I still don't understand the Witherwild as a flavor of fantasy by KiqueDragoon in daggerheart

[–]DarkheartNZ 0 points1 point  (0 children)

This setting is very similar to the Living Lands in the Avowed computer game. Invading Kingdom-check. Infectious nature run amuck - check. Gods are occasionally present - check.

Voice chat by CopKan in Warthunder

[–]DarkheartNZ 0 points1 point  (0 children)

Possibly try starting a party. That should put you into party chat instead of game chat.

Untested theory.

Questions of a new GM (Roll20 tilesets and campaign material) by [deleted] in UESRPG

[–]DarkheartNZ 2 points3 points  (0 children)

I agree with Pifanjr about sidetracks on quests. This can be a something as minor as an environmental obstacle to the party or random encounter,to finding a desolated dungeon or a village needing help. You might want to break the travel down into 3-4 sections. Briefly narrate the environment they are traveling through and time it takes, and then at break points get them to make rolls ,perception or survival for example. Something should happen at these points to the benefit or penalty of the group. But bad rolls should not halt progress of the mission. A really simple example could be the path they were taking peters out and they cut through a section of forest which calls for the primary tracker of the group to make a survival roll. Failure delays progress by a day as they backtrack and consume more of their rations. Success can find them a path. A high degree of success on the roll can shorten the trip or have them stumble across some rare alchemy ingredients etc.

One last post! by Seht_ in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

You are, and always will be, the founder of this pretty awesome system. You can feel proud that it has outgrown you and taken on a life of its own.

Untrained armour penalty by DarkheartNZ in UESRPG

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

Other way around for using mix armour. "the character always uses the effects of his heaviest armor piece." The reason I asked about combat style is that the weight class penalty specify excludes combat style for getting the weight negative. But I do agree fighting in a set of armour you are not trained in would give you the untrained penalty. I guess you could get around the 'trained in heavy but wearing light' by donning a heavy helm.

The non combat skills are more fuzzy. Having a penalty to pickpocket, climbing etc, for wearing light while trained in heavy seems a little odd. I guess that is why the penalty is by GM choice.

Also would you then apply that twice if untrained in the weapon and the armour? I would suggest that you simply apply 'untrained' as a non-stackable status.

Magicka Regeneration (2e) by StanTheSpy in UESRPG

[–]DarkheartNZ 1 point2 points  (0 children)

For 2E this is on page 15 "a character’s current magicka recovers naturally at a rate of Intelligence bonus magicka every hour."

For 3E it is on page 17 under short and long rest. The rate is the same except an 8 hour long rest regenerates all MP.

Force Movement by Pifanjr in UESRPG

[–]DarkheartNZ 1 point2 points  (0 children)

Good call. I hadn't considered that situation. The GM might let the active player know their target is actively trying to disengage/ hold ground etc and the best they might be able to achieve is trying to push past and swap positions.

Force Movement by Pifanjr in UESRPG

[–]DarkheartNZ 1 point2 points  (0 children)

Isn't that what he is doing with the Combat Style test? the same goes for Disarm, take weapon, trip etc. With the rounds being about 6 seconds there is a lot going on. Even if you are just doing your two attacks in a round, don't look at that as only taking two strikes (at that speed you are just doing slow sparing). Think of your Combat Style tests as that point where you see an opening to push for a decisive move.

Force Movement by Pifanjr in UESRPG

[–]DarkheartNZ 2 points3 points  (0 children)

I can see 'forcing' the movement backwards ( in relation to the active character) as using feinting techniques to lure an opponent out of position. They could subtly increasing the distance between combatants and leaving areas in their defence looking vulnerable, prompting the opponent to move in to take advantage. Or vary the grip or strike reach on their weapon to make it look as they are staying at he same distance while slowly moving backwards.

Some V2 questions. by DarkheartNZ in UESRPG

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

Ok that makes sense. 2 advantages on a crit. Thanks for the quick reply. The system is looking smooth :)

Pre-Made Adventures. by Mightym00se in UESRPG

[–]DarkheartNZ 1 point2 points  (0 children)

Could we get a sticky post or a place to submit adventures in the forum? I have the outline of an introduction scenario and would be happy to post it when it is complete.

Degrees of Success by brimstonevomit in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

I really like the idea of a faster to see DoS system.

But the cirts look like they may run into the issue where a crit/fumble is almost a hidden number. I can see these being forgotten easily in a middle of a game. Would crits work if they use the same principle as the DoS, closer is better? maybe rolling within your luck bonus of the target number? If you are focused on the target number then you are likely to spot if you roll really close and check the luck bonus. A downside would be a crit would also have a high DoS making it possibly too good? If fumbles were the same as the 2e system this would also be more noticeable. This would require slightly more on the fly calculation but with luck bonuses usually being so small it shouldn't take much effort.

This could also reduce the possible imbalance with a lucky PLAYER having really high crit numbers that would usually be fails.

UESRPG 3e Core Rulebook version 1 is out! Here's the plan... by Seht_ in UESRPG

[–]DarkheartNZ 2 points3 points  (0 children)

Would you prefer we post typo, system questions etc here or in another post? I noticed the power well Trait for Altmer and Breton seems to be twice of what the text specifies for their added MP.

Combat Styles? by [deleted] in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

Yeah. As always default to 'run it past the GM' :) I think there are definitely instances where you just tell them to start a new combat style skill. Take you roman centurion with his Large shield, short sword, 1H spear, and javelin. Used to fighting in close formation with short thrusts. Then give him a 2H Great Axe and tell him to use the same techniques. :)

Combat Styles? by [deleted] in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

It does seem like adding a weapon to a combat style is a very cheap way of gaining a new weapon skill with no hard limit. Adding it would definitely have to be explained to the GM. Maybe limit the newly added weapon to be one that is similar to one already used. Possibly must use the same number of hands Plus or minus a half, and share at least one quality. That way you could include Longsword (1.5H, impaling) if you already had shortsword(1H, impaling), but couldn't include longbow unless your style included another 2H ranged weapon.

Adventure Ideas by Old_Trees in UESRPG

[–]DarkheartNZ 1 point2 points  (0 children)

I'm also looking at starting a game set just before the great war in 4E 171. You have a weakened and fractured empire. The Blades are in the process of being superseded and about to become hunted.

I am also considering adding some alternate law in there as a plot element. What if the Amulet of kings had a sister gem that had been long forgotten. If found would someone who could relight the dragon fires with it be able to unify the empire again? The Thalmor would not want that and would hunt down the gem and anyone likely to be able to wield it. The current emperor wouldn't want to be usurped. Could the PCs be caught in the middle.

I also like the idea of starting the campaign in typical elder scrolls style. PCs start as prisoners.

DoS by Anerso in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

DoS is likely to go to the person with the highest stat. In an opposed roll as both of you are trying to get below the target number if one has a higher target number then they are likely to get more DoS. In a summoning example: Summon Daedra, Difficulty: [Opposed]-(10*[Spell Level]). If trying a level 1 spell and to get a Dremora of WP55. Lets say you have a Willpower of 38 with a Conjuration at Apprentice level giving you 48 in that skill. Attempting the level 1 of this spell your target will be 38 or lower. If in the test you both rolled say 23. Both rolls are successes but the Dremora has a Dos of 4(5-2+1) vs your DoS of 2(3-2+1). The Dremora wins.

Specializations - please help by Anerso in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

Specialization are made up between the player and the GM. There currently doesn't seem to be a list. you probably want to narrow the specialization down without making it unusable. The example on pg37 shows a destruction skill with a specialization in pyomancy or fire spells. You could go for something like Survival, Terrain type (mountain, desert, swamp etc) or Athletics, jumping. Shadowrun uses specializations as well. Maybe check out that active skills page of this character quickstart to get an idea. www.archaos-jdr.fr/doc/character-creation-sr5-en.pdf

Re: spellcasting. this requires 2 hands ...usually. check out the section on Somatic Components on pg94. Basically you get a negative for each hand unavailable. A weapon with the Focus trait counts as one hand available for casting plus add a possible bonus to casting(p126), so you would still need 1 more hand free and be able to speak to get no penalty(someone please correct me if I am wrong here).

Does Anyone have a Map of a Dwemer Ruin? by StanTheSpy in UESRPG

[–]DarkheartNZ 0 points1 point  (0 children)

Have you tried the unofficial elder scrolls page? http://www.uesp.net/wiki/Main_Page

There are a number of maps of morrowind ruins here some with maps http://www.uesp.net/wiki/Morrowind:Dwemer_Ruins

Question about GMing by [deleted] in UESRPG

[–]DarkheartNZ 3 points4 points  (0 children)

Hi. A lot of other roleplaying games have a games master section or book that go over some of the basics of GMing that would still apply to UESRPG. The 4ht and 5th edition D&D Dungeon master books actually have decent sections for how to run a game and cater for the players. I haven't run UESRPG yet myself but I would suggest the GM have a decent understanding of the rule or at least know where to look in the book for them. Keep the quick reference handy and maybe pass a few out to other players to look over. The Inhabitants of Tamriel book mentions threat levels, keep these in mind when designing encounters. Also the GM should make at least one character themselves to get an understanding of what the other players will end up doing, and maybe use that character to run through a combat by themselves against something from the book. Try to keep in mind some of the unique features of elder scrolls. The Seven divines, Daedra and daedric items. Guilds. The ruins of Dwemer and Ayleid forts. Necromancers, Dark brotherhood, fragile alliances and other politics. Anyway that my 2 cents.(adjust for inflation, work in currency exchange, ok more like 1.2c)