Makers of Award-winning Role Playing Games › Forums › Legends of Arcanis Organized Play Campaign › Legends of Arcanis Campaign › Gritty rules (massive damage) in effect
- This topic has 36 replies, 16 voices, and was last updated 12 years, 2 months ago by Anonymous.
- AuthorPosts
- June 18, 2014 at 9:53 pm #263060AnonymousInactive
right so your putting actual rules with suggested rules, people might get confused
Spending fate is on page 319 ARPGThe Hero may increase any one defense by an amount equal to his Fate score for a single attack only. The Hero may choose to increase the defense after learning the result of the attack.
The Hero may reduce Stamina damage suffered by an amount equal to his Fate score (from a single source of damage)
are the ones that apply to avoiding taking a wound, there are some that apply to recovering from a wound also but they are a diversion from the topic at hand
@lbxzero, the rule was announced to be in effect for the entire campaign, all the time by Eric Weiner at the beginning of the BIJune 18, 2014 at 9:56 pm #263061AnonymousInactiveright so your putting actual rules with suggested rules, people might get confused
@lbxzero, the rule was announced to be in effect for the entire campaign, all the time by Eric Weiner at the beginning of the BI“In effect” is very vague and open to misinterpretation.
June 18, 2014 at 10:04 pm #263062AnonymousInactiveThis means, ultimately, where ever official PCI events are played (Con’s, Harvesters supported game days, etc) they expect people to play with Gritty Rules. That said, Home Games do not need to.
I would like to suggest a “trial period” of the Gritty Rules in the main campaign to see how it really fairs outside of a BI environment. The GMs than Email the staff (or report here) with how it worked, and then a final word is brought down.
Warning to my players tonight: we’ll be playing with these rules though any deaths by wounds will not be considered binding until I have the data to suggest that this is the best path for the campaign. If nothing else we need to work our way into the rules rather than change something suddenly.
June 18, 2014 at 10:15 pm #263063frootsnaxParticipantUsing a Fate Point to negate a wound from massive damage is not set in stone anywhere in the official rules. None the less i though going all gritty through the whole BI with multiple encounters with Xbows and giants was a good way to more or less permanently down the half the party before going in to the final encounters. So that’s how I ran it. And my experience as a judge largely bore out my guesses.
I think it’s a good idea in a BI situation where you face 8-10 combat encounters.
June 18, 2014 at 10:19 pm #263064AnonymousInactiveright so your putting actual rules with suggested rules, people might get confused
@lbxzero, the rule was announced to be in effect for the entire campaign, all the time by Eric Weiner at the beginning of the BI“In effect” is very vague and open to misinterpretation.
yeah, im not an official source, thats why im hoping Joe or Tony posts something official
June 18, 2014 at 10:28 pm #263065AnonymousInactiveYou are almost always better reducing the damage by your Fate Score than bumping your Fortitude for the purposes of Massive Damage. That way you’re taking less damage and it has the same
net effect.John
June 19, 2014 at 1:30 am #263072AnonymousInactiveA BI is not a great barometer of the impact of this rule, since it would feature as many fights as a complete year of Hard Points. Also, this BI was designed to be rough (things are getting serious in the Blessed Lands) so it generated more Wounds than normal.
That said, 1 PC out of 62 was slain during the battle, and at the last possible moment in the battle in the toughest fight. Players have not had an opportunity to adapt play style nor hero build to the new reality of needing Fortitude.
Also, average damage should not be used for bosses, it is intended to speed up the use of Minions, and in their case you should be looking at no wounds on average.
June 19, 2014 at 2:07 am #263077AnonymousInactiveUntil it actually hits the Campaign Guide (when/if it gets updated), non-convention games aren’t going to be using it very often.
It would also help if the final Errata/FAQ was officially released, as several adjustments in that doc have a direct effect upon damage stacking.
Overall, the Gritty rules benefit the players a lot more than the NPCs (especially after T.1). It T.1, the average PC has a minimum of 2 wounds (3 Gritty rules) due to a 4 or 5 Vigor (the opportunity cost of an 8 is pretty high) and in theory, most of the threats are doing around d8/d8* damage vs a Fort of 17-19. Even your average Mighty Swing Neirite Flamberge at d10/d8+5* won’t be doing any wounds if the PC has medium or better armour (don’t get me started on Smite Heretic/Smite Infidel “kill the PCs in one hit” threats with d12 stats…)
By a couple of levels into T.2, PCs should have a Fort around 22-23 plus AR2-4 from armour, runes or spells. Unless the threat is built to “one-shot” the damage, wounds should still be infrequent. As has been stated as well, unless they are ‘named’, threats only get 1-2 wounds, making it possible to take them out with Wound damage instead of chewing through their 50-80 stamina.
The threshold for wounds was probably a lot more noticeable in the BI, as for quite a while writers have been ‘overstatting’ their Threats with d10 and d12 attributes (which feeds into both their ability to hit and the damage, especially when they explode).
June 19, 2014 at 2:31 am #263080AnonymousInactiveAnothing thing, even after Massive Damage is in effect, calling this “gritty” is a significant overstatement.
June 19, 2014 at 3:39 am #263084AnonymousInactiveWe have been using the Gritty rules in our Home Game. I can say it speeds up combat, but have never almost killed the players. They usually cut a swath with the gritty rules right to the end villian.
June 19, 2014 at 5:07 am #263088AnonymousInactiveJust played a mod with the Gritty Rules, and I only inflicted a single wound. Of course, I think the slowest weapon on the table was a Gladius and nobody could smite or was using Mighty Swing so that skews things against Massive damage (from either side).
June 19, 2014 at 1:43 pm #263104AnonymousInactiveAnothing thing, even after Massive Damage is in effect, calling this “gritty” is a significant overstatement.
That’s the term used in the Book.
June 19, 2014 at 1:44 pm #263105AnonymousInactiveAlso maybe I misunderstood, but I assumed *all* creatures got an extra wound, including ‘bad guys’ of all types (minions, elites, and adversaries). If only PC’s get the Extra Wound, then yeah it will likely in most games benefit the hard hitting PC’s more.
John
June 19, 2014 at 5:43 pm #263129AnonymousInactiveWe have been using the Gritty rules in our Home Game. I can say it speeds up combat, but have never almost killed the players. They usually cut a swath with the gritty rules right to the end villian.
I also have to admit I have some hard hitting players.
June 22, 2014 at 4:36 am #263315AnonymousInactiveMassive Damage rules being in effect, makes some older mods completely deadly at the tier they came out at. Cardakkx Rising is going to be a hand full for any 1.1 fighting the crossbow men. And Desecration might be nigh in-survivable with those speed 4 hook horror attacks.
- AuthorPosts
- The forum ‘Legends of Arcanis Campaign’ is closed to new topics and replies.