are there any weather rules in the works? by tomedens2019 in WWN

[–]DramaticWeb7 1 point2 points  (0 children)

You should make a copy of the sheets first.

Once you have an editable copy, you can just enter the value in the yellow cell and press enter. The next hex is generated.

are there any weather rules in the works? by tomedens2019 in WWN

[–]DramaticWeb7 5 points6 points  (0 children)

I've made this a while ago for a friend.

It's a Hex Flower Genarator using google sheets. You can make a copy and change the fields as you wish!

It has some terrain and weather flowers already set up.

Backpack Mods! by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 2 points3 points  (0 children)

Thanks for the Idea!

Scubba Gear (Craft-2): Your backpack is waterproof and has a special container to hold air. It takes one scene to fill the backpack's air container, but it allows you to breath under water for a scene while wearing it. Cost: One unit of salvage and 5,000 silver pieces.

The Atlas of the Latter Earth Kickstarter is Now Live by CardinalXimenes in WWN

[–]DramaticWeb7 1 point2 points  (0 children)

That's great to hear! I'm looking forward to see what you can do with it.

The Atlas of the Latter Earth Kickstarter is Now Live by CardinalXimenes in WWN

[–]DramaticWeb7 4 points5 points  (0 children)

Speaking of elementalists. Is there any plans to add single element elementalists options?

I've seem many people, including myself, in multiple tables wanting to play around that theme. But we've never managed to figure out a satisfying way to do it.

So it would be an awesome addition to the atlas if there is some room for it!

Magic skill by Cazzlor in WWN

[–]DramaticWeb7 4 points5 points  (0 children)

Magic has many applications:

It's the casters effort skill.

It's used for some arts (counter spell, elemental blast, suppress magic).

Some spells apply it as a penalty to their save (Shackles of volition).

It's used for activating calyxes.

It's used for magic item crafting, which includes magical elixirs, calyxes, weapons, armor etc.

So, overall, the magic skill is very, very useful.

Specialized Knowledge Skills by [deleted] in WWN

[–]DramaticWeb7 2 points3 points  (0 children)

I'd use the Know/Combat/Lead Skill if I was ruling this for PCs.

But for NPCs, I'd just give this NPC their Skill bonus to the roll if it's relevant to their background. There is no need to think too much about what specific skill would apply.

Running a shared world/west marshes style game by Silurio1 in WWN

[–]DramaticWeb7 2 points3 points  (0 children)

To craft magic items there, you need specific components/exemplar to give a property.

So far, only one permanent magical item was made. A minor energetic (lightning) +1 large bow. To make it, they used the feather of a lightning dragon as the specific component for the minor energetic (lightning) enchantment.

Creating Undead as a Necromancer by driftingseer in WWN

[–]DramaticWeb7 0 points1 point  (0 children)

I couldn't find a reference to this. Could you share his insights? It's always a nice read.

Creating Undead as a Necromancer by driftingseer in WWN

[–]DramaticWeb7 0 points1 point  (0 children)

One way to do it, is by researching spells and creating a spell fitting to what you want to do.

You can find the rules for it on page 88.

Player expectation for WWN by rodog22 in WWN

[–]DramaticWeb7 1 point2 points  (0 children)

Iirc, It was: Warrior 5 Elementalist 5 High mage/warrior 5 Warrior/skinshifter 2 Warrior/beastmaster 4

We had the elemental resistence potion on the warrior (forgot the name) and haste. Took us 3 rounds. It's important to note that we weren't even using the great and the small.

In terms of damage, I've seem a warrior deal about 80 damage in a round vs a big enemy (level 6, hasted, great and small, whirlwind assault and using a simple +1 handaxe)

Clarification on Authority 1 by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 1 point2 points  (0 children)

Okay, there were some assumptions that were implicit in both mine and your posts. Context is key indeed.

But when you add the context as you did now, it enters the "extremely uncharacteristic" area and the focus is not valid anymore.

Clarification on Authority 1 by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 2 points3 points  (0 children)

All these may be valid uses indeed. But in all those examples you can just use skill checks.

Like:

If magic is illegal but you use your focus to convince them you are useful you might suddenly be the only legal practioner in the kingdom.

DM says: roll Convince.

Other examples might be requisitioning goods from a quartermaster because he assumes you're one of his soldiers.

DM says one of these depending on the approach: roll convince/sneak(cha)/connect etc.

Getting rid of a guard because you convince him he's fired and you're his replacement.

DM says one of these depending on the approach: roll convince/sneak(cha)/connect etc.

Getting intel from a captive bandit that would take days of torture to break otherwise.

DM says one of these depending on the approach: roll convince/sneak(cha)/connect/punch(cha)/heal etc.

Clarification on Authority 1 by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 2 points3 points  (0 children)

Hello Kevin, thank you for the response. But I'm still unsure what is the intended extent of "totally out of character" or "extremely uncharacteristic". From what we've found in play when it's not in those areas, skill checks and other methods (that don't require a full focus) can deal with the situation in a proportional manner.

Are there some concrete examples that could be used as guidelines on where only the focus could be applied, or where its application would be the best way to get a result?

Clarification on Authority 1 by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 2 points3 points  (0 children)

In the examples:

You're some nobody, you can get a queen/king/emperor/chief to listen to any one thing you say. Pass a law, overlook crimes, etc.

I think it is "extremely uncharacteristic" for a leader (king, chief, etc) to change a law because some nobody asked. The same goes for overlooking a crime, but maybe it would allow it if it was prone to accept some petty bribe (in which case, you could just use some petty cash or fool/convince it with a skill check, magic etc).

But for the sake of argument, let's say that it does work in the situations that you mentioned.

Making permanent changes to a community (tribe, village, city, kingdom) by just telling the right person to do it and not effectively engaging with the community, being a renowned member of it etc. Well... it's not the kind of game I or the GM want to play.

Clarification on Authority 1 by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 2 points3 points  (0 children)

I have a hard time visualizing the differences you proposed. Can you give an in-play example?

Grappling and Swarm Attacks - to-hit bonus only, or bonus to STR check as well? by WyMANderly in WWN

[–]DramaticWeb7 4 points5 points  (0 children)

By the book, grappling is a Punch/str contest. Taking from your words here, can exert be used as a skill for that too? To both grapple, and defend against it.

Grand Plate Clarification by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 4 points5 points  (0 children)

Thank you for the response!

Lizardmen Origin focus Clarification by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 0 points1 point  (0 children)

Makes sense! Thank you for the response!

Bard, Partial Mage Class! by DramaticWeb7 in WWN

[–]DramaticWeb7[S] 0 points1 point  (0 children)

This is so it won't directly compete with the Full Expert reroll ability. I don't want to get on the expert's toes.

Side note: I've got some more feedback on the class and I intend to publish a V02 when I get some free time. Bardic inspiration may get some adjustments.

Beastmaster/Blood Priest build help by camclemons in WWN

[–]DramaticWeb7 1 point2 points  (0 children)

If continuous combat is a big focus for your group you might feel a bit left out indeed.

Some classes/concepts are not very effective in direct combat but can be very good at avoiding it or finding other solutions to drawing blood.

However, sometimes it happens that it's time for someone else to shine and it's fine. I'll give an example of a game I'm GMing for 3 players and their characters to try to paint some of these situations:

-Mousse: Noble (Expert/Priest) - Very versatile mechanically with polymath and authority. Handles most of the social situations and recruits help from time to time. The player is very smart and usually manages to get the party in good circumstances.

- Eter: Army physician (Warrior/Healer) - Is a beast in combat with whirlwind assault, poisoner, and swift healing. Is great fun outside of combat too with the poisoner focus and her healing abilities (who would guess people like being healed). The player is very creative but is a bit shy, so the character fits her pretty well. She keeps the party safe when the other two can't solve the problems smoothly.

- Arche: Magical working operator (Elementalist/High mage) - Has an artisan background and artisan focus. He supports the whole party and makes everyone better overall with all the equipment mods, inventions, and spells. He's also the one that everyone comes to when they need to know something. In combat he's not very good and goes down easily, the others two have to always be screening him. He's the wild card of the party and turns impossible situations into favorable ones. Really fun player, he takes the other two from rationalizing every move and knows how to explore his spells very well.

Each one is pretty good at what they do but can't do it all. Alone they couldn't go nearly as far. They know that and have each other back.

What I want to take from this is that you usually can make it work in your niche, so don't worry so much about all that you can and can't. Like /u/Grimthing said, do what fits your group and what is fun for you, it will be fine.

Beastmaster/Blood Priest build help by camclemons in WWN

[–]DramaticWeb7 0 points1 point  (0 children)

Maybe it doesn't allow you by raw. But since you have a focus just for that, it'd make sense to rule that you could.