, and I just didn't think to keep one of the goblin bows as a backup. Or to buy a spare bow. Oh well, I paid for it this session. Dropping from a ST 15 longbow to a ST 11 shortbow meant a serious drop in the killing power of my shots. When we get back to town I'll drop everything I have on the best composite bow or longbow I can, and move my old bow to backup status.

- For once Handsome didn't threaten to kill Splug, because someone paid points for him. I did gripe that we found three brave and intelligent dwarves and no one wants them for allies. No, they want the cowardly and semi-useful goblin.

- The rules differences are interesting. I don't run GURPS or DFRPG exactly as written, so there are some differences that have spillover effects. For example, we allow potions to take effect immediately upon being applied/drunk. But we also make you roll for unconsciousness at the beginning of each turn, if on that turn you attempt something besides Do Nothing. GURPS as written makes you roll next time. So if you're within a healing potion of positive HP you can avoid this roll by drinking the potion. Allowing the one benefit - faster potion effects - is a big upside if you play with the less-harsh rules as written on consciousness rolls. Oh, and I don't allow a parry against slams, but GURPS as written does. I use different fear rules. That sort of stuff. It'll be interesting when we swap to Felltower and people have to adjust back to how I play the game.

Sunday, September 24, 2023

Still in the dungeon

We played in Vic's Felltower adjacent game again today. summary tomorrow, but we smashed a largish band of D&D style hobgoblins and took some loot, but didn't get to the boss yet.

So we're staying until we do, so he doesn't leave before he gets what's coming to him.

Saturday, September 23, 2023

Handsome's unspent points

As far as my records show, Handsome has 16 xp to spend.

I can't spend any yet, as we're in the middle of a dungeon.

That said, here are some things I'm considering purchaseing.

Combat Reflexes [15]. The +1 to defenses would be helpful, as would the bonuses against and recovering from surprise. A surprised scout is a dead one.

Luck [15]. One re-roll per hour would save Handsome when things go bad.

Weapon Master [20]. On the reasonable assumption that we'll get 4 xp before I can spend any, I could just save up for this for my paper man. +2 damage with the bow is nice. He'll need that damage if/when he gets to tougher foes. And it would cut his penalty for a quick shot to -1 from -3.

Perception +3 [15]. Right now, Handsome has a reasonable Per 14. +3 would make that a much more awesome 17. Handsome doesn't need to worry about darkness penalties within a light source radius, even the fringes, so he's able to see pretty well. A 17 would be a very nice . . . edge . . . as a scout.

I'm debating which one . . . but I'm open to opinions and suggestions.

Friday, September 22, 2023

Friday Random Links for 9/22/23

A few links for Friday.

- We're playing Vic's Felltower Adjacent game Sunday.

- Bret at ACOUP takes a look at Baldur's Gate armor, and thus D&D5 armor.

- Random Rumor tables are part of the fun of Felltower. Where did they begin? Lich Van Winkle takes a look.

- A brief look at the World of Greyhawk (1983) boxed set. I had both, and I liked the second one better. It was more useful, in my experience, than the other when I ran games in Greyhawk. Had they come out in reverse order the original would have seemed like a downgrade.

Thursday, September 21, 2023

Adding Balanced later?

Just thinking about the various weapon prefixes, it's generally clear that most of them can't be added later. You can't make your bow into an Elven bow later on. Your mace can't become Dwarven through some add-on. It's way to late to make a weapon Fine.

Balanced is a little tricky. Changing the balance of a weapon is possible. I'm not saying trivial, but changing a hilt, modifying the shaft, adding or changing the weight of a secondary point, etc. would probably work for many weapons, given a properly made weapon in the first place.

I'm thinking it's not going to be cheap - not as cheap as one that's been properly balanced in the first place. Probably changing +6 CF instead of +4 CF as a retrofit would work.

I'm going to put that in front of the group and see if it flies.

Tuesday, September 19, 2023

Fantasy General comments

I was able to get through my tough fight in Fantasy General, and I got my combat groove back. It's a pretty simple game.

It's a good game, but I find with the turn limits given, a lot of units become more marginal. My main killers are Sky Hunters, Heavy Infantry, and Light Infantry, pretty much in that order. I use a mix of everything, but cavalry are useful for ranging around but tend to get mauled by infantry when attacked instead of attacking. Bombardiers are helpful, but they're too vulnerable to enemy Sky Hunters. Archers are great in a support role, but light infantry are faster and heavies can use Forced March and quickly outpace them. You can't just advance in a big wall of infantry backed by archers, in my experience. Healers are so useful as support troops that I don't upgrade wizards past that level because the higher level types attack but can't heal . . . and healing battered units is a good way to keep the pace of an offensive without missing a few turns getting away from the enemy, resting, and then moving back.

I'm enjoying it but I feel like I could probably do just as well with a force more centered on just a few unit types.

I'm rolling through the campaign now, though, after getting past coming back to the game in the middle of a large, vicious battle with a tight time limit. I paid a price in a few units to win that but now I'm rolling solidly now.

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