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General => Play-By-Forum => Graveyard => Topic started by: Malek Deneith on February 10, 2012, 10:46

Title: Hackmaster 4e OOC
Post by: Malek Deneith on February 10, 2012, 10:46
Characters:

Jasper Grindle the Gnome Titan Veteran Altar Boy (S.K. Ren)

Player Went Missing:

Sho Lee Wu the Human Grashopper (shark20061)

Orphaned Characters:

Vicward Carter the Human Apprentice

Halls of the Dead:

Jace the Human Altar Boy (raekuul) - killed by pair of orcs after getting mauled by Dire Elk
Maoun the Pixie Sprite Alter Boy (S.K. Ren) - pincushioned by orcish arrows
Michael Songsteel the Human Veteran (Motorheadbanger) - ganged upon by a band of orcs
Samuel Greenwood the Human Apprentice (Matt_S) - mutilated by trio of orcs while running away like a sissy



Spoiler: "Date and Time" (click to show/hide)

Spoiler: "WIP" (click to show/hide)
Title: Re: Checking for interest - Hackmaster 4e
Post by: thelaptop on February 10, 2012, 11:28
I will... watch this exchange in interest.

Would like to join in, but time commitments force me to say no.

=(
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 10, 2012, 19:56
Could be interesting, though I'm not very familiar with Hackmaster.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 11, 2012, 09:02
Lack of familiarity can be fixed, but to start anything there needs to be more people interested. Even counting SKRen who mumbled something about being interested on irc, a day or so before I decided to post the topic that'd be only two people. I'd say 3 players is the bare bones minimum for the game to have sense... 4 would be better, and 6 would give the the biggest chance not to die horribly* but that is not very likely to happen.





*I lie - you're still probably going to die horribly, but with six people you'd perhaps manage to do so with dignity :P
Title: Re: Checking for interest - Hackmaster 4e
Post by: Motorheadbanger on February 11, 2012, 09:41
I absolutely have no idea about what this is, but... Count me in.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Silhar on February 11, 2012, 09:42
Might give it a try. Going for some kind of rogue character, perhaps.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 11, 2012, 10:51
I absolutely have no idea about what this is, but... Count me in.
It's an RPg (Role Playing Game) played by forum. If you don't know what RPG's are then, uhhhh... I guess you can take a look at the stickied Scales of War topic above - it's a totally different system, but it should give you at least *some* idea of how this looks. Or this (http://www.kenzerco.com/Orpg/hackmaster/nexample.php) short example straight from Hackmaster PHB.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 11, 2012, 12:06
I've never played Hackmaster or D&D and any pen and paper RPGs, but dying horribly sounds fun.  You can count me in.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Motorheadbanger on February 11, 2012, 12:30
Malek Deneith, so that's JUST the forum RPG. I see. I will play, but I usually have a lack of creativity.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 11, 2012, 13:39
Well it's not like I'm holding a gun to your head or anything - if you feel like trying it then play, but if you feel it's not something you'd enjoy feel free to bow out.

Anyway in a few minutes I'll be sending links to the materials via PM to people who expressed interest. The step-by-step procedure for creating character is in Appendix 'I' of the PHB (Player's Handbook). Follow it carefully, and if in doubt - ask, ask, ASK. Especially people who declared lack of RPG experience. If you find yourself totally lost in the procedure - which can happen, Hackmaster isn't the easiest system to learn the ropes with - I'm willing to even go through the procedure step by step with you via PM.

Please roll using an internet die roller, like for example Invisible castle (http://invisiblecastle.com/). If you can find patience to record the steps you take when creating the character this can be helpfull as it'll make easier for me to spot mistakes if you make any.

And to stress this again - while in doubt, ASK.

One house rule:

Every character has Language: Common 100% in addition to their racial language for free (and humans get only Common - screw regional languages, I'll have enough to track without 'em). This still counts against your limit of languages know, but you get that even if you'd normally be limited to 1 language.

Huh? How you ask? *waves hands* MAGIC!

PS. Despite the fact that I'm willing to help newbies learning this is still HACKmaster not BAAAAAAWmaster. You play what you roll, even if the rolls suck.

I might - keyword *might* - make an exception if you roll every stat below 8 or something like that but that's going to be case-by-case thing.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Motorheadbanger on February 11, 2012, 16:42
I didn't mean anything bad. It's just the lack of skill in language, I guess.
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 11, 2012, 16:55
I am now tempted to roll 9's across the board and make that work.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 12, 2012, 04:22
An important note that might be easy to overlook at first - you don't calculate your starting honor until Step 11 of the character creation process! You also don't apply Charisma bonus/penalty to Comeliness (if any) until Step 9!

A few more things worth noting:
- if after Step 11 you're in the honor window that gives you +1 to all die rolls that also applies to the rolls you make in later steps (i.e. skill mastery rolls and HP rolls!). The same applies if you're in the window that gives you -1 penalty to all rolls.
- some rolls "penetrate". Penetration happens when you roll a maximum on a die and allows you to roll that die (if you roll 2d4 and they come up 1 and 4 only the second one is rolled again) and add the result -1. And if that result is maximum again you can roll it again and add it -1. This mostly applies to damage and healing rolls, but in character creation skill mastery rolls can penetrate.
- remember that many tables allow you to re-roll the results at cost of 1 BP. Keep an eye out for indications of when you can do it. And of course in cease of doubt - ask.
- if a class or race gives you a skill for free it means you're getting a free skill mastery+honor die roll for it (plus of course the basic stat bonus for first roll). IF said skill has any skill prequisites you get them also, for free, at mastery level of 51% (in general if a skill you want has another as prequisite the prequisite needs to be at mastery of 51+% to qualify). Note that Knight Errants (if you somehow roll high enough to apply for one) got changed and they don't get Armorer and Weaponsmithing skill anymore.
- if you grabbed one of the class books you might find that each of them has a set of tables that allows you to roll to see how your education went - these are OPTIONAL and done after Step 9, but before Step 10. These are a wee bit complicated but sometimes the results can be worth it (When I tried to run HM before I had a Ranger/Cleric character that managed to get 300 xp for his ranger side from fighter tables, and "get bonus cleric spells as if you had 3 more Wisdom" from cleric tables"). Just remember to look over errata for these - for example the final table for magic user training was horribly busted and got re-made in the errata. Ideally, if you decide to brave these consult me over the PM - I know from experience it's easy to get lost in those tables or to overlook some modifier that's mentioned in description but not in tables so I'd prefer to look over rolls made on these.

Aaaand another house rule:
- Skills relating to making a map cease to exist. I don't really see how they can be enforced hence you don't need a skill to draw a map... but you'd still need a geometry related skill (there was one, forgot the name) to get the dinmensions of the corridor/room/whatnot from me.
Title: Re: Checking for interest - Hackmaster 4e
Post by: shark20061 on February 12, 2012, 16:18
I'm thinking about joining in, but I don't have much experience (I have more rules knowledge than actual experience, and even that is somewhat limited) and I am not a very good writer/storyteller/roleplayer at all.  But I'm interested.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 12, 2012, 16:41
Well there is still room for more corpses I guess :P PM sent.
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 12, 2012, 17:19
Absentminded Claustrophobic Bad-Smelling Kleptomaniac Nose-Bleeder Hard-Of-Hearing Cleric of Baa
Title: Re: Checking for interest - Hackmaster 4e
Post by: S.K. Ren on February 13, 2012, 14:18
COUNT ME IIIIIIIIIN!

Will start rolling immediately.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 13, 2012, 15:03
So S.K. Ren woke up and applied officially, raekuul and shark20061 have their characters nearly done. Oh right, Motorheadbanger is making his character as well. I wonder how are the rest of you faring so far?
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 13, 2012, 17:01
I got a bit overwhelmed reading the rules last night, but I'm about ready to start creating my character.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 13, 2012, 17:03
Godspeed cannon fodder soldier, and good luck. As always - if in doubt drop a PM and I'll respond as soon as I... well wake up since I'll be hitting the sack soon.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 14, 2012, 04:42
Gah, another houserule - on basis that it'd make no sense otherwise when calculating Honor during Step 11, use the final ability scores (but without fractional scores), rather than the ones fro Step 3.

Also - Matt_S I've got your PM, but I'll reply a wee bit later (right now got my hands full between shark20061, SKRen and house related works)
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 14, 2012, 22:18
Argh, the pressure of selecting a class... I rolled good Dex, and pretty good Int and Wis.  I believe my plausible choices are Thief, Magic-user, Cleric, and Illusionist.  Theoretically I could dump enough BP into charisma to qualify for Druid, and if I'm counting right I would also have just enough BP to qualify for Bard by raising my comeliness and charisma.  My strength and constitution are below average, so any type of fighter is off the table for all practical purposes.  Illusionist sounds pretty sweet, but the ban on invocations/evocations seems pretty harsh. I'd say that's where I'm still leaning, though.  Bard also sounds fun, but dumping all of my BP just for that seems like a bad idea.  What would you guys suggest?

Edit: actually, if I'm reading the steps right, I can pump up my charisma before the comeliness modifier gets applied, so I think that'll save me 4 BP.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 15, 2012, 01:24
I would advise a Thief on the basis nobody picked one yet to my knowledge. But whatever you do I'd advise against Illusionist - while it might look fun on paper and someone experienced could probably use the class to effect, as someone new to RPGs you're likely to regret the choice when it turns out you ended up with all situational and no offensive magic.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 15, 2012, 03:51
One more houserule - Since there are no cost lists for the "common" spell components I am ruling that spell components that don't have a cost given can be procured - in places where this could concivably happen - at cost of 1 gp for 1d4+1 castings (plus great honor/dishonor bonus/penalty if it applies) or 1 casting if the component does not expire on spellcasting. In addition a starting spellcaster starts with 2 helpings (i.e. 2d4+2) for each spell that he has memorized that needs a component PLUS for up to two non-memorized spells he knows (but no doubling up on one spell, mages also get component for read magic in addition to those). And of course you can spend gold for more 1d4+1 rolls if you need more of some component. Note: This applies to cost-less components ONLY. No freebies on ones that have gp cost listed.

Also - Spell Component weight: neglible. The above rules can be tweaked to make sense for some spell components (for example if something would seem heavy enough to merit a weight) and some components can potentially be gathered in nature but that won't be a guaranteed thing unless you, for example, run into a cave full of bats and gather the guano for fireball spells. And it's probably going to be lenghty too.

Some clarifications for special situations that came up so far:
- if a spell has more than one component you get equal amount of each as part of freebie, but when buying you buy them separately.
- if you have more than one copy of a spell memorized then you get +2 for each copy after first for purpose of starting freebie rolls.
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 15, 2012, 06:33
Yay, a thief ^^

It would be a shame to not have a Paladin, though. Having a LG Paladin and NE Non-Killing Cleric on the same team would be interesting to play out...
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 15, 2012, 10:52
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 ;)
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 15, 2012, 11:30
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 :/
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 15, 2012, 11:51
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.
Afraid it is.

Quote
So, thief or bard?
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.
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.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 15, 2012, 17:52
expertly getting hit with needles laced with save or die poisons (trap finding/disarming)
...
Okay then. >_>
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 15, 2012, 22:25
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.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Malek Deneith on February 16, 2012, 02:25
Gold is +25 gp per BP left after skill selections. Buy equipment at character creation, no availability rolls required.
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 16, 2012, 18:12
Completed character headed your way :)
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 17, 2012, 20:56
Oh yay. Not even one battle and I already have to make a claustrophobia check
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 17, 2012, 21:12
If anyone has any rope, we can tie you up and carry you in :)
Title: Re: Checking for interest - Hackmaster 4e
Post by: shark20061 on February 17, 2012, 21:22
I do -- but I'm not going to waste it like that.  :)
Title: Re: Checking for interest - Hackmaster 4e
Post by: raekuul on February 17, 2012, 21:36
So basically sacrifice the token evil teammate in order to have a quick escape (never mind the fact that said token evil teammate is also the designated healer/buffer)

How'd we end up being the Linear Guild so quickly?
Title: Re: Checking for interest - Hackmaster 4e
Post by: Matt_S on February 17, 2012, 21:47
Said token evil teammate also might not make it inside the cave.  At least you can be of use if we sacrifice you.   Err, I mean, we'd never do that.
Title: Re: Checking for interest - Hackmaster 4e
Post by: shark20061 on February 17, 2012, 22:03
How'd we end up being the Linear Guild so quickly?

At least we don't have a Thog expy...
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 18, 2012, 11:13
Right, I was supposed to post some info on Time and Date.

The days are:
Sa'mar - monday
Tu'mar - tuesday
Quay'mar - wendsday
Run'mar - thursday
Ara'mar - friday
Gart'mar - saturday
Pin'mar - sunday

The months, in order, are:
Haar'kiev
Jevar'kiev
Nardur'kiev
Tomar'kiev
Blain'sa
Sirin'sa
Yurn'sa
Monz'tera
Barz'tera
Quay'tera
Tarn'tera
Adnar'kerz
Kras'kerz
Freta'kerz

As it can be deducted 'kiev seems to stand for spring, 'sa for spring, 'tera for autumn and 'kerz for winter. Each month is composed of four weeks (so 28 days) that lack a name (I'm going to be calling them first week, second week, third week and fourth week to differentiate). As mentioned in IC there are also two Flur'mar - these are considered "useless" days, days of bad omen etc. Usually only bare minimum is done on those days and kids born in them are often mercy-killed. One is attached to the end of Yurn'sa, other to the Freta'kerz.

As for the year, what little info I've so far found points at there being four ways of counting the years:
- Tre'Catrobium (T.R.) - this one is marked as "Imperial" on my time tracker and seems to be the most common calendar. The current year is 108 T.R.
- Croas (C.R.) - it's marked by Ragean and I've no idea what that is. I think I'm going to need to read my Garweeze Wurld gazeeteer in hope of finding any info. Current year is 2480 C.R.
- Fariadoran (F.R.) - original calendar, used by Elves and Scholars. Current year is 12082 F.R.
- Kroaghus (K.R.) - orkish calendar, set on year 867 K.R.

Oh and ther are three moons:
- Arlora - currently 1st quarter Waxing
- Bardra'kar - also 1st quarter Waxing
- Shadara - 2nd quarter Waning

That's all for now.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 11:15
As Sam steps on the mat to check the door a trap door he didn't notice opens below him...

No, no, wait, that's not how it happened.

The thief gets to work and luckily for him there are no trap doors to fall in.
I actually lifted the mat because I figured it would either be trapped or have a key.  So I would have checked if the key wasn't there.  Yeah, I suppose there could have been a key and a trap, but it didn't seem likely - how would the proper people actually get in, then?

Now, marching order... We have two fighter-types, two clerics, and a thief (me, Sam), and we have a corridor two men wide.  Despite being equipped primarily with a crossbow, I think I should be in the front so I can have an open line of fire and also to check for traps easily.  The other front person should be Michael or Sho Lee (Le?) for asskicking purposes.  Second row should be one cleric and the other fighter-type, and our third second cleric should bring up the rear.  Although, Maoun can fly, so I don't know how that would affect things.

Edit: oh, and what about our pack animals? =/
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 18, 2012, 11:31
Regarding the mat - I was just messing with ya ;P What's good being evil GM if you can't savor your players having their heartbeat stop from time to time.

Oh and to clear things up - you don't have two clerics. Maoun is AltEr Boy not AltAr boy :P

@Pack animals - you could probably tie them down to some tree, there are enough befor the tunnel entrance. Or you could take 'em with you. Or you could leave Jace to be eaten with them guard them.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 11:48
Your Jedi mind tricks won't work on me, GM.

Oh and to clear things up - you don't have two clerics. Maoun is AltEr Boy not AltAr boy :P
*opens the player hand book*  Uhh, so which supplementary book is that in?

Edit: and how many pack animals do we have total?  I have one and Maoun has one; what others are there?

And wait a second:
Or you could leave Jace to be eaten with them guard them.
Isn't Jace a Kleptomaniac?  You're trying to trick me right now!
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 18, 2012, 11:55
Quote
Edit: and how many pack animals do we have total?  I have one and Maoun has one; what others are there?

Michael has a third one

Quote
Isn't Jace a Kleptomaniac?  You're trying to trick me right now!

Huh. Thanks, totally slipped my mind *scribble scribble*
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 12:03
*scribble scribble*
Uh oh, I've seen this before. (http://darthsanddroids.net/episodes/0012.html)
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 12:04
@Matt - I've already placed my character, but you're free to push my character to the front if you so choose...

Edit: and regarding my character name, it can be "Sho" or "Sho Lee" (offically it's two e's).  I've just been using Sho Lee the whole time, but if I get tired, I'll make it just Sho.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 12:37
Ah, Alter Boy = Transmuter.
@shark20061 - I think it'll be fine for you to be in the middle.

Here's one good formation, left being the back, right being the front:
Code: [Select]
ppJS
m LM
m is Maoun on his donkey, p are the other pack animals, J is Jace, L is Sho Lee, S is Samuel(me), M is Michael.  Maoun can detect any threats behind us and watch our pack animals (and Jace), and I assume he could fly to the front pretty easily if we needed him there.  We also have Michael in the front for fighting, and me for shooting and trap-searching.  Sho Lee in the middle means he is close to the front if we need him (Michael can just step forward and give him access), and he also has pretty good access to the back if we're ambushed (Maoun just has to move back, but that could be a problem with the whole ambush thing).
Here's an alternate possibility:
Code: [Select]
mppJM
 L S
It's a little less compact, but Sho Lee has easier access to the back, and a bit more difficult access to the front.  I still have easy access to the front and an open line of fire, but I'm one space further back and out of danger.

If we're really worried about internal maneuverability we can also stagger the formation a bit in exchange for more space:
Code: [Select]
mppJ M
  L S
Now Sho Lee has room to maneuver to the front and the back (it takes a couple of moves though).  Plus Jace doesn't have easy access to steal from as many people.

My vote is for the second formation.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 18, 2012, 13:25
I keep wanting to type "Sho Li" instead of "Sho Lee"

And yes, the Klepto is also conveniently claustrophobic, absentminded, AND hard-of-hearing. This has potential.

"Where'd you get that beer?"
"I found it."
"Where did you find it?"
"...you know, I'm not sure."
"Are you sure that's not my beer?"

...anyway, is a 20 on a saving throw a success? (http://invisiblecastle.com/roller/view/3381010/) I've been playing so many THAC0 games lately that it's hard to keep straight.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 13:36
Uh-oh, I think 20 is a failure.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 13:57
That's a success.  You are trying to meet or beat the number in the saving throw table.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 15:55
Ah.  Yes, you're right.  I guess it was skill rolls where low rolls are good.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 18, 2012, 16:50
In light of the Kleptomania, I vote we drag Jace with us. Id rather trust the locals with our crap than a certified Kleptomaniac.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 18, 2012, 17:03
Yes, a 20 is a save. Actually anything starting at 10 and going above would work for you (damn those cleric save tables). You still take -10% to all skills and -2 to hit and saves while in enclosed area.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 17:49
Jace should definitely come with us regardless of his penalties.  But there's still the question of what we do with our pack animals.  We could use Sho Lee's (or someone else's?) rope to tie them to Emuleio so Maoun can keep them together in the back.  Or we can each watch our own animal (Sam's mule, Maoun's mule, and Michael's whatever he has) which would basically mean single-file for me and also for Michael unless he can ride his animal.  The option of leaving them outside isn't very appealing since we'll need to take them through here eventually, and I kind of need mine since I'm within one pound of my encumbrance limit, even with my mule carrying my food supplies (we are going to find loot, right?).

My suggested formation if we each watch our own animal:
Code: [Select]
m J ppM
 L  S
The space between me and Jice is intentional: it keeps him from stealing my stuff, and, for reasons my character knows, it gives me a place to walk back into if Sho Lee needs to get to the front.  I still have a pretty clear line of sight this way (that's why Michael has his animal behind him).  It is pretty space inefficient though, but I guess that's not really too important.  I'd say if nobody donates their rope for this rather meager purpose, this would be the best formation.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 18, 2012, 18:41
Just keep in mind, if you are more than 10 feet away from me, you don't get the benefit from my Emphkrin tattoo. So I should be somewhere near the middle. That also prevents me from being the first to die on a flanking attack :P

I suggest:
Code: [Select]
J  M S
  L  mpp
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 18, 2012, 18:54
So the unarmed claustrophobe is in front.

We're so gonna get zapped with irony.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:05
Hmm, only ten feet...  The bad thing about putting Jace in the back is that 1) he can run away pretty easily, and 2) he might steal our stuff if nobody watches him.  I wouldn't really trust Sho Lee to watch him because he wouldn't care if WE get robbed.  Also keeping all the animals in front could be troublesome if we get in an encounter.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 18, 2012, 19:07
Wait... I think you are looking at the picture backwards Matt_S, Im in the back on my formation.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:08
I wouldn't really trust Sho Lee to watch him because he wouldn't care if WE get robbed.

You got that right.  Character AND Player.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:10
...Oh, so you ARE putting Jace in front.  Maybe you should switch him around with Michael.  Hmm, but then Michael's far away from you.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:17
On another note, I think you guys are really over-thinking this.  All that will really matter is whose in front and whose in back.  We can move around and rearrange after whatever crazy idea Malek has is sprung.

But I think Michael should lead, since he's a fighter and all.  I should probably be in the front too, but all you have to do to make that happen is just give me a push.  Otherwise I'll keep my mid right position.  Keep the cargo in the back.  Jace gets penalties here, so he should probably be in the back too (he is healer and support after all, so he shouldn't be in the front anyway).  The rest can fill the gaps.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:24
We probably are overthinking this, but dammit I don't want my stuff jacked - I'm supposed to be the thief here!
Code: [Select]
LS
MJmpp

Left is front, everybody's within 10 feet of Maoun, and Sam and Maoun can keep an eye on Jace.  Now, S.K. Ren (Maoun) suggested rope to keep the animals together; anyone willing to contribute some rope? Note: we can always untie the animals and use the rope for something else; this is just a temporary use hopefully.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:31
Keep in mind that Jace has Skill penalties here and that he's probably too scared to be stealing from us anyway.  Also, we DON'T have penalties here (to my knowledge) and will probably notice if he tries to steal something.  Besides, we have nothing of great value anyway (once again, to my knowledge), so I wouldn't worry yet.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:37
Alright then, here's my final suggestion.
Code: [Select]
LJ
MSmpp

We're all within ten feet of Maoun, and Jace is in the back, but next to Maoun just in case.  I just worry about a back attack with this formation.

Oh, and we still need the rope.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:41
Perhaps switching you and Jace might alleviate that fear a little?
Code: [Select]
LS
MJmpp

Edit: Which looks like your second-to-last suggestion.  So there you go.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:43
Okay, that's the one I posted at the top of the page ;)

Edit: Yeah....

Now then. Rope?
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:49
Won't be from me: your character doesn't know my character has any, and that whole thinks only of himself thing will prevent you from getting it.

Which by the way, means you've officially learned one of my quirks.

(Last freebie: I have three.)
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 19:52
Yeah, I sort of figured that you were narcisistic from your first IC post >_>  But yes, my character doesn't know that, so he asked in-character if anyone has a rope.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 18, 2012, 19:58
We'll just have to wait the see what the others do.  We've done all we can right now.

...and it's actually Self-Absorbed.  In my world, everything centers around me.  Narcissism is a little different...
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 18, 2012, 20:06
Ah, I see.  Good to know.

In any case Jace just pulled out some rope. Ten feet at least will be enough for Michael's animal (is it also a mule?), and if it's not enough for mine as well I can just walk beside it in the back.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 19, 2012, 02:47
Yes, it's a mule. Named 'Mule', by the way. I find it kinda funny.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 19, 2012, 07:10
I'm going to rule that you can tie all three mules together with the 10 ft of rope, but they certainly won't be comfortable ;)

Edit - so are you going with the variant where Jace is at the back, or the one where he's squeezed inbetween everybody? Also order of mules in case it something eats the one on the end :P
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 09:38
I want Jace squeezed in the middle, claustrophobia be damned (though I could step another space back and give him a bit more room if he wants).  My mule can be at the back, and Emuleio should be at the front so Maoun can control the mule conga line better.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 19, 2012, 14:17
After taking a good hard look at the outfitting packs I noticed that:
a) they have way too much clutter (there are rations with clear indication of how long they last, why are you showing me a lot of loose foodstuffs that I don't know how many a character needs to eat)
b) they have consistency errors (some extended packs lacked things their basic counterparts had, one flask of water is shown as lasting for up to three days, but 14-day pack had only three, etc.)
c) the costs and encumberance are way out of whack

Due to this I decided to rework the packages. Effective immediatly the packs contain, weight and cost as follows:

Quote
FINISHED:

A. Basic Excursion
- Flask, Metal (3 days of water)
- Rations, Iron (3 days)
- Sewing Needle and Thread
- Rope, Hemp - 50 ft
- Oil, Lamp (1 flask)
- Flint and Steel
- Whetestone
- Winter Blanket
Cost 5 gp, Weight 40 lb, Food 3 days, Water 3 days

B. Extended Excursion
- Flask, Metal (3 days of water) x 3
- Rations, Iron (7 days)
- Sewing Needle and Thread
- Rope, Hemp - 50 ft
- Oil, Lamp (1 flask)
- Flint and Steel
- Whetestone
- Winter Blanket
Cost 10 gp, Weight 55 lb, Food 7 days, Water 9 days

c. Prolonged Excursion
- Flask, Metal (3 days of water) x 5
- Rations, Iron (14 days)
- Sewing Needle and Thread
- Rope, Hemp - 50 ft
- Oil, Lamp (2 flasks)
- Flint and Steel
- Whetestone
- Winter Blanket
Cost 15 gp, Weight 85 lb, Food 14 days, Water 15 days

D. Basic Dungeon Crawl
- Flask, Metal (3 days of water)
- Rations, Iron (1 days)
- Sewing Needle and Thread
- Rope, Hemp - 50 ft
- Flint and Steel
- Whetestone
- Piton x 5
- Torch x 10
Cost 5 gp, Weight 40 lb, Food 1 day, Water 3 days

E. Extended Dungeon Crawl
- Flask, Metal (3 days of water)
- Rations, Iron (3 days)
- Sewing Needle and Thread
- Rope, Hemp - 50 ft
- Flint and Steel
- Whetestone
- Piton x 10
- Torch x 20
- Oil, Lamp (2 flasks)
- Chalk
Cost 10 gp, Weight 60 lb, Food 3 days, Water 3 days

F. Basic Overland Excursion
- Flask, Metal (3 days of water)
- Rations, Iron (2 days)
- Winter Blanket
- Rope, Hemp - 50 ft
- Knife
- Flint and Steel
- Whetestone
Cost 5 gp, Weight 35 lb, Food 2 days, Water 3 days

G. Extended Overland Excursion
- Flask, Metal (3 days of water) x 3
- Rations, Iron (7 days)
- Winter Blanket
- Rope, Hemp - 50 ft
- Knife
- Flint and Steel
- Whetestone
Cost 15 gp, Weight 50 lb, Food 7 days, Water 9 days

Overall the packs got much cheaper, and most of them got lighter (notable exception being Basic Excursion that weights 10 lb more). I rounded up things a bit, so as a result the packs are on average a bit heavier than sum of their contents, but also cheaper than cost of their contents. Oh and each flask when filled with water will last three days (might be tad unrealistic, dunno, but made most sense comparing the original pack loudots) and weights 1.5 lb when full (since the internetz told me a pint of water weights roughly 1.25 lb and flask itself is .25 lb). So there.

Oh and you might have noticed curious absence of horsefeed in the overland packs. That's because after seeing that there are no prices or guidelines for animal feeding and consulting the internet to find out an average horse would need some 30-40 pounds of feed PER DAY, I came to a single conclusion - screw tracking animal food, seriously.

How does that affect you?
- Well for one as a group you have a lot more rope.
- Jace's encumbrance goes up 10 lb to 52.9 (Still Unencumbered). He also could spend up to 20 gp that he didn't pay for the revised pack*
- Samuel's mule now carries 10 more lb. Samuel could also could spend up to 20 gp that he didn't pay for the revised pack*
- Sho Lee Wu's encumbrance goes down by 20 lb, which actually makes him unencumbered. His water supplies are 2 days more now. He also could spend up to 40 gp that he didn't pay for the revised pack*

* If you want to spend said money make the decisions fast, otherwise I'll just add the money to what you have and adjust the encumbrance accordingly (except for Jace who wouldn't retain the money anyway)
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 19, 2012, 15:40
In that case, my character is carrying the originally planned out 10 torches instead of 5.  Also, I'll be carrying an extra robe and sash in my backpack.  No other changes.

If I'm adding this up correctly, it should be 78.3 lbs, and I will still only have 3 GP (since this would have happened at the beginning, so I lose the excess money like the cleric).
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 19, 2012, 16:42
You just gave me 40 more feet of rope :)
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 19, 2012, 16:46
In total I gave the party as whole 120 more feet of rope even.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 17:02
Oh, so my basic excursion pack had rope in it.  Honestly I just bought it for the food and didn't look at the specifics.  I'm not sure if I'll buy anything else with my extra money; I'll take a quick look at the equipment list.

- Jace's encumbrance goes up 10 lb to 52.9 (Still Unencumbered).
Oh the unfairness!

Edit: Wasn't there something about thieves not being able to use shields well?  I can't find it in the PHB at the moment, but there's a specific shield proficiency in the Griftmaster's guide.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 19, 2012, 17:54
I just realized... since I had only planed to travel light on a goat, I didn't buy an actual excursion kit...
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 17:57
Hmm, didn't pixie faeries need special rations, too?
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 19, 2012, 18:02
Those I got
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 19, 2012, 18:04
@Matt - The paragraph next to Table 3MM states that "thieves can wear leather, studded leather, padded leather and elven chain mail". No mention of being able to use shields, hence the need for the proficiency :)

@SKRen - a-hyuck, a-hyuck, a-hyuck

Edit - Regarding rations, PF can buy normal ones at 3x the price or specialized ones. Doesn't make much difference.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 18:06
Oh, so the exhaustive list of armor includes shields.  Does that also mean I can't wear bucklers?  Edit: stupid question I guess since I just said it was an exhaustive list :/
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 18:19
Okay, I think I'll purchase an additional 30 light quarrel(3gp, 3lbs), 2 additional daggers just in case (4gp, 2lbs), and also a crowbar(10sp [1gp; why is it even labeled that way...?], 10lbs) and a hacksaw(5sp, 3lbs), all in my mule's bags.

Edit: Oh, and Maoun isn't a Pixie Fairy but rather a Pixie Sprite.  *opens pixie fairy book*
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 19, 2012, 18:32
Same food rules apply though...
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 19, 2012, 18:36
Yeah, I was just curious to see the difference.

Also with this longer rope, we can now more comfortably tie our animals together (though we don't want them too far back).
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 20, 2012, 01:42
So, assuming you're done with picking march order and hog tying Jace mules, then somebody probably could prod things along?
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 20, 2012, 10:39
Unless I specifically mention otherwise, or am not able to, Sho moves with the rest of the group if they decide to move ahead.

Since he's been the most active so far, I nominate Matt as leader.  If no one else make any moves, we follow him.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 20, 2012, 16:20
Just remember I'm a newb at this ;)

On weekdays my availability looks something like 16:00/17:00-19:00 GMT (practically guaranteed; away from home without much fun stuff to do, but sometimes I may be doing homework) and 22:00/0:00-5:00 GMT (sporadic depending on when I go online).  So the 5-16 GMT block is a huge block where I'm not available where someone else could keep things going.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 20, 2012, 16:52
Don't fret over time zone thing too much. PBF games are naturally rather sluggish so we won't be going very quick on average anyway. If people happen to be online in roughly the same time and a flurry of posts happens then awesome, but if not then the slower across-the-day-or-two pace should work also. (Oh and for record my weekend availaibility is very random - we have one crapy internet thingamagick in house currently, and on weekends mom tends to grab it for whole day unless I'm lucky D:)
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 20, 2012, 18:34
For reference, I'm usually available 12:00PM-4:00 AM PST(8:00 PM - 12:00AM GMT?) But am trying for a more normal schedule around 8:00AM-12:00AM  PST(4:00PM-8:00AM GMT?). And I'm on everyday.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 21, 2012, 10:51
Hoo boy, the first real test.  I pulled out my crossbow when I first saw the cave, but I imagine since I did all sorts of stuff since then (key, door, mules) you'll probably say I put it away :)  And is drawing my dagger from my wrist sheath still the same +5 (or +4 for ROF 2 thrown weapon?) initiative penalty?

The PHB has the "Firing into a Melee" section; does the same sort of thing apply if an ally is in my line of fire but not in melee with the enemy? 
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 21, 2012, 11:06
Well that was easy.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 21, 2012, 11:12
Okay then, your job is done :P
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 21, 2012, 11:33
Yes, I'd say you put the crossbow away in the meantime. The same init mod, unless the item description states otherwise sheath only protects your dagger from outside wear'n'tear.

As for fireing into melee - I'd say it doesn't apply to targets in line of fire if they're not in combat (unless I later spot a rule on the contrary :P)
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 21, 2012, 11:40
Harumph.  So if I want to fire my crossbow or throw a dagger, I'll have to roll for initiative to get it ready; if I throw my dagger, I don't get a weapon speed bonus for the initiative roll, right?

Edit: oh, and trash ogre is Large right? I see now that it says medium.

Edit2: and another question, if I throw a dagger quickly enough, can I then draw my crossbow to have it ready for the next round?

I'll have to act later; gotta run to class.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 21, 2012, 12:05
Considering other ranged weapons lack speed factor I'd say you don't get the weapon speed bonus when throwing. Though you probably get your reaction adjustment. As for the crossbow drawing question - in theory yes, but you'd have to luck out real well. Drawing/prepping the crossbow will be 5 segments. Throwing the dagger will take 1d10+4-3 = 2-11 segments. Drawing the crossbow afterwards this changes to 7-16, thus increasing the chance you'll loose your next round entirely.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 21, 2012, 14:22
I come home from the bar and see some activity o_O Will you let the fighter have his honest eight hours of peaceful sleep before reading all the stuff?
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 21, 2012, 16:09
Ehh... Hmm... The PHB says great honor gives a +1 bonus to ALL die rolls, but for things like initiative, low rolls are beneficial.  So what's the deal?  Does the great honor bonus still apply to initiative rolls despite being a detriment, or is it actually a -1 for that purpose, or what?
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 21, 2012, 18:13
Since my character has no encumbrance penalties and is only wearing a robe, I should have an Maneuverability rating of A, right? Since I'm out of range, could I fly up to the ceiling, hover then cast my spells when the monster gets in range below me? That's 1(movement, not moving that far after all)+1(coming to a stop, 5 segments if class B)+1(spell).

Edit: [snip] ha, I'm blind. Also: "MAGIC"
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 04:09
Quote
Ehh... Hmm... The PHB says great honor gives a +1 bonus to ALL die rolls, but for things like initiative, low rolls are beneficial.  So what's the deal?  Does the great honor bonus still apply to initiative rolls despite being a detriment, or is it actually a -1 for that purpose, or what?
It's -1 for that purpose.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 04:46
I have two attacks in one round. Do I have to add one point from movement to both initiative rolls? I added it to both rolls but if it's supposed to be added only to one of them, feel free to substract one :-)
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 05:29
It's added to both, but the "extra attack happens sooner" thing refers that you get them sooner level-wise - i.e. without specialization you'd only have 1 attack until 7th level. So you're still going 1,2,1,2,1,2... as rounds go I'm afraid.

Edit: Sonuva crit X.x
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 05:54
Oh, I see now. What should I do with the second roll, then?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 06:03
Normally it'd be a waste, but seeing two crits in two rolls amused me so you can use it as first of your two rolls if you attack next round (of course seeing at it'll be init 10 the ogre might not live to see it but hey, at least it's not going to be a complete waste)

Edit: me bad, it's going to be init 9 when used for the next round, sincen o movement mod will apply.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 09:09
Since Michael is in melee range already I don't really want to risk shooting him.  Is there something I can do to drag Jace to safety?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 09:34
Considering he's going to be curled up into a tiny ball of panic not really.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 09:34
Since Michael is in melee range already

No, no, you don't have the right to do this. I'm not in the melee range yet. Not before everyone stated their actions and the first round worked out.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 09:37
'Kay then, crossbow bolt will be coming your way.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 09:40
That's not bad, I rolled really bad initiative.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 09:42
So does that mean your movement doesn't occur until then also?
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 09:44
Yes, looks like the initiative roll number means the number of the segment of the turn, in which that particular action will take place.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 09:48
Well technically Michael will be "in melee range" starting at segment 2 (he spends segment 1 moving, then rest of the initiative is him swinging the sword)
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 09:53
Quick question: does the honor bonus also apply to penetration rolls?  Strength bonuses aren't, but it does say +1 to ANY die rolls.  Edit: Of course I don't get strength bonuses for this purpose, but in principle it only applies once.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on February 22, 2012, 10:07
The Great Honor bonus applies to ALL die rolls, and thats per die not die group so as Malek stated, 2d6 would be 2d6 +2 with Great Honor. This does apply to Penetration dice as well. The 1dX-1 becomes 1dX. It still requires you to roll the max die value for continued penetration.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 10:10
Yes it does apply to penetration rolls.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 10:12
Ouchie.  Whoever gets hit by this will be in trouble...
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 22, 2012, 10:27
Motorheadbanger I'm going to need you to roll a save vs Death before I can sum up the round D:
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 22, 2012, 10:29
Motorheadbanger I'm going to need you to roll a save vs Death before I can sum up the round D:
>_>

Well, this was fun.  I think I'll, uhh, be on my way...
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 22, 2012, 18:12
Aw, shit. Now I'm sitting here ,drunk again, suffering from hiccups really badly. That's gotta be 1d20, right? Here we go.
Never forget about the rodents. (http://invisiblecastle.com/roller/view/3386781/)
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 01:37
Yes, them white mice are a menace.
*looks at the save*
Oh goodie...
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 23, 2012, 03:18
Requesting 'Maintain Self-Discipline' skill check.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 03:28
*roll* Check performed and failed.

For the record - by my interpretation after reading the skill if you had succeded it could've helped with the confusion, but not with the "incapacitated due to pain" part.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 23, 2012, 04:22
Aye, aye.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 10:18
So... If I fire on the first segment, will that happen before Sho Lee makes his move to get in melee range?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 13:07
Hmmm, difficult question. Don't think there is a hard rule, so I'm going to say you've 50% chance to get the shot off before he gets into melee range.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 15:32
Okay, I think I'll go for it then.

Meh, I don't think anyone's in any danger from this bolt.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 23, 2012, 16:23
Matt_S, just sell your crossbow.
Malek, how many times/round can I request that 'Maintain Self-Discipline' skill check? And may I do these rolls myself?
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 16:38
Hmm, I guess I'll have to move into melee now.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 16:39
This skill is one of those that the GM rolls for player. And I'd say it's one attempt per situation.

^^^^ Sam in melee. Haw, this ought to be good.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 16:43
I'm close enough to get in melee with just one segment of movement, right?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 16:44
Yep. But remember you'd need to either drop the crossbow or stow it away (1-4 segments let's say?) and draw the dagger (+5 on the init roll)
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 16:47
So add 1d4 to my initiative to account for how many segments it takes to put it away?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 23, 2012, 16:53
Yes.

Edit: To be more precise. You spend 1d4 segments putting the crossbow away, then 1 segment moving. Then you roll initiative - if you'd somehow end up with negative *by merits of honor, Dex and weapon speed) you'd still ask on the 1d4+1'th segment (but faster than anyone else during it if it'd mattered)
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on February 23, 2012, 17:02
Ah, didn't see your edit before rolling.  But I got initiative 8 so it doesn't matter.

Edit: Grr, haven't had a good roll since my friendly fire.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on February 23, 2012, 18:09
Have your fun Malek, since I just Fumbled again.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 23, 2012, 20:06
You guys, the Trash Ogre is going after me because of one of my... quirks - strange body odor. Maybe use me as bait?
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 26, 2012, 02:25
I think I'll better do it OOC.
Spoiler (click to show/hide)
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on February 29, 2012, 03:03
Oh, boy... It goes down to very little number.
Spoiler (click to show/hide)
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 29, 2012, 03:20
Still alive sadly, at -1 hp and 7 Con. Jace is clear to try to proceed.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 29, 2012, 06:32
Not for much longer, (http://invisiblecastle.com/roller/view/3395535/) though I don't know how to describe what Jace is going through, having never experienced it firsthand...
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 29, 2012, 09:22
^^^^ I assume that's Cure Light Wounds, yes? If so then you need to roll again, since healing does penetrate.

Oh and I'm going to be nice (this time) and assume Jace had enough foresight to remove the bolt from Micheal first.

(as for bleeding - I think magical healing auto-stops bleeding but I'm going to double check. Edit: Yeah, this seems to be the case, at least for non-critical caused bleeding)
Title: Re: Hackmaster 4e OOC
Post by: raekuul on February 29, 2012, 09:55
Er, whoops. Cast the spell before removing the bolt. Although, isn't the spell mostly going to be stabilizing Michael at this point?

So, it's an additional 1d4 for penetration? Also, d20 roll just in case I need a dex check to remove the bolt before the wounds close around it. (http://invisiblecastle.com/roller/view/3395649/)

1d4 = 1
1d20 = 16
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on February 29, 2012, 10:40
It's 1d4-1, as per normal penetration rules. So only 4 hp there (bringing him to 3 hp). But regardless he's up and conscious again.

I dedicate this to you, my players: http://www.penny-arcade.com/comic/2009/03/04

Oh and this also: http://www.penny-arcade.com/comic/2010/03/29

(Yeah, old comics are old, but the points made stand :P)
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 02, 2012, 02:39
So it seems SKRen calls for a rest (since he needs to grab 8 hours of sleep to regain his spells). If someone wants to say or do something before that this would be the time.

Also some comments:
- SK, your bonus spell can be of any kind, you just need to have at least two alteration spells memorized of the level to get it. Also your new spell setu leaves you with 0.5 slot unmemorized (lvl 1 spells take 0.5 slot each, remember?)
- On the subject of memorizing spells - if either of the spellcasters in the group wants to exchange some spells he has memorized, he'll need to free the slots prior to rest (i.e. in this example you're dropping read magic before rest, the slot gets refreshed after you get your sleep and then you get to memorize new stuff)
- Further on the subject - Jace has 1 slot free currently. If you want to memorize something in it, or perhaps do some more elaborate memorizations please say so ;)
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 02, 2012, 03:11
Well I assume since we have a not as mortally wounded party member, a rest would be in order. Also 3 slots +1 bonus spell = Seven 1st level Alteration spells or 6 1st level Alteration spells + 1 other spell. The bonus spell is a single spell, not a spell slot. Also It seems I need to use up Read Magic? Can do.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 02, 2012, 03:20
I vote for rest.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 02, 2012, 06:48
I should have another CLW to use before we rest, so I'll do that once the crossbow bolt comes out of Michael.

1d4:1
1d4-1:2 (http://invisiblecastle.com/roller/view/3398516/)

So, apparently I memorized Light and forgot that I did, so I'll be switching out light for a Cure Light Wounds for this coming rest.

Spells memorized: Cure Light Wounds (x2), Bless, Curse, Purify Food/Drink
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 02, 2012, 09:39
Leaving the door open seems like an invitation for trouble.  I reckon there will be more monsters coming out of there.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 09, 2012, 07:18
How long was our sleep before it got interrupted?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 10, 2012, 11:13
About an hour and a half. Which reminds me - good news for you spelllobbers is that the amount of rest you need to get to be able to memorize is dependant on what's the highest level spell you want to memorize. And for level 1 spells it's 4 hours so that interruption won't mess with your memorizing schedule *grumble*

You still need 8 hours (4 for jace) to get the other benefits of rest though.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 10, 2012, 14:55
Oh man, I so totally want to have Jace scare someone into keeping watch by making him look like he's going to murder someone during the night...
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on March 10, 2012, 15:57
It's not "lack of interest (http://forum.chaosforge.org/index.php/topic,5223.msg43389.html#msg43389)" so much as "I'm injured and need healing".
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 16, 2012, 07:56
Well, is anybody to heal me? And what do we do now?
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 16, 2012, 09:52
Your character is stabilized, that's mostly what Jace is concerned about. If we go long enough without needing more emergency stabilization cures, Jace'll heal up whoever needs the most healing.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 18, 2012, 12:49
Well, anyway, are we ready to go?
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 20, 2012, 08:27
Last few days have got me wiped. I'm ready if you decide to move but won't be able to post reliably until tomorrow.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 21, 2012, 17:44
From now on, I'm going to keep that crossbow glued to my hands.  To whoever potentially gets shot... sorry.  Actually, can I use my great honor mulligan for the DM's shoot into melee roll?  It's sort of my roll, even though it's handled by the DM.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 21, 2012, 18:01
No but you can mulligan the hit roll  but RAW states that you can only muligan the last roll you made which means if you're firing into combat, wait to roll damage  until you're sure your firing at an enemy.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 21, 2012, 19:06
I just realized that I never actually made my initiative roll. (http://invisiblecastle.com/roller/view/3426025/) Do I use both the d10 and the d4 result, or just the d4 result?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 04:10
Just the d4 result, but it's added to the normal spell casting time.

Also, SK - you get to throw only one fireball per round. I'll let you keep the rolls for the second one if you decide to fire it in the coming round (also the second one penetrates on damage).

Also I don't think there's any sort of ready action in Hackmaster, at least I found none at a glance. Regardless the Elk decided to go after Jace meaning Sho Lee wasted his turn.

Round post incoming soon.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 22, 2012, 04:18
Am I the only one who doesn't like this?

Quote
From now on, I'm going to keep that crossbow glued to my hands.  To whoever potentially gets shot... sorry.
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 22, 2012, 04:37
Also, SK - you get to throw only one fireball per round. I'll let you keep the rolls for the second one if you decide to fire it in the coming round (also the second one penetrates on damage).

Oh, well yeah just use the additional rolls, hehe; Imagine a Battle Mage multi-casting this and having underlings with the Extend spell just buffing the duration of this spells :P

Anyways It was my intent to fire both fireballs barring interruption from the Elk. And the rolls are in order in case the second is interrupted.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 22, 2012, 05:47
Does a 9 save? (http://invisiblecastle.com/roller/view/3426585/) If I add my Magical Defense bonus, it's 11
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 06:50
*grumbles* It does
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 22, 2012, 12:02
Am I the only one who doesn't like this?
I'm innocent, it's been the initiative rolls for drawing my crossbow that made me fire into melee >_>  If I had my crossbow ready from the start I could have whooped that trash ogre before you got into range.

I'm glad I closed the door.  How far away am I from the cave entrance?

And am I the only one who sees a total party kill coming up?
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 22, 2012, 12:34
Matt_S, you say it like it's something bad.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 22, 2012, 12:44
Eh, if it's a TPK, it'll give me an excuse to try my hand at thievery.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 13:46
Quote
How far away am I from the cave entrance?
The party is about 30 feet away from the cave entrance.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 22, 2012, 14:33
Oh... I think I actually should have dealt 8 damage to the dire elk, because I rolled 2d4+1 base damage, and it should have been +2 for honor since I should get +1 for each die.

And does anyone have an idea for a retaliatory coupon?

Edit: Eh, another rules question.  Can I wait and shoot as soon as something comes out of the cave entrance (assuming something comes out in the middle of the round)?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 14:54
I'll add that 1 point of damage. As for waiting to shoot - I tried looking around when Sho lee tried to delay last turn and at a glance didn't find any ability to do so. But you're free to look over combat section again to see if I missed anything.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 22, 2012, 15:06
I couldn't find anything about it either.  Hmm...  Time to think outside the box :)

Oh, I guess I didn't actually ask this, but I assume we don't have clear line of sight down the hallway of the dungeon entrance?

I think what I'm going to do is use my Complex Geometric Estimation skill (mastery 19 I think) to attempt to bounce a shot down the entrance corridor.  Not knowing the size of whatever might possibly get hit, I can't roll the damage myself, and I can't know if I succeeded so the skill roll is done by you as well.  Should I go ahead and make an attack roll?
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on March 22, 2012, 15:21
About a coupon... I can think of no other than that 3-12 HP healing in the Combatant's Guide.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 15:24
@Matt_S - roll for skill first. If that succeeds roll an attack roll and I take it from there.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 22, 2012, 15:32
Hehe, well I rolled a 78 (http://invisiblecastle.com/roller/view/3427352/), so that's a horrendous failure.  So I guess the next important question, will anything bad happen with my ricocheting bolt, or is it just a harmless wasted shot?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 22, 2012, 15:34
Harmless wasted shot, at least this time
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 22, 2012, 19:07
How close are we to the Orcs?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 23, 2012, 01:05
Roughly 30 feet
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 23, 2012, 13:24
So, uhh, what do you guys think the odds are of these orcs not being hostile?
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 23, 2012, 15:29
about the same as finding two Dragonslayers in one game.

Anyone else think we're screwed?
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 23, 2012, 17:19
Yeah, I'm thinking we're screwed.  On the remote chance that these dozen orcs aren't hostile already, I'd like to avoid making them hostile.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 23, 2012, 17:29
As Jace is currently mid-Curse, please do try find a peaceful way to keep them more than 25 feet from the Elk (unless they're hostile anyway, in which case aim them at the evil cleric that wants to brainwash them with cursed elkmeat)
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 23, 2012, 19:47
Ok, how tall are the Orcs? I'm planning to fly about 4ft above their heads.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 24, 2012, 04:47
Medium size. And just to cut the speculation and get to the action - the orcs don't look friendly. They look mean and drunk.

Edit: Just to make sure that's clear - they rolled out of the cave entry already brandishing various weaponry.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 25, 2012, 19:58
I haven't found anything in the Player Handbook about this, but is there some rule or penalty that would make me reconsider shooting someone with my crossbow when they're attacking me in melee range?  I'm debating whether I should pull my dagger out after shooting, but I can't find a reason why I shouldn't just continue to shoot the orcs up close and personal.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 25, 2012, 21:50
aside from combat penalties?
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on March 25, 2012, 23:33
Well even 'Point Blank' range is from 30 to 6 feet. I assume any close and its easy to prevent the weapon from aiming properly. And of course using your ranged weapon as a melee weapon requires a check to see if it breaks... well it does for bows at least.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 26, 2012, 01:42
*scratches head* For lack of any better clarification I'd say what SK said is true - if below minimum range for point blank, as described in specialization, the enemy is too in-your-face to shoot properly.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 27, 2012, 15:49
Just so you all realize, I'll be fairly useless with my dagger.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 27, 2012, 19:02
I'm even more useless in combat :/
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 28, 2012, 10:00
Are any of the orcs next to me ones that were hurt?  It's amazing that I have yet to be hurt, but with two swings incoming that probably isn't going to last...

Is it time for some "retrograde motion"?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 28, 2012, 10:02
Nope. The one you shot charged at Micheal, and the other is obviously laying smackdown on Sho Lee Wu.

Edit: Backing away (with face to the enemy) is done at 1/3 speed.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 28, 2012, 10:12
Hmm, being still uninjured, I shall be brave and fight for now.

Edit: hehehe, I can smell the TPK coming.

And still unscathed!  Maybe I'll be the last to die.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 30, 2012, 01:35
How about a post then, o unscathed one? :P
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on March 30, 2012, 13:09
How about a post then, o unscathed one? :P
You had already rolled the orcs' attacks when you said this, I bet :(
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on March 30, 2012, 15:06
You had already rolled the orcs' attacks when you said this, I bet :(

Spoiler (click to show/hide)
Title: Re: Hackmaster 4e OOC
Post by: raekuul on March 30, 2012, 19:51
Villains are UP! Heroes are stymied.

Oh how I wish I could find TORG sourcebooks...
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 01, 2012, 06:06
Ye have chosen... poorly Matt. Pity, really. I looked forward to awarding Samuel 210 ep for his friendly fire :(
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on April 01, 2012, 10:04
Well damn.  I didn't expect them to hit quite that hard.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 01, 2012, 10:42
The dice were in foul mood today. Time to start rolling a new character? :D
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on April 01, 2012, 10:57
Mmh, maybe later.  I think I've had enough Hackmaster for now.  The rules can be pretty confusing.
Title: Re: Hackmaster 4e OOC
Post by: ih8regin on April 04, 2012, 01:57
seems that the party is plain doomed. 5 melee orcs, 3 archer orcs and 2 dead members.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 04, 2012, 05:18
Nine melee orcs actually. And they can flee as the monk just shown ;)
Title: Re: Hackmaster 4e OOC
Post by: ih8regin on April 04, 2012, 05:22
they can flee like the second corpse has shown? :D
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 04, 2012, 05:45
There's a difference between turning around and trying to run (what thief did) and retreating cautiously in hopes of building enough free space to turn around and run (what monk is doing).

And the pixie can fly away.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 05, 2012, 12:50
Welp, so much for this attempt. I know Matt decided he had enough for the time being but hopefully rest of you will remain to try again. Anyway there is moral here to be learned - namely learn when it's time for fight and when it's time for flight. Considering how to flee and thinking about some methods of dealing with crowds probably won't hurt either.

Now for something more pleasant... well for shark20061 anyway. Experience points. I could really distribute them for all but it feels like it'd be trolling the dead characters so I'll only deal out yours, unless someone is curious.

Spoiler (click to show/hide)

Additionally there is one more ep award. The Most Valuable Player bonus. It amounts to 500 ep/average character level (so 500 ep in your case) and the party decides which character gets it. You can give it to Sho Lee, you can troll him and give it to one of the dead characters. You pick. Just get some sort of consensus or at least majority, or else I'll consider it lost :P

Well then that leaves three people to make new characters so start rolling. The game is on hiatus until a) characters are made and b) shark20061 is done with Important Real World Stuff, which he said will take two weeks minimum.

Oh and as for Sho Lee - I'm going to assume that between end of this combat and whenever we start again a week has passed so he had enough time to heal back to... hmmm 3*7 + 6 = 28... eh let's say to full 32 due to care of local monk or something. And the time spent is going to be free of charge due to hospitality... this time.

Do keep in mind that time will pass for orcs too >:D

Sooo, uhhh. Session 1 end I guess?
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on April 05, 2012, 13:02
Oh and as for Sho Lee - I'm going to assume that between end of this combat and whenever we start again a week has passed so he had enough time to heal back to... hmmm 3*7 + 6 = 28...

I'm glad you just decided to give Sho the full 32, since that math's a hair off...
3*7 + 6 = 27...

Yeah, I'll need a couple weeks to get some important things done (mostly college work), so take your time rolling up new characters.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on April 05, 2012, 14:27
Oh, lord, two weeks :(
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 05, 2012, 16:07
^^^ Motorheadbanger - when you start rolling a new character, may I suggest writing it down on computer and only then transcribing it to paper character sheet if you feel such need? This way we avoid necessity of scanning it like the last time ;)

Anyway some streamlining to how material components are handled:
- Material spell components are now tracked as <spellname> component. No more tracking guano and sulfur for fireball separately, and component for fireball from level 1 won't work for one for level 2 etc. They'll also have different costs for different levels. But why? Magic. B- MAGIC!
- Spellcasting characters start with 5 doses of neglible-cost components for each spell they have memorized at character creation, +2 for every additional instance of the spell memorized above first
- Spellcasting characters can select up to three other (different) spells - they get 5 doses of neglible-cost components for each of these
- Spells above level 1, if somehow acquired at character creation don't benefit from above cost-free component doses
- Mages get 1 component for Read Magic in addition of these
- Clerics get wooden holy/unholy symbol in addition of these
- Druids get mistletoe in addition of these
- Each time wizard learns a new spell with neglible-cost component during level up he gets number of free doses of the component as shown in table below
Code: [Select]
Spell Doses
Level
  1     5
 2-3    4
 4-5    3
 6-7    2
  8     1
  9     0
- This excel file (http://dl.dropbox.com/u/15336046/HM-PBF/HM%20Spells.7z) contains costs and availability for purchasing material components for spells - be it during gameplay or additional components for starting characters. Currently it encompases level 1 spells for MU, Clerics and Druids (note that Cleric and Druid spells often use Holy Symbol/Mistletoe - these are non-expendable components unless spell states otherwise and their costs is not included in above file). Other levels will be added... at later time.
Title: Re: Hackmaster 4e OOC
Post by: Matt_S on April 05, 2012, 16:57
I'm a bit curious to see what my experience would have been.

Sho Lee for MVP!  At the very least, Michael would have bled to death in the cave without him.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 05, 2012, 17:39
Experience for Samuel would've been as follows:

Spoiler (click to show/hide)
Title: Re: Hackmaster 4e OOC
Post by: raekuul on April 05, 2012, 19:27
I second awarding Sho Lee the MVP award, though I'm considerably less curious about how much exp Jace would have earned.
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on April 05, 2012, 23:28
- Each time wizard learns a new spell with neglible-cost component during level up he gets number of free doses of the component as shown in table below
Code: [Select]
Spell Doses
Level
...
 4-5    3
 5-6    2
...
Could this be clarified before we get too far?
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 06, 2012, 01:21
Whoopsie, fixed.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on April 06, 2012, 03:22
I wanna know my XP, too.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on April 06, 2012, 03:56
Experience for Michael would've been as follows:

Spoiler (click to show/hide)
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on April 06, 2012, 14:37
Experience for Michael would've been as follows:

Spoiler (click to show/hide)

Fixed.
Title: Re: Hackmaster 4e OOC
Post by: raekuul on April 16, 2012, 11:51
Life's gotten a bit hectic for me :/

If I can get my character finished in time, that's fine, but don't wait for me if I'm holding you up
Title: Re: Hackmaster 4e OOC
Post by: shark20061 on April 22, 2012, 12:43
With all the tasks I needed to get finished finally done, I'm ready once everybody else gets done setting up a character if they're still interested.
Title: Re: Hackmaster 4e OOC
Post by: Motorheadbanger on April 22, 2012, 13:00
Was that two weeks? Hmm, I think I gotta try harder to find a job before June 2...
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on April 28, 2012, 22:17
My character's been done and has been gathering dust. I think raekuul is the only one we're waiting on since without him I think we only have 3 people left.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on May 03, 2012, 12:01
Mmmm. Just to give an explanation - aside from the above mentioned only-three-people-left problem (which is a problem - basing on the experiences thus far I'm afraid three characters would get very much murdered), I had during the recent weeks quite a heavy workload around the house, which in turn diminished my will to do anything requireing mental work (like creating the Cronies for you lot, or converting up the mini dungeon I mentioend to shark). And things are about to get worse since starting tommorow I'm going to actually have a job - granted it's part time and temporary only, but after some two years of unemployment I'm going to need a bit to get used to the different day schedule.

Due to this I'm afraid I'm going to need to put the game on further hold, until the time I pull myself together enough to be able to comfortably pick it up again. Sorry for that, hopefully I'll re-balance myself soon enough...

/me takes a deep breath and focuses his thoughts inward ;P
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on October 27, 2012, 10:11
/me pokes around

So yeah, admittably it took me much longer than I thought it would, but I feel like trying to get more skulls for the count try to see if I can get the game rolling again. Anyone out there feel like playing? S.K. Ren? shark20061? Motorheadbanger? New meat Other people?
Title: Re: Hackmaster 4e OOC
Post by: S.K. Ren on October 27, 2012, 11:03
I am down. I believe my character is still on pastebin
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on October 27, 2012, 11:06
I'm not sure about pastebin but I have your, shark's Monk and the thief Motorheadbanger made stored.
Title: Re: Hackmaster 4e OOC
Post by: Malek Deneith on October 30, 2012, 00:16
Right, the response looks as "staggering" as it was to be expected *sigh*

Well for the benefit of the two people that I know hold some interest, info on some changes/updates:
- The good news is that a few of the items changed to be/got replaced by ones that are cheaper or lighter
- The bad news is that after some reading and soul searching water rules are changed to characters needing 1 gallon of water per day. To carry those you'll need to use waterskins which weight 1 lb empty, 5 lb full (And carry 1 gallon each)
- The further bad news is that I'm bringing back in tracking animal feed. It's not very pricey, for normal mounts at least, but weights hefty 10 lb per day worths
- The end result is that packaging outfits changed yet again - they now cost more, in one case considerably. Weights also changed - three packs actually became lighter, one is unchanged, and three actually became heavier (Extended Excursion, Overland Excursion, Extended OVerland Excursion - the last one considerably so)
- For full details on new/changed items and outfitting packs see House Rule spoiler of the first post

EFFECTS ON EXISTING CHARACTERS

Jasper Grindle (SKRen, should ghe decide to keep the character)
- Metal Flask in character's inventory is fairly useless unless you want it for non-water related uses.
- Wineskin (3 days of water) gets replaced with Waterskin (1 gallon). Potentially could add two more to keep the amount of water, IIRC you should be able to carry it without problems
- Modified encumbrance 43.55 or 43.3 if metal flask is dropped. 53.55 or 53.3 if two more waterskins get added
- Overland Excursion Pack carried by mule: replace Metal Flasks with 7 Waterskins, replace Iron Rations with Trail Rations, replace Winter Blanket with Light Blanket, add 7 days worth of Standard Mount Feed
- Dungeon Crawl Bundle carried by mule: replace Metal Flask with Waterskin, replace Iron Rations with Trail Rations, replace Winter Blanket with Light Blanket
- Modified mule encumbrance 216 (still in unencumbered bracket)
- NOTE: I noticed that you have a lamp but no oil to use it with

Sho Lee Wu (shark20061 if he responds and chooses to play)
- Extended Excursion Pack - replace Iron Rations with Trial Rations, replace Metal Flasks with 7 Waterskins, Replace Winter Blanket with Light Blanket
- Encumbrance doesn't change

UPDATE

FWIW I'll be introducing some stuff from Hackjournals. Going from memory the following will be implemented so ask if anything on the list looks relevant to your character:
- Druidical Training Tables (HJ 15, relevant only if using optional character generation training tables from Zealot's Guide)
- MonkTraining Tables (HJ 8, relevant only if using optional character generation training tables from Combatant's Guide)
- Called Shots, Critical Hits, and You (HJ 26, expanded tables for called shot modifiers and effects)
- Strength Bows (HJ 26, bows with Str bonus to damage, pricey)
- Fireing into Melee and Mayhem (HJ 24, some rules to help avoid friendly fire accidents)
- Skills, Talents and Proficiencies (HJ 23, modifiers to rules about learning skills post-character generation)
- Simpifying Friendly Fire (HJ 21, more friendly fire avoidance stuff)
- Fighter Fractionals (HJ 17, fractional increase tables for Fighter classes, relevant for level ups)
- Quivering With Delight (HJ 25, quivers and custom quivers - cost and weight of base quiver is in OP for quick lookup)
- Simplified Sibling Tables (https://dl.dropbox.com/u/15336046/HM-PBF/Siblings.png) (HJ 15, makes rolling siblings less of a headache)

There's a ton of other stuff out there including talents skills and spells but I haven't sorted through it yet - feel free to ask though.

EDIT ANEW:

After some more consideration I decided to use the clothing tables from Good and Gear book. As a result every new character gets one of the the following clothing sets free of charge:

- Tunic (8 sp, 1 lb, 1 SP))
- Shoes, Leather, Simple (2 sp, 1/2 lb, 0 SP)
- Breeches (2 gp, 1/2 lb, 0 SP
- Belt (3 gp, * lb, 0 SP)

OR

- Robes (9 sp, 3 lb, 2 SP)
- Shoes, Leather, Simple (2 sp, 1/2 lb, 0 SP)

Costs are given for reference, weights only matter if carried in back, if worn weight gets ignored as per base rules. SP stand for Style Points, which determine how "classy" your wear is which in turn will affect your charisma in relations with NPC's... sometimes (depends on a person and situation. A peasant might not care either way about your dragonskin pants, a snot-nosed noble might find them SSStylish, while someone from different culture might see them as peasant's garb :P). A table on SP effect:

Code: [Select]
Style  Charisma
Points Modifier
 0-2      -2
 3-4      -1
 5-9       0
10-39     +1
 40+      +2

If you want custom clothes to pimp yourself up poke me for more info ;P

@JASPER - In your case your common garments get replaced with first of the above packages. By the way along the way I noticed your encumbrance was a bit off for both you and the mule- it's actually 43.8 lb for Jasper (+.25 if you keep the metal flask, +10 if you want two more waterskins) and 221.5 for the mule.