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  #46  
Old Nov 19th, 2013, 11:22 PM
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As a rule of thumb, I'm going to use blue text to denote verbiage in Tamerian. If it'd make it easier for you to read, Gath, I can pick a color for Markadian too.
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  #47  
Old Nov 20th, 2013, 12:57 AM
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I would honestly rather label language text rather than keeping track of a bunch of different colors. Some of the colors are hard on the eyes too.

There are these languages in the game:
Markadian
Nivian
Tamerian
Drow
Tauren
Goblin
Orc
Sylvan
Druid (with Druid class)

With the exception of Tamerian and Tauran we can use the first two letters to designate which language is being spoken. I think the default language is Markadian so I would say that any dialogue with out a language tag would default to Markadian.

I have been using this for years with the core 3.5 languages and it really is a very simple and easy way to denote languages. A simple [dr]"For drow." Or [tam]"For Tamerian..." It is so simple and elegant compared to the colors in my opinion.

With the colors that is potentially eight colors that I have to memorize which is which language, and if most languages don't get spoken but for a few times here and there I would rather have the first two letters of the language to jog my memory as to which language is being spoken because there is a greater chance that I don't have to go look up what language is being referred to. It is intuitive enough that the abbreviation tells you what is being spoken.

Also it is way, way less code...
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Last edited by Gath; Nov 20th, 2013 at 02:42 AM.
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  #48  
Old Nov 20th, 2013, 02:24 AM
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I'm fine with colors or tags. However, if nothing is used to denote language, I will assume Markadian as you should all know it since it is essentially my version of "common" and the most frequently used language in Tan.

Additionally, I've decided that while I will use the 3d6 system for NPCs and PC secret rolls, those of you more comfortable with 1d20 may still use it on their rolls. Just try to be consistent and not switch back and forth for scenarios where one is superior.
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  #49  
Old Nov 20th, 2013, 02:41 AM
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Ah, I completely forgot about the 3d6 method.
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Old Nov 20th, 2013, 05:04 PM
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Mmmk, I'll cut the color if that's not useful then, I intend to use descriptive text either way; throwing OOC tags into prose before every bit of speech is way too immersion breaking in my opinion, far worse than the bold speech. Incidentally, if you're going to go with bold speech, please use quotes as well. There's even a bbcode for it: [ SAY ] [ /SAY ].
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  #51  
Old Nov 20th, 2013, 07:24 PM
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There is also the option of using tt tags along with language labeling if you are not interested in breaking the immersion. Something like this perhaps:

Drow"Look at me when I am talking to you!"

That's about as inconspicuous as you can get when it comes to labeling dialogue.

The code is [b][tt="""]drow[/tt]Look at me when I am talking to you!"[/b] - you have to put the quote mark in quotes for it to work. Or you can just label the first word of the sentence.
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Last edited by Gath; Nov 20th, 2013 at 07:58 PM.
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  #52  
Old Nov 20th, 2013, 09:09 PM
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So I am thinking editing the house rules by making an two additions. The first is simple, if your character dies you will be allowed to create a new character at the same level of XP as the party and will be re-introduced at a convenient time.

The second is a bit more complicated. While I don't utilize massive damage rules, I am considering adding this for dramatic effect. If a character (without the diehard feat) sustains >75% of its maximum hp in lethal damage within a round, it will begin a process of "conscious death" until they fall unconscious at 0 hp or are stabilized. This is basically how it works:

They fall prone as soon as the lethal damage of the round exceeds >75% of their max hp.

They remain conscious but begin losing hp at a rate of 1hp/round as result of internal or external bleeding.

This state of "conscious death" ends when either the character stabilizes (they can self-stabilize) via the heal skill or they can receive any amount of magical healing.

They can only take a single move or standard action in a round. If self-stabilizing constitutes a full round action, they can split it up as two non-consecutive standard actions that require two separate heal checks.

Movement is restricted to 5 feet per round (if they are not standing this is a crawl) but is not reduced by any natural terrain based reductions in movement.

They can stand up and move while standing. However, they must make a DC15 strength check to remain standing at the end of any round that they are standing.

They take -10 on all physically based skill checks and -5 on all mentally based skill checks.

They take -4 on attack and -4 on damage rolls (minimum 1 damage) and are considered flat footed.

They cannot combine drawing a weapon or item with another movement action even if their BAB is +1 but they can still draw it as a free action with quickdraw.

Thoughts?

Last edited by Ironwulf; Nov 20th, 2013 at 09:10 PM.
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  #53  
Old Nov 20th, 2013, 09:52 PM
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This sounds quite interesting. I'd be willing to try it out
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  #54  
Old Nov 20th, 2013, 10:00 PM
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I think it is well written but not very practical. I was in a game once where a guy had optimized his character to the point where with massive damage rules he automatically killed anyone he hit, unless they made some epic fort save vs death.

What you are proposing sounds a lot like real death, only you are cheating us out of that last 25% of our health and I think that isn't fair. The game isn't designed to deal with damage like that so if I get mobbed by a bunch of peasants with clubs and take some 18 damage in a round well that isn't enough to kill me but according to your proposed rule I would be considered dying at that point.

At this point in time at our level we don't have a whole lot of hit points, I only have 25. To me that's hard enough to deal with right now. If you wanted to add in something like what you are proposing when we have a larger hp pool then I would possibly be more open minded to it, but now it just seems unnecessarily harsh.
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  #55  
Old Nov 20th, 2013, 10:52 PM
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Ok, how about this for a compromise. It will apply to NPCs for a while and we can vote on it in a few chapters and few more levels.

Last edited by Ironwulf; Nov 20th, 2013 at 10:52 PM.
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  #56  
Old Nov 21st, 2013, 08:58 AM
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I think the mechanics themselves aren't bad, but I am again not a fan of losing 25%. Mostly since the game is balanced(snicker) around the concept of numbers being a certain way.

If this were applied to the sub-zero part of our healthbar I think it would be acceptable honestly. I actually prefer things like critical damage, and penalties at thresholds, but "D&D" just never built that stuff in.
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  #57  
Old Nov 21st, 2013, 01:50 PM
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Fair enough, I'll play around with them for your enemies and if I find you are mopping the floor with them, I'll adapt it or get rid of it.

Last edited by Ironwulf; Nov 21st, 2013 at 01:50 PM.
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  #58  
Old Nov 21st, 2013, 03:48 PM
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On the other hand, you did say we basically start back up wherever the PCs are when we die... So, the level of investment there gets a lot lower and frankly makes me less concerned about losing 25% It just stresses the need for high init rolls.
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  #59  
Old Nov 21st, 2013, 07:29 PM
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Yeah, basically the rest of the party just gets your stuff. Really, you'd only be relatively behind in equipment at that point. I'm still just gona start out with NPC and then assess. It may be that 80 or 90% is a better cutpoint. I really envision combat being gritty. Bleeding fighters crawling for their dropped crossbow or to hide under a table and apply a tourniquet. I want to drench the rooms with blood and have walls peppered with crossbow bolts. I might start home brewing some tactics feats that can be earned in exchange for hero points. Maybe crossbow bolts that pin hands to walls or something like many shot for shurikens where you can throw two at once. So much good material from action movies.
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  #60  
Old Nov 21st, 2013, 08:00 PM
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Maybe if you are planning on all of this carnage we should go with 3/4 hp instead of 1/2+1. It isn't much of a difference but over time it would add up..
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