Caster ability scores do not affect spells normally. You may, of course, house rule it however you want.tvance929 wrote: ↑Mon Dec 23, 2019 12:17 pmBut if that is the right way, does the caster's wisdom/intelligence/level factor into that saving throw at all? I feel like it should as the better the caster is, the harder it should be to save against it BUT I couldnt find that spelled (tee hee) out in the book... maybe I missed it, I havent scoured for it yet.
Here we go, 1st session with Morgansfort...any advice?
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Re: Here we go, 1st session with Morgansfort...any advice?
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Re: Here we go, 1st session with Morgansfort...any advice?
thanks!!! I might later on ....
Re: Here we go, 1st session with Morgansfort...any advice?
Key thing, which you probably hit on, is that old school renaissance gaming keeps the idea of "rulings not rules" central. Don't sweat the details too much (you'll get used to them quickly, don't worry). Just keep the game going, and if you made a mistake, either ignore it for now (to keep the game going) or admit you made a mistake (so that nobody feels cheated and you can all agree on how to handle it in the future).
OSR style adventures tend to force players into creative solutions than just trying to smash their way through enemies. At which point the situation is working in their favor (or against them, if they planned poorly), and the exact details of the dice rolls matter a little less.
One thing that works well for me (almost always) is to make rulings in favor of the players if they're creative and really placing themselves into the game world. Sure, you could roll for stealth, and attack, and damage if players come up with a smart way of sneaking up on an enemy. Giving them reasonable bonuses on each roll, of course. Or, maybe they just get the first enemy killed for a good plan, after which the battle with the remaining two start. The players feel rewarded for actually doing something (instead of getting lucky dice rolls), and encouraged to think instead of just roll dice.
OSR style adventures tend to force players into creative solutions than just trying to smash their way through enemies. At which point the situation is working in their favor (or against them, if they planned poorly), and the exact details of the dice rolls matter a little less.
One thing that works well for me (almost always) is to make rulings in favor of the players if they're creative and really placing themselves into the game world. Sure, you could roll for stealth, and attack, and damage if players come up with a smart way of sneaking up on an enemy. Giving them reasonable bonuses on each roll, of course. Or, maybe they just get the first enemy killed for a good plan, after which the battle with the remaining two start. The players feel rewarded for actually doing something (instead of getting lucky dice rolls), and encouraged to think instead of just roll dice.
Re: Here we go, 1st session with Morgansfort...any advice?
Just to reiterate what orobouros and the others have said, as long as your rulings are fair (and consistent) it's always better to keep the game rolling rather than look things up. If you realize that the rule book says something different, and you want to do that, then just let the PCs know so it remains fair and consistent.
Sounds like you and your crew are having great fun! Glad to hear it and can't wait to continue to follow what happens!
Sounds like you and your crew are having great fun! Glad to hear it and can't wait to continue to follow what happens!
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teaman: She'll break your heart. And your wrist.
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CptClyde: I predict a TPK at the hands of a blind, lame goblin.
teaman: She'll break your heart. And your wrist.
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Re: Here we go, 1st session with Morgansfort...any advice?
Keep notes, too, on what house rules or rulings you come up with. Especially if your players are fond of attempting the same sorts of non-codified actions over and over. By keeping notes, you'll make consistent rulings. At the end of the day, what matters is that you call for a consistent roll and that the desired results are uncertain but attainable.
Now, for me, BFRPG is about conversations between the GM and players, meaning that the main principle of the game is fiction first. Have them really get into character and describe what they're doing in this make believe world as this make believe person. Hell, if it's entertaining and detailed enough, those dice can just stay on the table nine times out of ten. We all love rolling dice but those tend to be reserved for life and death situations like traps and combat in my campaign.
Now, for me, BFRPG is about conversations between the GM and players, meaning that the main principle of the game is fiction first. Have them really get into character and describe what they're doing in this make believe world as this make believe person. Hell, if it's entertaining and detailed enough, those dice can just stay on the table nine times out of ten. We all love rolling dice but those tend to be reserved for life and death situations like traps and combat in my campaign.
Re: Here we go, 1st session with Morgansfort...any advice?
good call and I didnt do it but I know we've already made up a couple new rules ( dual wield, starting stats, etc ) that I know I've forgotten I'll make sure to note them next time.
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Re: Here we go, 1st session with Morgansfort...any advice?
Take a look at the various supplements to either find a rule or get an idea of what to aim for. I believe the combat options supplement has dual wield rules.
I have a 19 page google document that covers all the house rules, supplement rules used, and additional character information such as backgrounds.
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Re: Here we go, 1st session with Morgansfort...any advice?
Combat Options does have Two Weapon Combat. I loathe the words "dual wield."
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Re: Here we go, 1st session with Morgansfort...any advice?
I just woke up shortly before seeing the post and drew a blank on the actual title of the section.Solomoriah wrote: ↑Fri Jan 03, 2020 11:00 am Combat Options does have Two Weapon Combat. I loathe the words "dual wield."
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Re: Here we go, 1st session with Morgansfort...any advice?
S'awright. Just my personal issues...
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