General > Graveyard
Hackmaster 4e OOC
Malek Deneith:
Well the party is rounding out it seems - since by now I'm not expecting Silhar to show up, so as soon Matt_S is done with his character we'll be ready to roll (our d20s).
With this in mind some more things that are worth mentioning:
- Hackmaster has a few things that are measured or dealt out once per session - mulligans for great honor, e.p. and honor rewards etc. Since there is no such thing as a session in online play I'm goign to have to resort to manually assigning boundries of sessions. In general I'm going to try to end "sessions" when your characters are in a fairly safe spot i.e. when healing up or after hauling loot back for selling. Though at times it might happen mid-game (if a lot happens in meantime) or not happen during a rest period (if not enough happens). In either case if you see something along the lines of Session Finished and start getting showered with e.p and (negative?) honor awards that'll be that.
- Coupons. Some of you might've snooped around and noticed those coupons most books have at end. Yes they are a part of the game. Yes they are there to be used. No you should not go apeshit with them. For one coupons are limited to one per player per session, with session being defined as above. For another since we don't have the coupons physically I'm going to put on some more limitation to prevent abuse - namely each player can play an uniquely named coupon only one per adventure (this being defined as a module I run) - i.e. if for example raekull plays "Heal As If You Have Troll Blood" he can't play it again (though another player could) until you finish an adventure, even if in meantime you stumble into another one. You'll be notified when I consider an adventure finished. Lastly, to remain true to Hackmaster spirit - each time one of you will play a Coupon I reserve the right to play a retaliatory coupon, before end of current session, if I so desire. Yes, GM has his own coupons. Of course this goes both ways - if I play a coupon unprovoked you get to play one (as a group, not on each) coupon without threat of retaliation. So play your coupons wisely.
I think this was all I wanted to post for now. Once we start I'll rename this thread into OOC and merge the house rules into the original post.
PS. raekuul - I'm not sure if you noticed but aside from PM about HP there was one about material components for spells ;)
Matt_S:
I can do thief. Is it too late to trade 2 points in one attribute for a point in another attribute in step 8? I don't want this nice int/wis to go to waste.
Also, checking my notes, it turns out I forgot to give myself a 5BP bonus for my loving parent, so I can actually go for a bard with 9 BP left (before the additional class BP get added). It'll require dumping 9BP to get my charisma up to 15, then the 1 bonus comeliness point from my high charisma. That's BP that could otherwise be spent buffing my weak strength and consitution (8/33 and 7/91) or my already sweet dexterity (14/82), though. I also
So, thief or bard? I'll get home in about 5.5 hours so I can hopefully finish my character then. Oh, also, what sort of skills should I take :/
Malek Deneith:
--- Quote ---Is it too late to trade 2 points in one attribute for a point in another attribute in step 8? I don't want this nice int/wis to go to waste.
--- End quote ---
Afraid it is.
--- Quote ---So, thief or bard?
--- End quote ---
My reccomendation is still thief - bards can't do such vital jobs like expertly breaking lockpicks (open locks) or expertly getting hit with needles laced with save or die poisons (trap finding/disarming)
--- Quote ---That's BP that could otherwise be spent buffing my weak strength and consitution (8/33 and 7/91) or my already sweet dexterity (14/82), though.
--- End quote ---
My recommendation (for thief at least) would be 5 BP into dexterity (16 in prime stat gives +10% xp for most classes), 1 into constitution (to lower that negative hp mod from -2 to -1) and 3 into strength (not much of help, but always 3 pounds more for carrying stuff.
Also remember you'll get BPs for class (12 for thief, 8 for bard) to spend for skills, talents and proficiencies. Picking up proficiency in some ranged weapon (remember that thief proficiencies are limited - there is a note in PHB about it, and the classbook expands the options. Myself I'd go for one of the fancy crossbows from classbook if I had the money. Crossbow, 12-gauge <3) is reccomended.
Matt_S:
--- Quote from: Malek Deneith on February 15, 2012, 11:51 ---expertly getting hit with needles laced with save or die poisons (trap finding/disarming)
--- End quote ---
...
Okay then. >_>
Matt_S:
I got stuck watching an annoying puppy almost all day, so I didn't get much further :/ I'm on skill selection, and other than some sort of weapon proficiency (probably light or heavy crossbow, maybe one of the cool ones depending on how much gp I can get from my remaining BP) I'm drawing a blank on what would be a good idea. And are we equipping in character creation, or just buying stuff at the beginning of the adventure? If it's during character creation, which category, if any, do I roll against for the availability?
In about 12 hours there will be a gap in my schedule where I should be able to finally finish all of this up as long as I have a good idea of what skills I should get (if I don't I'll probably just grab a crossbow proficiency and complex geometric estimation and endurance because they sound cool, and I guess grooming so I can look dashing), and then we can get started.
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