Sunday, February 7, 2010

SoG - Play Session Update

Quick update from Sunday's "Spirit of Greyhawk" gameplay session:

Consequence Pool: Didn't have a chance to try it out. Party didn't let themselves get engaged in a group combat yesterday that lasted that long.

Healing spells: The healing rules around "stress" need some polish. I need to figure out something a bit more elegant (or easy to remember) than what I have in place right now. But the basic premise of "multiple small healings add up to big healings" is the right way to go for SoG.

(Quick response from biff's prior comment re: Healing and the social stress track. I dabbled with things like that a bit. Scan the source material for things involving modifiers to morale checks--I consider the source material's concept of 'morale' to be the closest parallel to attacks and healing on the social stress track. So for example, "Bless" and "Curse" involve placing aspects on targets that would also be VERY taggable for purposes of making social stress-related attacks and healing.)

Sorcery and Fate Point "Commitment": Biff's comment here is now officially "in" SoG. My "on the fly" spell-caster went a little nuts with low-level healing spells (see above), and this was the perfect way to establish checks and balances without being punitive. There was a bit of a problem with the initial understanding of the difference between "spending" versus "committing" a fate point, but that's a "once and done" problem.

(Thanks, biff-dyskolos!)

Monster Conversion: Hellhounds worked out pretty well. They're scary when they act in concert with each other. PC's really didn't like fighting "dogs" that were smart enough to start manuevering aspects upon the PCs (latching on, then shaking PC to the ground) that the rest of the pack would then tag--actually rattled them quite nicely. (GM nasty laugh)

Turning Undead: Attempted an initial try at rules for turning:
  • Use the cleric's spell-casting skill as a Manuever to put an aspect against the target(s) (single versus group target didn't matter) and
  • Consider any opposed alignment aspects to tag.
  • Gaining spin either puts you in control of them(instant minions!), or dispels them (depending upon the turner's alignment).
Not sure about the balance yet on turning especially at the bigger disparities with respect to gaining spin, but the gameplay "speed" was a good feel.


Anonymous said...

"Sorcery and Fate Point "Commitment""

Don't thank the messenger, thank Mortal Coil

"Healing and the social stress track"

I wasn't so much concerned about the stress track as the Consequences. A healing spell that targets the health stress track is completely different than one that targets the composure stress track, or what ever else you have. But once you start talking about Consequences, things get less clear cut. A "Broken Arm" consequence is completely different than a "Broken Heart" consequence but they are both consequences.

However, I did have an idea about healing spells and 4e healing surges. Instead of the spell directly affecting a stress track or consequences, manoeuvre a aspect "Healing" onto the character, or all allies in the zone, that they can then tag for a healing effect.

Normal consequences are removed by time, a short rest after a scene for minor, an extended period of rest for moderate, or substantial downtime for severe. Tagging that "Healing" aspect reduces that time period. No rest at all for minor, a short rest between scenes for major, or an extended rest for severe.

Or if you want a skill roll involved. Each character that tags the "Healing" aspect gets to roll an appropriate skill for the healing effect, Endurance for Health, Resolve for Composure.

Anonymous said...

Also, how about posting your Hellhounds' stat block. I am curious.