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Post by blacksmith on May 30, 2022 11:42:37 GMT
Hello, this is how I think it goes: 1. 3 decreasing Rep d6. 2. Any. 3. Correct. 4. I'd say it's correct but you make up the difficulty of the challenge as well as the possible outcomes if you pass either 2, 1 or none d6, so it's up to you. In my case I wouldn't remove the PEF if I successfully passed the Orcs. 5. Correct but as Ed says it's your game so nobody is stopping you to give 6" movement to Dwarves and 12" to Giants for example. Slow attribute is only for reactions.
Hope it helps. Cheers,
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Post by Ed the Two Hour Wargames Guy on May 30, 2022 16:52:38 GMT
Yep, that's correct on all counts, especially number 5 where it is your game.
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Post by martinw on May 31, 2022 18:54:48 GMT
blacksmith , thank you for your comments. Gah! I had done it correctly the first time around but then talked myself out of it. It can get quite "expensive" to ask band members to come along then! OK, sorry, just to double-check: On a successful Quest Job Offer, all band members (the Star and the Grunts) receive the full amount of payment, correct? Wow, the grunts will end up with a lot of increasing rep d6! I'll have to play around with that a bit more. I guess it's all about how quickly I want the warband to advance. The increasing / decreasing rep d6 system can provide an incentive to do (or not do) certain things, but it doesn't seem like it's a requirement to use it. I could probably just as easily use something similar to "milestone leveling" from RPGs, where I give my figures the opportunity to advance after having accomplished something significant (e.g. completed a difficult mission). Ed the Two Hour Wargames Guy , thank you for reading along and for your confirmation. The more I play your game, the more I enjoy it, and the more I look forward to playing the next session! I feel like I'm also slowly starting to see the toolbox aspect of the game. Lots more to discover and try out. Thank you for a fun game!
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Post by Ed the Two Hour Wargames Guy on May 31, 2022 19:11:59 GMT
Wow, the grunts will end up with a lot of increasing rep d6!
I don't bother to track the NPCs that much, maybe one or two in case they go off by themselves.
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Post by blacksmith on Jun 1, 2022 17:13:37 GMT
I don't care either about how many Rep d6 my followers get. For me it's just money I spent on them and no more.
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Post by martinw on Jun 4, 2022 7:58:22 GMT
I don't bother to track the NPCs that much, maybe one or two in case they go off by themselves. Thank you for your reply. That makes a lot of sense and simplifies the bookkeeping significantly. I don't care either about how many Rep d6 my followers get. For me it's just money I spent on them and no more. Yes! That makes sense as well. I found your blog and your battle reports. It sounds like you basically treat increasing d6 as a kind of currency, which can be traded in for various things. I like that approach a lot. A big "Thank you!" to you as well for a wonderful game! I'm having a ton of fun with it and am looking forward to exploring the various sub-systems a bunch more.
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Post by blacksmith on Jun 5, 2022 7:19:49 GMT
Exactly, Rep d6 is the currency for Talomir. You're most welcome. There's nothing better that somebody having fun with something you wrote Thank you!
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Post by martinw on Jun 11, 2022 14:56:36 GMT
Exactly, Rep d6 is the currency for Talomir. You're most welcome. There's nothing better that somebody having fun with something you wrote Thank you!
I am definitely having fun with WHAT. Thank you very much for the game! And I'm still saying that, even though my poor warband got its butt kicked in today's session (see my next post) 
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Post by martinw on Jun 11, 2022 14:57:25 GMT
S | Scene description
M | Mechanics
D | Dialogue
C | Comments
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C | OK, I'm back for my fifth session. Thanks to Ed's and blacksmith's helpful comments, I'm going to use a different approach for increasing / decreasing d6. I'm only going to vaguely track it for the Star and not the Grunts, and I will take a slower approach. So first, I'm going to undo what I had done last time, leaving me with the following stats:
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S. Pep: 4. Sav: 5. Wary. Dim. Increasing / decreasing Rep d6: 0
M | Type: Grunt. Name: Alex. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: 4. Sav: 3. Wary.
M | Type: Grunt. Name: Bob. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Shooter. AC: 2. Weapon: SB. Pep: 4. Sav: 3. Agile.
M | Type: Grunt. Name: Charlene. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Female. Class: Warrior. AC: 2. Weapon: 1S. Pep: 3. Sav: 4. Wary.
M | Type: Grunt. Name: David. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: 4. Sav: 3. Wary.
M | Type: Grunt. Name: Egan. Rep: 4. Race: Men. Nationality: Mirholme. Alignment: N. Gender: Male. Class: Warrior. AC: 2. Weapon: 1S. Pep: 3. Sav: 4. Wary.
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C | OK, last time, the warband had just finished its last job offer, had a nice dinner, and stayed overnight at the inn. It's a new morning and they're ready for their next adventure!
M | The "Down the Road" chart suggests that one can choose any encounter after Carousing (if not picking a job offer). Let's say that Sam wants to do some hunting!
D | Sam: "What do you say, lads and ladies? Shall we go back to the forest and see if we can find us some tasty dinner for tonight? The innkeeper said that he'll gladly cook it up for us and will even buy whatever extra we bring back." Nods all around.
C | We'll see how this goes. Only one band member has a bow. In the future, I would probably have thrown in an encounter to try to barter for bows before going out hunting. But let's see how this goes!
M | Setting up the tabletop on my carpet again. Forested areas in 3, 4, and 9. Place a hill/rise in 5. Place a little stream with a bit of a pond forming in 1. The warband will enter from 9, in the woods, in cover – they're trying to sneak up on the wildlife, after all!
M | Let's generate 3 PEFs: 1d6: 5 (out of sight behind the rise of the hill). 1d6: 4 (out of sight in the middle of the woods). 1d6: 2 (out in the center of the section).
M | OK, let's start! Activation: Us: 1d6: 1. Them: 1d6: 1. Doubles, so roll again. Us: 1d6: 2. Them: 1d6: 1. We go first.
D | Sam: "OK, let's move up. But be quiet. And let's stay in this stand of trees until we've scoped out the area."
M | Activation roll is lower than Sam's Rep, so we activate. Warband moves 4" (half of normal, due to being in the woods) toward the edge of the woods. They're now within 1" of the edge of the woods, so they can see & be seen, but remain in cover.
M | Now it's the PEFs' turn. Their roll is lower than their Rep of 4, so they activate as well. PEFs will move. Start with PEF in area 4. 2d6: 5 4 → passed 1 = PEF doesn't move. PEF in 5: 2d6: 4 5 → passed 1 = doesn't move. PEF in 2: 2d6: 1 4 → Moves 8" toward warband, i.e. south. Will go straight down, so as to stay behind rise of hill.
M | Next turn. Activation: Us: 1d6: 4. Them: 1d6: 5. They go first.
M | Their activation is higher than their Rep of 4. They do not activate.
M | We do activate. The warband will move toward the hill, hoping to gain a better view of their surroundings. 1" will get them out of the woods, which will count as 2" (half movement), and then they'll move their remaining 6". The PEFs are not visible to them yet.
M | Next turn. Activation: Us: 1d6: 5. Them: 1d6: 5. Reroll. Us: 1d6: 4. Them: 1d6: 6. They go first.
M | Their roll is too high.
M | We do activate. Seems reasonable to go toward the woods. The warband moves their normal 8" toward the west. Again, no LOS, so nothing happens.
M | Next turn. Activation: Us: 1d6: 3. Them: 1d6: 4. They go first.
M | The PEFs do activate. Yay! PEF in 5: 2d6: 3 1 → passed 2 = move. The PEF will move up onto the hill. From there, it can see the warband! Let's resolve it via the Prey table. 2d6: 3 3 → 6 = 1+1/2d6 herd animals. 1/2d6: 4 → 1. So 2 goats total, Rep 3, AC 2, unarmed.
M | Let's see if the warband finds this prey. Hunt table. Bob: 2d6: 2 3 → passed 2. Goats: 2d6: 4 5 → passed 0. Bob passed 2d6 more than the goats. He spots the goats.
D | Bob: "Up there. Goats! Tasty, tasty goats. Let me see if I can get one with my bow."
M | The Hunt table says that Bob has won the action test. So now he can shoot. 2d6: 1 1 → passed 2 = hits the target. Damage: 1d6: 5 → +1 for AC 2 target = 6, vs. a Rep 3, so Out of the fight.
M | I will rule that the rest of the band is disciplined enough to not rush into melee and to stay put instead. Let's take the will to fight test for the goats: 2d6: 6 3 → passed 1 = one figure leaves the fight.
S | Bob's arrow struck true. One of the goats went down. It's not dead yet and is making bleating noises – which scared off its budy, which ran away. Bob pumps his fist in the air. Got one at least!
M | OK, back to the turn sequence. PEF in 4: 2d6: 1 4 → passed 1 = does not move.
M | PEF in 2: 2d6: 6 4 → passed 1 = does not move.
M | Warband's turn. They move up onto the hill, to the downed goat. Alex comes into contact with it and kills it.
M | The warband now has LOS to the PEF in 2. Resolve via the Prey table: 2d6: 3 6 → 9 = 1/2d6 wolves. 1/2d6: 1 = 1. 1 wolf, Rep 4, AC 2, counts as 1-handed melee weapon.
M | Check on the Hunt table whether the warband notices. Let's have Sam take the test: 2d6: 6 1 → passes 1. Wolf: 2d6: 4 4 → passes 2. Wolf passed 1d6 more than Sam → Hunter has lost the trail and Hunt is over. Wolf is removed from the table.
D | Sam: "Hey, look here. I see tracks that look like wolf. Maybe it was stalking our little goats. Too bad I can't make out where he went to. It would have made a nice pelt."
M | Next turn! Activation: Us: 1d6: 1. Them: 1d6: 2. They go first.
M | PEF activates (only one left): 2d6: 3 1 → passed 2 = moves 8" toward warband, staying in cover. So I'll move it up to the edge of the woods that it is in, 1" inside of the tree line. From there, it has LOS to the warband on top of the hill.
M | Resolve via Prey table: 2d6: 5 3 → lion. 1 lion, Rep 5, AC 4, rage, 2-hand melee.
M | David is closest to that side and hasn't gone yet. Let's see if he spots the lion: 2d6: 2 3 → passed 2. Lion: 2d6: 5 2 → passed 2. Tracking, roll again. David: 2d6: 5 1 → passed 1. Lion: 2d6: 6 1 → passed 1. Still tracking, roll again. David: 2d6: 2 1 → passed 2. Lion: 2d6: 4 4 → passed 2. Tracking, roll again. Are they stalking each other!?!? David: 2d6: 4 4 → passed 2. Lion: 2d6: 6 5 → passed 1. Go to action table, with David having the advantage (i.e. winning on a tie). Since it says "move in to take a shot," I'm going to say that David has gotten into base contact with the lion for a melee. Let's see who gets to strike first; Action table: David: 2d6: 1 4 vs. Rep + 1 (wary) + 1 (alone) → passed 2. Lion, in cover, so +1d6: 3d6: 3 3 2 → passed 3. Lion gets to attack! Melee table: Lion, rage (+1d6): 3d6: 1 1 6 → passed 2. David: 2d6: 5 2 → passed 1. Lion does damage! 1d6: 4 → +1 for melee win; shield cancels with 2-handed weapon = 5. That's 3 more than AC, so obviously dead! Yowza!
M | Since the lion killed David outright, I think that he can still continue with a charge. He sees the rest of the warband, so I think he'll start heading after them, up the hill. Move another 4" in their direction. It's not able to make contact with the warband, so will halt here.
M | The warband will take a will to fight check – they just saw David get torn apart by a lion! Sam will take the test: 2d6: 4 3 → passed 2 = carry on!
M | OK, now it's the warband's turn. Bob, Sam, and Egan charge the lion head-on; they make base contact. Bob: 2d6: 3 5 → passed 1. Sam: 2d6: 4 1 → passed 2. Egan: 2d6: 5 2 → passed 1. Lion (+1d6 for rage): 3d6: 3 2 5 → passed 3. In turn: Bob vs. lion: Lion wins by 2. Melee damage: 1d6: 2 → 2 + 2 = 4. Shield cancels out two-handed lion attack. 2+ more than AC → obviously dead. Sam vs. lion: Lion wins by 1. Melee damage: 1d6: 2 → 2 + 1 = 3. Sam is AC 4 and has a shield. Shield cancels two-handed attack, so AC 4. Less than AC, so lion suffers -1 to rep and needs to fight again. Egan vs. lion: Lion wins by 2. Melee damage: 1d6: 4 → 4 + 2. AC stays the same. Obviously dead. Yikes!
M | So only Sam and the lion are left. Lion is now at Rep 4. Sam: 2d6: 3 4 → passed 2. Lion: 3d6: 4 3 1 → passed 3. Lion wins by 1. Melee damage: 1d6: 5 → 5 + 1 = 6 vs. AC 4. 2+ more than AC → obviously dead. Wow.
M | Time to use that Star Power! I haven't used any yet, so I have 5 attempts. 1d6: 3 → reduce by 1 level. OK, so out of the fight. Again: 1d6: 2 → reduce by 1 level. Phew! So now it's -1 to Rep.
M | Alex and Charlene were going to move up – but not after watching their friends get torn up by the lion. They'll stay put.
M | Will to fight test: No way! Sam is going to use Free Will and get out of here!
M | OK, so Sam, Alex, and Charlene survived at least. Let's see if Alex and Charlene want to stick with Sam. After Encounter Recovery: Alex: 2d6: 6 3 → passed 1 = does not return. Charlene: 2d6: 6 2 → passed 1 = does not return. That seems fair / smart!
S | The warband limps back into town, beaten and bloody. They didn't even have time to take the goat with them! Nor to take their fallen comrades.
D | Alex, Charlene: "So… it's been fun and all, but that's too much risk. We were supposed to bring back some steak – not turn into steaks ourselves. We're out."
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C | Interesting scenario. Not sure if I used the rules as intended. For example: I'm not sure if I was supposed to place PEFs on the tabletop, move them about as normal, and then resolve them via the prey table when they came in sight. If so, I'm not sure how that interacts with the Hunt table and potentially losing their trail. I guess the narrative explanation is that, once LOS is established between the warband and the PEF, there is prey "out there" – but it's hiding and it's up to the Hunt table to check whether the warband sees that prey. Also, not sure if I was supposed to do a will to fight check for the goat when its buddy went down. It worked out in the narrative though and made sense that it would run away.
C | Also not sure if I did the lion vs. 3 warband members correctly. Seems odd that the is just as effective against the 3 attackers as it would be against a single attacker.
C | And what an absolutely brutal encounter with the lion! Not sure if it's supposed to be this tough or if I messed up somewhere. Ranged weapons would have made a big difference: getting a shot or two into the lion before it made contact with the warband would have helped. I was also planning on moving Alex and Charlene into a better position, e.g. to attack from the rear; just didn't even get around to that. Brutal!
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Post by Ed the Two Hour Wargames Guy on Jun 12, 2022 0:02:00 GMT
Just a question. Bob is a shooter, why didn't he shoot first instead of everyone running into melee? Place Bob out front, Lion charges Bob and he can fire first. If he scores hit, Lion OOF or Dead 33% of the time. Lions are very tough, often roll more d6 in melee than Characters.
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Post by blacksmith on Jun 12, 2022 11:46:19 GMT
Hi, I think it goes this way though I'm not 100%. 1- Generate PEFs and resolve them with the Prey chart. After that roll on the Hunt Chart as some kind of In Sight/Action chart to see who goes first. 2- Page 23, Melee Combat, 5th bullet: "if fighting more than one figure..." When the lion fights Egan it should have -1 to its Rep from the fight vs. Sam, so it wins by 1 and not by 2 against Egan. Cheers,
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Post by martinw on Jun 12, 2022 12:51:25 GMT
Ed, thank you for reading this and for your advice. Just a question. Bob is a shooter, why didn't he shoot first instead of everyone running into melee? Place Bob out front, Lion charges Bob and he can fire first. If he scores hit, Lion OOF or Dead 33% of the time. Lions are very tough, often roll more d6 in melee than Characters. My not-so-good reasons: 1. Narrative: It felt more thematic to have everyone rush at the lion in response to their buddy David getting mauled to death. 2. Team work: I figured that the lion would be at a significant disadvantage when fighting against 3 figures at the same time. 3. Hubris: I thought that the warband would make quick work of the lion. While I have you, I'd love to ask a few more questions, please: 1. Action Test: This only triggers the first time that a figure gets line-of-sight to another figure, correct? In subsequent turns, the two sides simply follow the turn sequence, correct? I.e. the Action Test models the concepts of surprise and initiative, to determine which side gets to go first when initially getting sight of the enemy. 2. Ganging up: In my game, 3 warband members charged the 1 lion; they all made base contact. So now I use the Melee table. The lion rolls its dice. Each of the warband members roll his dice. The lion's single roll is compared to the 3 warband members' rolls and the results are carried out. Did I do that correctly? Does the lion really not get penalized in any way for fighting against 3 enemies at the same time? 3. Hunting: I'm not sure how to use the PEFs, Prey table, and Hunt table on the tabletop. The way I did it: I initially placed PEFs on the tabletop as normal. Once the warband got LOS on a PEF, I resolved the PEF using the Prey table – so the PEF turned into 2 herd animals. But then I had to pretend that the warband didn't actually see the animals. Instead, I picked on one of the warband members and had him use the Hunt table. But I don't know how the "move in to take a shot" and "tracking" results are to be carried out. Do I move the warband member on the tabletop? For some of the results, the animal and the warband member would have to be in contact (e.g. ferocious animal attacks warband member). Any tips? Or was my interpretation in my previous session OK-ish enough? Thank you! Oh, and my Star Sam is currently still licking his wounds, but he will be back! 
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Post by martinw on Jun 12, 2022 13:02:20 GMT
blacksmith, thank you for your comments! Hi, I think it goes this way though I'm not 100%. 1- Generate PEFs and resolve them with the Prey chart. After that roll on the Hunt Chart as some kind of In Sight/Action chart to see who goes first. 2- Page 23, Melee Combat, 5th bullet: "if fighting more than one figure..." When the lion fights Egan it should have -1 to its Rep from the fight vs. Sam, so it wins by 1 and not by 2 against Egan. Cheers, Re 1: OK, yes, that's kind of what I tried to do. Re 2: Ah, interesting. I did have the -1 to Rep apply in the subsequent melee exchange with Sam. I figured that the initial melee exchange with the 3 warband members all "happened at the same time," so any -1 to Rep would just accumulate but wouldn't take effect until subsequent melee exchanges.
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Post by blacksmith on Jun 12, 2022 13:43:44 GMT
I think it's the way to somehow represent that you're outnumbered and give some extra edge to the attackers.
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Post by Ed the Two Hour Wargames Guy on Jun 12, 2022 15:51:33 GMT
I play all melees are done first, at the same time, then all -1 to Reps are applied. All dice are rolled by all characters only once. Then results are applied to all. So, if the lion loses to more than one guy the -1 to rep are added together then applied, but you can play it the other way if you want. No matter which way in real life it's always a one-on-one fight as two or more can't synchronize their strikes.
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