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Post by Stack of Turtles »

Lord of Riva wrote: ↑ March 23rd, 2025, 19:40
Stack of Turtles wrote: ↑ March 23rd, 2025, 19:27
Irenaeus wrote: ↑ March 23rd, 2025, 19:18


I'm thinking both, heavily influenced by skills and traits. Bad idea?
I think D&D's "finesse" for something like a rapier or main gauche is believable, but dex on a ranged weapon is silly to me. You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
Isn't that just hand eye coordination, ergo the way you aim?

Also what would you suggest, it derived by strength as well? Javelins in PF work with dex to hit and str for damage bonus, that would be an adequate abstraction for weapons that are dependant on strength (bows, slings, javelins, throwing axes and so on)
Speaking as someone who has practiced archery in real life, I would say that aiming, if anything, has more to do with intelligence (or maybe wisdom, depending on exactly how you split that hair) than agility.
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Post by DemoGraph »

Irenaeus wrote: ↑ March 23rd, 2025, 18:56
Another magic-related idea I had was allowing every magic-user and cleric to cast a weaker version of their spells as cantrips. What do you think?
That's actually great idea regardless of the current argument.
Say, magic missile has mage_level projectiles * 1d6+2*int_mod at range 30*(1+int_mod) meters (I'm talking out of my *** here, didn't read the rules, lol).
Cantrip missile is 1d2+int_mod at range 5*(1+int_mod) meters, get fatigued after a few castings.
Proper spell is an assault rifle, cantrip is a revolver.
It would probably be harder to balance. Cantrip damage output and utility should be smaller than a comparable output of a specialist. You'll have to basically invent another spell for each existing one.
But the idea is great.
Irenaeus wrote: ↑ March 23rd, 2025, 19:04
As for languages, so far I'm thinking of a common language and at least one ancient language and one barbarian language. Likely more foreign languages that are not used commonly but might appear as we develop the setting.
notLatin, notGreek, notGerman.
Likely more - notArabic, notSlavic, notScandie, notAramaic.
Irenaeus wrote: ↑ March 23rd, 2025, 19:18
Stack of Turtles wrote: ↑ Today, 22:14
Are ranged stuff gonna be str or dex anyway? Using dex is objectively silly.

I'm thinking both, heavily influenced by skills and traits. Bad idea?
I actually own a recurve bow and do archery as a hobby. In my (middling) experience:
- STR should be a prerequisite for larger bows. Do fatigue rolls after prolonged shooting (say, every 30 shots / 15 minutes / 1 combat, pass or get malus to precision).
- AGI is a +hit, since D&D doesn't have a proper precision stat. Though maybe you should do WIS or INT instead, because it's more about mental faculty.

edit. Stack got me there.
Last edited by DemoGraph on March 23rd, 2025, 21:15, edited 1 time in total.
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Post by Irenaeus »

Thanks, guys, these are great inputs. I haven't decided on those rules yet, so we can discuss them more to settle them before the game begins.
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Post by Stack of Turtles »

DemoGraph wrote: ↑ March 23rd, 2025, 21:14
I actually own a recurve bow and do archery as a hobby. In my (middling) experience:
- STR should be a prerequisite for larger bows. Do fatigue rolls after prolonged shooting (say, every 30 shots / 15 minutes / 1 combat, pass or get malus to precision).
- AGI is a +hit, since D&D doesn't have a proper precision stat. Though maybe you should do WIS or INT instead, because it's more about mental faculty.

edit. Stack got me there.
I used to. I really want to get back into it this year. ****, I don't even remember where my bow is. I hope I stored it properly πŸ˜…
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Post by DemoGraph »

Irenaeus wrote: ↑ March 23rd, 2025, 21:20
I haven't decided on those rules yet
We don't need rules to die horribly!
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Post by DemoGraph »

Stack of Turtles wrote: ↑ March 23rd, 2025, 21:22
I used to. I really want to get back into it this year. ****, I don't even remember where my bow is. I hope I stored it properly πŸ˜…
Even if you didn't, you'll maybe have to change the string. Those are cheap. Well, probably. I don't know about your bow. Arrows are much more expensive anyway.
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Post by Stack of Turtles »

As regards the magic issue, I think that, whatever the case, low-level casters should be secondary to melee specialists. I think I SHOULD spend a lot of time in the back ranks not doing a whole lot but waiting for the right time to use my magic. Well, I didn't even bring any offensive magic, but you know what I mean. I probably should bring some kind of ranged weapon, I guess...
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Post by Humbaba »

Do we consider magic to be satanic?
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Post by Lord of Riva »

Irenaeus wrote: ↑ March 23rd, 2025, 21:20
Thanks, guys, these are great inputs. I haven't decided on those rules yet, so we can discuss them more to settle them before the game begins.
I want to point out that characters were probably made, when they are not full random, with DND or similar systems in mind. While I don't generally mind integrating such ideas as "WIS" for aiming we should probably not end up making wisdom the casting attribute, and luck the damage modifier after the fact or something. People had concepts in mind and they should still fit for the generated characters.

I would not mind Int aiming of course :smug:
Last edited by Lord of Riva on March 23rd, 2025, 21:40, edited 2 times in total.
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Post by Irenaeus »

Humbaba wrote: ↑ March 23rd, 2025, 20:03
Whatever the case, the campaign should have a tone fitting with this:

I love the Conan movie and the sand & sandal stories, but the setting I'm aiming for is a bit more folkloric, chivalric romance/fairy tales - with dangers. Maybe someone who wants can make a more Conan-like game.
Last edited by Irenaeus on March 23rd, 2025, 21:45, edited 1 time in total.
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Post by Irenaeus »

Humbaba wrote: ↑ March 23rd, 2025, 21:33
Do we consider magic to be satanic?
As far as I thought about, there's specific demonic magic, necromantic magic, black magic. Regular magic is clean if dangerous. Obviously some religious and nobles might object to it due to freedom it grants from normal life for its users.
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Post by Irenaeus »

Lord of Riva wrote: ↑ March 23rd, 2025, 21:39
Irenaeus wrote: ↑ March 23rd, 2025, 21:20
Thanks, guys, these are great inputs. I haven't decided on those rules yet, so we can discuss them more to settle them before the game begins.
I want to point out that characters were probably made, when they are not full random, with DND or similar systems in mind. While I don't generally mind integrating such ideas as "WIS" for aiming we should probably not end up making wisdom the casting attribute, and luck the damage modifier after the fact or something. People had concepts in mind and they should still fit for the generated characters.

I would not mind Int aiming of course :smug:
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: ) but your character has everything to be a good or at least a decent shot. Have you decided if you'll get a sling, javelins or a bow or something else? I'm going to post the characters' equipment list soon.
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Post by TKVNC »

Irenaeus wrote: ↑ March 23rd, 2025, 22:11
Lord of Riva wrote: ↑ March 23rd, 2025, 21:39
Irenaeus wrote: ↑ March 23rd, 2025, 21:20
Thanks, guys, these are great inputs. I haven't decided on those rules yet, so we can discuss them more to settle them before the game begins.
I want to point out that characters were probably made, when they are not full random, with DND or similar systems in mind. While I don't generally mind integrating such ideas as "WIS" for aiming we should probably not end up making wisdom the casting attribute, and luck the damage modifier after the fact or something. People had concepts in mind and they should still fit for the generated characters.

I would not mind Int aiming of course :smug:
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: ) but your character has everything to be a good or at least a decent shot. Have you decided if you'll get a sling, javelins or a bow or something else? I'm going to post the characters' equipment list soon.
Ranged should use Charisma.
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Post by Irenaeus »

Here is the characters' starting equipment and money:

Image
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Let me know if it's all correct and clear, then we can discuss the rules a bit and the setting. And then finally start the game!
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Post by Stack of Turtles »

I would like to take a sling and a pouch of stones since I have basically average STR and I might as well have something to use it for.
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Post by Irenaeus »

One more joins the sling crew!
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Post by logincrash »

Irenaeus wrote: ↑ March 24th, 2025, 00:30
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Let me know if it's all correct and clear, then we can discuss the rules a bit and the setting. And then finally start the game!
Could you add the Survival skill to Norman, please?
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Post by LemonDemonGirl »

Hmm Medieval Tankman....
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Post by maidenhaver »

Irenaeus wrote: ↑ March 24th, 2025, 02:04
One more joins the sling crew!
Can I take a longbow and six arrows, as well as my sword?
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Post by Lord of Riva »

Irenaeus wrote: ↑ March 23rd, 2025, 22:11
Lord of Riva wrote: ↑ March 23rd, 2025, 21:39
Irenaeus wrote: ↑ March 23rd, 2025, 21:20
Thanks, guys, these are great inputs. I haven't decided on those rules yet, so we can discuss them more to settle them before the game begins.
I want to point out that characters were probably made, when they are not full random, with DND or similar systems in mind. While I don't generally mind integrating such ideas as "WIS" for aiming we should probably not end up making wisdom the casting attribute, and luck the damage modifier after the fact or something. People had concepts in mind and they should still fit for the generated characters.

I would not mind Int aiming of course :smug:
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: ) but your character has everything to be a good or at least a decent shot. Have you decided if you'll get a sling, javelins or a bow or something else? I'm going to post the characters' equipment list soon.
I already said that, I'm going with the sling and 10 stones that seems more reasonable weight and equip wise.
Last edited by Lord of Riva on March 24th, 2025, 09:30, edited 1 time in total.
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Post by DemoGraph »

Irenaeus wrote: ↑ March 23rd, 2025, 22:11
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: )
Come to think of it, maybe you should have several combinations of stats for aiming.
Dex for weapons that "you shoot with your body" - throwing (stones, grenades, javelins, axes, dwarves), slings.
Wis for weapons that "you shoot with your eyes" - bows, crossbows, guns, magic missiles, emplaced guns.
And maybe Int for weapons that "you shoot with your brain" - siege, artillery, over-the-horizon rituals. Anything ballistic that you would probably need logarithms for.
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Post by Humbaba »

Irenaeus wrote: ↑ March 24th, 2025, 00:30
Let me know if it's all correct and clear, then we can discuss the rules a bit and the setting. And then finally start the game!
I don't mean to be a stickler but alla dem guys carrying tons of stuff around, does that come with a free backpack or how is everyone carrying that?
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Post by Lord of Riva »

DemoGraph wrote: ↑ March 24th, 2025, 09:20
Irenaeus wrote: ↑ March 23rd, 2025, 22:11
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: )
Come to think of it, maybe you should have several combinations of stats for aiming.
Dex for weapons that "you shoot with your body" - throwing (stones, grenades, javelins, axes, dwarves), slings.
Wis for weapons that "you shoot with your eyes" - bows, crossbows, guns, magic missiles, emplaced guns.
And maybe Int for weapons that "you shoot with your brain" - siege, artillery, over-the-horizon rituals. Anything ballistic that you would probably need logarithms for.
The benefit of magic missile is normally that it is an auto hit that you can only resist with shield spells or resist, right?
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Post by Lord of Riva »

Humbaba wrote: ↑ March 24th, 2025, 10:59
Irenaeus wrote: ↑ March 24th, 2025, 00:30
Let me know if it's all correct and clear, then we can discuss the rules a bit and the setting. And then finally start the game!
I don't mean to be a stickler but alla dem guys carrying tons of stuff around, does that come with a free backpack or how is everyone carrying that?
I purchased myself a "sturdy sack" which I assume can be somehow fastened as a bag, cost me 1,2 silver as well. I am carrying a staff in hand, a quill in a pocket, flint and steel a few rations, a sling and a few stones in it. I am also only wearing cloth and I am not strength 3.
Last edited by Lord of Riva on March 24th, 2025, 11:12, edited 2 times in total.
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Post by DemoGraph »

Lord of Riva wrote: ↑ March 24th, 2025, 11:07
DemoGraph wrote: ↑ March 24th, 2025, 09:20
Irenaeus wrote: ↑ March 23rd, 2025, 22:11
I havent settled yet which stats we'll use for ranged (maybe 4 stats :lol: )
Come to think of it, maybe you should have several combinations of stats for aiming.
Dex for weapons that "you shoot with your body" - throwing (stones, grenades, javelins, axes, dwarves), slings.
Wis for weapons that "you shoot with your eyes" - bows, crossbows, guns, magic missiles, emplaced guns.
And maybe Int for weapons that "you shoot with your brain" - siege, artillery, over-the-horizon rituals. Anything ballistic that you would probably need logarithms for.
The benefit of magic missile is normally that it is an auto hit that you can only resist with shield spells or resist, right?
Dunno, lol. I haven't played D&D for 20 years and last I did (3.5) it was charmingly ********.
Don't worry, I'm not trying to nerf you or something. Just thinking out loud. TBH I haven't read ACKS so I care about mechanics only in a very general sense.
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Post by Lord of Riva »

DemoGraph wrote: ↑ March 24th, 2025, 11:50
Lord of Riva wrote: ↑ March 24th, 2025, 11:07
DemoGraph wrote: ↑ March 24th, 2025, 09:20

Come to think of it, maybe you should have several combinations of stats for aiming.
Dex for weapons that "you shoot with your body" - throwing (stones, grenades, javelins, axes, dwarves), slings.
Wis for weapons that "you shoot with your eyes" - bows, crossbows, guns, magic missiles, emplaced guns.
And maybe Int for weapons that "you shoot with your brain" - siege, artillery, over-the-horizon rituals. Anything ballistic that you would probably need logarithms for.
The benefit of magic missile is normally that it is an auto hit that you can only resist with shield spells or resist, right?
Dunno, lol. I haven't played D&D for 20 years and last I did (3.5) it was charmingly ********.
Don't worry, I'm not trying to nerf you or something. Just thinking out loud. TBH I haven't read ACKS so I care about mechanics only in a very general sense.
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This is Magic missile according to ACKS:
β–Ί Show Spoiler
Elementalism (Air, Fire) like I posses also change the missile to an element If I so chose giving it 1d6+2 damage instead (All elementalism attacks do +1 damage per die and give a -2 mod against save for a spell of these elements.) Unless Iren wants to change that.

I do not think that this is OP at all, the spells already have massive limits: a) as we already talked about in this thread there is a single use for a spell a day on level 1 (2 uses for level 2 btw if we ever reach that) b) You do not only possess magic missile but also other spells you might use, in my case "Detect magic" and "shield" which in itself may be necessary to cast c) mages have normally and for good reasons worse combat stats, according to the same rulebook a mage can hit an enemy 50% of the time at AC0 and the mage himself will also under normal circumstances only have AC 0. Thats what the rules say, this is possibly modified by stats in out case.

Now we can compare that to other units, a melee fighter will probabyl hit way more likely, I'm not going to rule dive now as a lot seems to be houseruled anyways but let's assume that he hit's 75% of the time but is also in melee range, now he can also wear armor and has higher hp and can deal damage which will likely be around 1d6 with a one-handed weapon +str mod (so basically the same as the mage, if he hits) but can attack every round as well without any limit.

The same is true for an archer, bows will likely also likely deal 1d6+mod damage but can be shot probably every round and the last Archer in this thread has 6 shots, per combat nmot day like a mage. He is also ranged, has more hp and also can wear armor.

I do not understand why that is supposed to be op comparatively, specifically MM is just as good as a normal attack that can be shot once for an auto hit (if a mage is not involved btw. Shield specifically stops MM!)

And I'm suspecting, even though I simply don't know as the rules seem to be in flux that I, even with a high dex mod and Martial training will not be as good as a ranger with a sling (and I don't think I should be) because I'm a mage.

Lastly I want to add, I have experience with TT RPGs enough to know that, that rule discussions can sap all enjoyment out of a game, especially the idea that someone is way better or OP or the GM is unfair. I understand that we don't know all the rules right now, I mentioned that already but I would suggest we give the whole thing a bit of time now, see what works and what does not and have something more clear for the next time and char.
Last edited by Lord of Riva on March 24th, 2025, 12:20, edited 3 times in total.
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Post by Humbaba »

@Jordy am I seeing this correctly that the bard has no instrument? Is he a singer?
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Post by logincrash »

Humbaba wrote: ↑ March 24th, 2025, 12:28
@Jordy am I seeing this correctly that the bard has no instrument? Is he a singer?
He's a rappist.
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Post by Jordy »

Humbaba wrote: ↑ March 24th, 2025, 12:28
@Jordy am I seeing this correctly that the bard has no instrument? Is he a singer?
There is only one musical instrument to buy and it's way out of reach in terms of price so I guess he is going to sing war songs.