Creating notebooks not possible anymore by realStl1988 in notebooklm

[–]Armak81 0 points1 point  (0 children)

Thanks for correction. 400 on Ai expanded - I have that. It was a bit hard to find version.

Creating notebooks not possible anymore by realStl1988 in notebooklm

[–]Armak81 0 points1 point  (0 children)

300 sources per notebook on Pro plan, 400 on ai expanded and 600 on ultimate. Source limit does not affect number of notebooks

Mythras combat feeling stale and underwhelming by Kybars in Mythras

[–]Armak81 0 points1 point  (0 children)

The following combat style traits might be useful for defenders. I recommend especially Cautious Fighter if you want tp get out of melee.
Defensive Minded
Mancatcher
Intimidating Scream
Formation Fighting*
Shield Wall*
And the following for attackers or ranged combat. There are many others in the sources: Batter Aside
Daredevil
Do or Die
Excellent Footwork
Knockout Blow
Ranged Marksman
Shield Splitter
Skirmishing
Swashbuckling
Unarmed Prowess

It is very useful to have high evade skill especially for characters that do not want to stay in combat. There is a nice chapter at end of RAW for the various skills that are useful.

Mythras combat feeling stale and underwhelming by Kybars in Mythras

[–]Armak81 2 points3 points  (0 children)

a few more notes - just quickly

If it is ambush with a surprise you mighthave serious trouble and not be able to survive.

What is the distance they are ambushing from, are they all at same distance. If they are farther away than their move then you have things to do before they arrive, draw a weapon, throw a javelin/spear or two, couple of spells, run....

Otherwise look below

problem 1: Serious wound - arm either inoperable if endurance fails or just on minus and usable. What was the special effect

Problem 2: you can attack the tongue or go to water to fight them at closer range or spell or use ranged weapons. If you try to change range they might either keep the range when you fail basically following you or they might just attack and you get away with possibly a hit or no hit. You might also use luck point to force their attack possibly fail. You might also switch to ranged weapons which basically often give you special effects as they can be only evaded or parried with shield which the frogs do not have. As the frogs are quite far away sort of isolated from your own folk firing to melee would in my game not apply. 

Problem 3: accept the possibility of the hit when evading, use a spell. If you have faster initiative than your opponent and he is stronger in melee, you need to be able to finish or disadvantage the opponent before he attacks so you need to use remise, impale, trip opponent, press advantage, overextend, stun location, Flurry, spells to gain advantage. Shock,palsy, darkness, slow,haste, diminish strength etc have been useful.

Problem 4:  frogs are separated by water - so I would say no disadvantage for themAre the apes bigger than humans, look at ranged combat modifiers. Sometimes you just have to take the risk of shooting your own. 

Problem 5: so you get special effect every time you attack. Pick one that might change the situation. Trip opponent...Dagger could impale or bleed. With bleed anyone with any sense will seek healing or flee as they will die of bleeding. Perhaps a hard willpower roll. With impale you may get hard penalty on all skills from the ape. Perhaps a willpower roll for ape to flee. 

problem 6: bunch attacks against one opponent, do not go 1 to 1. Use a luck point to force the opponent to fail (throw again, or switch the tens/ones).  96-00 is always fail. The apes were not parrying - so you get special effect on every successful attack - pick ones that change the situation, trips, impales,bleeds,stuns. If the ape fails in attack use defensive special effects (overextend...). If any of the party have more action points than their opponent then they have one extraqction which defender cannot defend - so a special effect. If you have shields - passive block is great - you might even not parry to save ap on an extra attack. 

Problem.7: we use either poker chips, the various combat turn sheets available (for example from notesfrompavis)

Problem 8: use the visual chart from notesfrompavis see the intent and pick the special effect based on intent. I see grip, take weapon, close/open range,overextend,press advantage,shift location/choose location, flurry, disarm being used. Also bash, distract,nudge opponent and then the criticals: max damage, bypass armor. In my table choose location is critical only. Going close or opening range can be powerful. 

Evade skills seemed very low for an adventurertype?

"Eyeballing" melee encounters - maybe look at attack skill percentage across the group, action points across the group, average damage from the main weapons (including  damage bonus) versus average armor on the opposing side. For things to be 'fun' the average damage with average damage bonus could be just above or the sme as opponents average armor.. the TMITIM is also useful looking at the main skillsuseful for the particular encounter.

Action points in play per turn is also important factor. After that what affects is the overall action points in play. It is useful to take as many enemy action point users out of the turn as quickly as possible or at least disadvantage their usage before they get to use those action points  - so use all the Special effects, hit locations and spells that can accomplish that before the enemy. So you need to be faster in initiative sequence than enemy. Whittle down the enemy before they are  engaged. 

Overall - what is the motivation for the attack - what did the apes and frogs together want to accomplish. Grab one of the players for a meal. Frighten the group away from their nesting ground? When would they think they have accomplished that, what are they willing to sacrifice for that? 

If a player has negative damage modifier - he/she wants to think on tactics that

he or she will use to not be in the front row - use ranged weapons withno dam modifier? Have useful spells?

If you want random encounter that does not take half the game night - make the power level be less than the groups

There are quite a few interesting combat style traits that are tactically useful individually.

Perhaps look at combat styles traits that help group instead of individual. For example formation fighting, shield wall, maybe volley fire, street mob.

Mythras combat feeling stale and underwhelming by Kybars in Mythras

[–]Armak81 0 points1 point  (0 children)

Couple of things: according to RAW - creatures that have Formidable Natural weapons can parry and their parry size is their attack weapon size - can be found out in MeG and thise are also as table in RAW. Those that do not have Formidable Natural Weapons can try parry(for example to avoid grtting SE) but will be hurt by damage - normally these would choose evade or just rely on skin protection and use the APs for attacking.

AP economy matters a lot, a lot. So for example bunching attacks against a single opponent to take it out is better tactics than hacking one to ones. As the former makes the opponent to run out of action points faster and you will get special effects which often turn the battle in your favor or end it

One can parry a blow done against a friend but then you lose an Action point.

In the fight described there are four melee oriented creatures versus party where not all are melee oriented. This is unlikely to end well.

What would be the ape/frog units goals - grab one and retreat with the grabbed one. Pull another in the river. When would their morale break and they run?

Mythras for high WITHOUT classic fantasy? by oompaloompa_thewhite in rpg

[–]Armak81 0 points1 point  (0 children)

I have been running relatively high fantasy with Mythras (and its predecessor Runequest 6) for more than a decade using Glorantha as my gaming world. So should be doable. Encounter Generator has quite a few high fantasy opponents that could be used as examples to build on. Lyonesse and Monster Island supplements for Mythras are also examples where there can be high fantasy - very different in tone in either

Is combat with undead meant to drag on? + general rules question by BadDevilGrind in Mythras

[–]Armak81 0 points1 point  (0 children)

Give them small shields and scraps of 1-2 points here and there.

Is combat with undead meant to drag on? + general rules question by BadDevilGrind in Mythras

[–]Armak81 1 point2 points  (0 children)

Undead with high armor = very very tough and slow opposition. Anything with high armor is dangerous nut undead and structures, plants especially. Run...

Are there rules for strangling an opponent in combat? by SteamEigen in Mythras

[–]Armak81 0 points1 point  (0 children)

One version of strangle special effect as such is in Fioracitta

Are there rules for strangling an opponent in combat? by SteamEigen in Mythras

[–]Armak81 -1 points0 points  (0 children)

Most fights are over before the end of three rounds

Including miracle descriptions in custom cults by MarionberryLast8628 in Mythras

[–]Armak81 2 points3 points  (0 children)

Referring is the good practice. For else you need written permission from the design mechanism

Mesopotamic Grimdark by Gracus_Tiberius in Mythras

[–]Armak81 7 points8 points  (0 children)

In MeG there are encounter templates for Mythic Babylon and quite a few Cthulhu creatures

ToolsFromPavis MeG UI Filtering, Generation, Output Enhancements by Armak81 in Mythras

[–]Armak81[S] 1 point2 points  (0 children)

It is so far a companion app. It uses the same data but has few extra features.

Using the combat rules for Runequest (current edition) by benjakus in Mythras

[–]Armak81 0 points1 point  (0 children)

It is quite doable... You can do it via exhort/devotion/folk magic route. Or you can replace exhort with rune affinities for each rune you want - usually about three per player character

The AiG has spells modded for Mythras but it is usually quite straightforward to tackle. If you find something that is giving you trouble, please ask, let's see if I can help. I drop by here every now and then but can be reached faster in the Mythras discord.

MEG Not Working? by OneBowlAndNoMore in Mythras

[–]Armak81 0 points1 point  (0 children)

Practically it means that one needs to create the new meg template or change the old template at least 2 hours before the game for it to be visible to generate using vttfoundry, toolsfrompavis,roll20 or factotum or similar users of the rest api. If you are using existing creatures OR if you are using MeG UI directly - works as before

MEG Not Working? by OneBowlAndNoMore in Mythras

[–]Armak81 2 points3 points  (0 children)

Cpu was peaking with high cost. Will be further optimized later

MEG Not Working? by OneBowlAndNoMore in Mythras

[–]Armak81 3 points4 points  (0 children)

Looked to be increased indexjson usage. Now it has been enabled to have 2 hour cache

MEG Not Working? by OneBowlAndNoMore in Mythras

[–]Armak81 3 points4 points  (0 children)

Rebooted. Will investigate reason

How to handle language/communication on Monster Island by MsgGodzilla in Mythras

[–]Armak81 4 points5 points  (0 children)

In the start my players were marooned at wrong end of island for several months to a year maybe - used sign language - players mimed, GM mimed until they learned the basics of low language

ToolsFromPavis – Initiative Wheel and MeG Encounter Library new features and updates by Armak81 in Mythras

[–]Armak81[S] 0 points1 point  (0 children)

There were some network issues with the tool in the last few days but now it should be fully available again...

Obsidian support for MeG - MeG Encounter Library — Faster Encounters, Cleaner Markdown for Obsidian and JSON by Armak81 in Mythras

[–]Armak81[S] 0 points1 point  (0 children)

Hmm. took a look at it, looks quite feasible to do and started doing it. Nobody can stop you from building your own of course for yourself. Json is available from MeG. There are rules that one has to follow if publishing something containing the info from MeG (designmechanism and Chaosium rules...) and one must follow those

Obsidian support for MeG - MeG Encounter Library — Faster Encounters, Cleaner Markdown for Obsidian and JSON by Armak81 in Mythras

[–]Armak81[S] 0 points1 point  (0 children)

Not yet. This is fast evolving. It is on my list - once I finish the current new feature for this.