Comments on 2007-02-28 Scouting for Morioka

Very good write-up Alex. How did the character conversion from M20 to D&D go? I’m interested in the details……..

GreyWulf 2007-03-01 10:14 UTC

Well, our characters were basically level 2-4. So here’s what we did:

  1. Copy STR and DEX.
  2. Roll for three more attributes (4d6, drop lowest).
  3. Assign MIND to one of INT, WIS, or CHA.
  4. Distribute the rolls you made to the unassigned attributes.
  5. Copy equipment.

The rest was regular character-recreation. Thief → Rogue, Fighter → Fighter, and Fighter → Ranger. All were human to begin with.

  1. Reroll hitpoints.
  2. Compute skill points and buy ranks.
  3. Pick feats.

I had read the new rules but never done character creation before, one player knew the D&D 3.0 rules, one player knew the AD&D 2nd ed rules 10 years ago, and one player didn’t like rules longer than one page. ;) It was over in about an hour.

The rogue was level 3, and had therefore already increased an attribute by one, so we took note of that and will skip this step when he reaches level 4.

I’ll assign XP based on linear extrapolation.

– AlexSchroeder 2007-03-01 10:42 UTC

Thanks! Duely noted.

Darkness is seriously scary, btw. As per the SRD, if a character can’t see, he’s considered to be blinded. That means:

Imagine Pitch Black. the movie. That’s darkness in D&D.

Picture the scene: A group of highly-trained (STR 16, DEX 14 Fighters) humans enter the Underdark carrying torches. Drow ambush casts Darkness on them, knocking their AC down by -4 immediately. They’re sitting ducks against the Drow’s enhanced vision. The Drow fire crossbows into the floundering humans then silently move in for the kill. The humans last perhaps 4 rounds, one Drow takes a minor wound from a lucky hit. It’s over.

Darkness should be the biggest fear element for any human-centred game, and a good reason for parties to snarf some form of magical light as soon as possible. I’ve run games where the party didn’t even know what hit it and a Rogue was almost killed by a wild swing from the Ranger! Suddenly, playing a Human isn’t quite to tempting………..

GreyWulf 2007-03-01 23:08 UTC

Interesting… I had the cleric cast darkness on the courtyard, because he didn’t know how many were attacking from what directions. His plan was to sneak away under the cover of darkness. But then somebody pulled out the darkness spell description [1] and all it mentioned was the 20% failure chance. :-/

I’ll have to get better at the use of darkness, if I want the masterplan of my evil clerics to succeed… :)

– AlexSchroeder 2007-03-02 00:16 UTC

Yeh. Darkness the spell is badly misnamed. It’s more of a magical gloomy gothic lighting effect than actual total darkness, as defined by the rules. Think of it as a negative candle which casts shadows instead of light. Silly, really. No spell called Darkness should ever create “shadowy illumination”!

In our game we rule that the spell weakens the bonds to the Plane of Shadow, so there’s a (slim) risk that something from the Shadowrealm might come calling. But it does cause real Darkness, and all the horrors that entails.

GreyWulf 2007-03-02 00:48 UTC

“Wonder whether this looked too much like the DM saving the party…”

ja schon, aber: warum sind die skelette so stark (stärker als unser level 2 holzfäller!)? und warum sah uns der kleriker trotz (vieler) guter hide und climb etc. würfe?

marcel und ich haben im kampf jeweils gut bis sehr gut getroffen. und hätte marel nicht die beiden neuen feats gewählt (beim regelwechsel), hatten wir sowieso keine chance gehabt bei diesem abenteuer.

trotzdem hat es unglaublich spass gemacht! ;)

zeno 2007-03-02 14:52 UTC

Na, warum euch der Kleriker sah, ist doch klar: Weil er noch besser gewürfelt hat als ihr! :)

Mit “keine Chance” bin ich nicht ganz einverstanden: Ihr habt halt gedacht, gegen einen Kleriker und sein duzend Skelette und Zombies antreten zu können, und wurdet dann von den Fähigkeiten des Klerikers überrascht. Das ganze soll ja schon gefährlich sein, dh. es soll durchaus möglich sein, Feinde zu treffen, gegen die man noch nicht antreten kann, oder wo kompliziertere Taktik nötig ist. Nach dem der Kleriker euch gesehen hatte, gab es ja eine Gelegenheit für einen Rückzug. Ihr hättet auch den armen Kubo San einfach im Stich lassen können, haha.

Aber keine Angst, ihr werdet schon noch Gelegenheit haben, den Burschen auszutricksen. Es wird sozusagen unausweichlich sein.

Sobald ihr weg seid, wird der Bösewicht sich natürlich daran machen, aus den toten Räubern, die ihr nicht begraben habt, ein paar Zombies zu machen…

Keine Angst, Musashis Schloss ist und bleibt ein wichtiger Ort.

Warum sind Skelette und Zombies so stark? Tja, keine Ahnung… Wie stark sind sie denn sonst?

Die Welt ist voller Gefahren, und sie werden nur noch gefährlicher. Gewöhne dich an deine Rolle als Appetitanreger für die Bösen, harr harr harr. Das Stichwort heisst {TPK Total Party Kill}. :sardonic:

– AlexSchroeder 2007-03-02 17:00 UTC

hoffe, es gab wenigstens eine unmenge von XP für mich, denn ich habe den höllenhund ja windelweich geschlagen mit meinem kurzschwert. ;)

zeno 2007-03-02 19:59 UTC

I think this is how it works:

  1. The average party level is 3.
  2. For a CR 1 creature, you’d therefore get 300 XP.
  3. Since skeletons are CR ½, that means the party gets 150 XP per skeleton vanquished.
  4. 150 × 5 / 3 = 250 XP per person.
  5. The hellhound gives no XP, because it was summoned by the evil cleric, who has not been vanquished. :)

– AlexSchroeder 2007-03-12 20:18 UTC

Your math is correct as per the DMG. Personally, I hate the way XP is calculated in D&D - it’s a reversion to the Bad Old Days of lookup tables, cross-referencing two variables then using algebra on the result. Ick.

I just multiply the CR by a hundred and add/deduct some for great or poor role-playing and participation. It’s near enough, but demands fewer headaches from me. So long as I aim for the 9 (10, really as the math is easier) encounters per level, that’s good enough. And good enough is good.

It’s also kinda silly that beating a hellhound gets nothing but killing 10,000 orcs will give XP for each and every one of them. I know it’s to stop unscrupulous players from summoning creatures and killing them just to get the XP, and summoned monsters are supposed to be a part of the challenge of fighting spell-casters, but it still sucks. After all, the first time that the PCs will encounter demons they’re likely to be summoned. The players should sure as heck get XP for that!

GreyWulf 2007-03-12 23:28 UTC

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