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Author Topic: DM VS GM  (Read 2979 times)

johiah

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Re: Master War
« Reply #15 on: April 07, 2017, 06:53:04 pm »

Feel free to sign me up for any open space.
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FallacyofUrist

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Re: GM vs DM: A roguelike in flux
« Reply #16 on: April 07, 2017, 06:56:32 pm »

Eh, actually, going back to original format. Whos GM?
Me.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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RoseHeart

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Re: Master War
« Reply #17 on: April 07, 2017, 07:23:02 pm »

Alright I will give GM to Fal and if Gwolf isnt around johal will get it.


Uno momento...
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RoseHeart

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Re: Master War: DM GWOLF VS GM FAL [LOADING...]
« Reply #18 on: April 07, 2017, 07:35:37 pm »

DM: Please describe the first room the party enters.

You have these cards(your eyes only).
Spoiler (click to show/hide)

GM: Please standby.

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RoseHeart

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Re: Master War: DM GWOLF VS GM FAL
« Reply #19 on: April 07, 2017, 07:45:30 pm »

Oh. Appears Gwolf has been gone for hours.

johiah would you like to be DM? Go ahead and take a turn if yes.
« Last Edit: April 07, 2017, 07:48:52 pm by roseheart »
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Shadowclaw777

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Re: Master War: DM GWOLF VS GM FAL
« Reply #20 on: April 07, 2017, 08:34:46 pm »

Spoiler: DM's turn (click to show/hide)
I can rotate for GM, if both of them don't post
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RoseHeart

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Re: Master War: DM GWOLF VS GM FAL
« Reply #21 on: April 07, 2017, 08:35:39 pm »

They are competing roles, but I am fine with you taking DM.

Go ahead and describe the room you made.

As if the NPCs were human players.
« Last Edit: April 07, 2017, 08:55:17 pm by roseheart »
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Shadowclaw777

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Re: Master War: DM CLAW VS GM FAL
« Reply #22 on: April 07, 2017, 09:27:03 pm »

Spoiler (click to show/hide)
Theirs your description for the entrance.
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RoseHeart

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Re: Master War: DM CLAW VS GM FAL
« Reply #23 on: April 07, 2017, 10:45:24 pm »

Quote from: ROOM 1
The entrance to the dungeon is a simplified entrance room that has been overtaken by nature. Their is thick grass and shrubbery all around this place that makes moving through it a slow and tedious task. The dungeon leads has two other crevices and hallways to go through to confuse fellow adventures.

The party enters, with no apparent dangers they go for the left path.

Quote from: - TRAP -
In the center their is a simple spike trap configuration, where if a inept adventure steps on a pressure plate, that is partially concealed by the foliage, than a grouping of spikes will impale them.

GM: Please define how this outcome will be determined.
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johiah

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Re: Master War: DM GWOLF VS GM FAL
« Reply #24 on: April 08, 2017, 06:11:19 am »

Oh. Appears Gwolf has been gone for hours.

johiah would you like to be DM? Go ahead and take a turn if yes.
Sorry I was asleep.
Can I be GM then?
« Last Edit: April 08, 2017, 06:15:48 am by johiah »
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RoseHeart

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Re: Master War: DM CLAW VS GM FAL
« Reply #25 on: April 08, 2017, 10:46:57 am »

Yes.
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johiah

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Re: Master War: DM CLAW VS GM JOH
« Reply #26 on: April 08, 2017, 01:35:25 pm »

Ok. So the chance to dodge depends on their speed, ability at spotting traps, and a d6. To successfully dodge they need a 4 or higher, this is lowered by one for being fast, or one for being good with traps. These effects stack. The damage is determined by how badly they fail the roll. 1 below lowers health from fine to injured, 2 below lowers it from fine to moderately injured, as well as adding a "bleeding!" Malus to all subsequent rolls, manifesting as a -1 until health is returned to normal, 3 below is very injured, which includes the "bleeding!" Malus, as well as a -1 called "faint". 4 below is critically injured, and unless they are treated within 5 turns, they will die.
Each treatment raises wound level by 1.
This particular trap requires a 4 or higher to dodge, and a 5 or higher "spotting" roll. The spotting roll can receive a +1 bonus for being perceptive, or good with traps.
Party members can inform those behind them of a spotted trap, providing a +2 to any who attempt to go through.
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Oh no, you won't laser my death star.
On a fun note, all of the beds just starting disintegrating

RoseHeart

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Re: Master War: DM CLAW VS GM JOH
« Reply #27 on: April 08, 2017, 01:38:48 pm »

Quote
Ok. So the chance to dodge depends on their speed, ability at spotting traps, and a d6. To successfully dodge they need a 4 or higher, this is lowered by one for being fast, or one for being good with traps. These effects stack. The damage is determined by how badly they fail the roll. 1 below lowers health from fine to injured, 2 below lowers it from fine to moderately injured, as well as adding a "bleeding!" Malus to all subsequent rolls, manifesting as a -1 until health is returned to normal, 3 below is very injured, which includes the "bleeding!" Malus, as well as a -1 called "faint". 4 below is critically injured, and unless they are treated within 5 turns, they will die.
Each treatment raises wound level by 1.
This particular trap requires a 4 or higher to dodge, and a 5 or higher "spotting" roll. The spotting roll can receive a +1 bonus for being perceptive, or good with traps.
Party members can inform those behind them of a spotted trap, providing a +2 to any who attempt to go through.
DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
« Last Edit: April 08, 2017, 04:19:49 pm by roseheart »
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Shadowclaw777

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Re: DM VS GM
« Reply #28 on: April 08, 2017, 02:31:59 pm »

DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
Spoiler (click to show/hide)
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RoseHeart

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Re: DM VS GM
« Reply #29 on: April 08, 2017, 02:46:44 pm »

Quote
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.

Simple; Spikes, Darts, etc (+0 to DC)
Complicated; Magical Flames, Poisoned Darts (+1 to DC)
Superior; Spray of Acid, Lightning Trap (+2 to DC)
Ridiculous Insane; Disintegration, Time Manipulation, the ceiling of the dungeon falling on you (+4 to DC)

"I love it!" +1

"It's obviously harder." -1

"Seems pretty close to the original." +1

"I don't want house rules!" -1

Tie vote

"Well, since it only adds difficulty without any balance in the other direction, I'll change my vote" -1
« Last Edit: April 08, 2017, 03:52:21 pm by roseheart »
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May your dreams be everlasting and golden.
Confidence doesn't come from success, it comes from surviving failure. —Dr. K
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