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04/09/2018 at 12:05 #98484
Angel Barracks
ModeratorSo for traditional style spells as requested here LINK
I would suggest a difficulty to ‘cast’ the spell and then an opposed task as an ‘attack’ roll.
I will do a fireball as an example.
Let us work on the assumption that a fireball should kill a normal civilian.
This means we need to cast it, ‘attack’ and be likely to win.The difficulty should not be too high but also not so low that it is almost a foregone conclusion.
I would suggest using the summoning rules as a guideline for difficulties.So going on that basis we could cast a level 1 fireball that has an attack value of 1, and we would roll 1d6 to ‘attack’.
Think of this just like summoning a creature with a Prowess of 1, they both kind of mean the same thing, 1d6 to attack with.
Summoning a P1 creature costs 5.
Also, we need the fireball to be able to leave the casters hands and move toward the target, thus we should really consider it a P1 creature with a move cost of 5.
(5 being the base cost for a point of Prowess which would be required for a normal summoned thing to move)
I would also suggest a fireball also does status damage and this is on a par with the fear ability so we add 1 to the difficulty to cast.Thus a level 1 fireball has a difficulty of 11 (5 for the attack stat of 1, 5 for the fact we want the fireball to move away from the casters hands and 1 for the status damage)
You roll your Wits and if you pass the tasks difficulty you cast the spell and then roll your 1d6 vs the targets prowess to see if you hit/do damage.
A hit will do a point of damage like a regular attack. (plus the status damage)A level 2 fireball, again using the summoning rules has a difficulty of 16 (2 lots of 5 for the attack stat of 2, 5 for the moving feature and 1 for the status damage)
You roll your Wits and if you pass the task you then roll your 2d6 vs the targets prowess to see if you hit/do damage.
A hit will do a point of damage like a regular attack. (plus status damage)
You can see that a level 2 version is more likely to hit and more likely to get a critical.A level 3 would have a difficulty of 36 (3 lots of 10 for the attack stat of 3, 5 for the moving feature and 1 for the status damage)
You roll your Wits and if you pass the task you then roll your 3d6 vs the targets prowess to see if you hit/do damage.
You can see that a level 3 version is even more likely to hit and even more likely to get a critical.Of course a level 3 fireball with a difficulty of 36 would mostly be impossible with a single Wits roll unless your Wits stat was HUGE.
A standard villain wizard is P1, W3, V3.
So to stand any chance you would likely need to spend more than 1 Available Vitality Point to cast it, maybe even using 3 AVP to combine 3 Wits rolls into 1?
This would give you 9d6 but would the only thing you did that turn.So anyway, that is my suggestion around spells that do damage, try and think of them as summoning something and use the summoning rules as a guideline.
You can add extra bonuses like the status damage for fireballs, maybe if it is a lightning bolt you add 2 to your attack roll (once cast) if the target is wearing metal armour?Have a play around.
Illusions are another thing to look at.
So in the rules we have Enscorcellment which is a type of Illusion, but it is more of an hallucination unique to one person than a traditional DnD style illusion that everyone can see.Again we need a difficulty to cast illusions.
I would suggest a number of factors.
How many people will be able to ‘see it’ and how complex is it?For every person that can see the illusion add 5 to the difficulty.
For every sense you want to fool add 5 to the difficulty, so if you want people to see the illusion add 5, if you want them to also hear it then add 5 more, etc.So let us assume you are in a square and 3 guards are trying to arrest you.
You decide to cast an illusion of a lion pouncing from behind a corner and roaring at the guards.There are 3 of them, so that is 15.
The lion needs to be seen and heard so that is 10.
Giving it a difficulty of 25.You roll your Wits and assuming you get 25 or more, the illusion is cast.
But do they believe it?
They can try and beat the difficulty with a combined roll.
The guards have a Wits of 1 each so they roll 3d6, clearly they will fall for it as they cannot get 25 on 3d6.You could leave it as this, but I would suggest making it an open task.
That means the targets of the illusion can roll each turn and add the results until they do pass.
After all, it will not fool them forever.So with the above, they see the lion and roll 3d6 and get 12, so this turn they believe it to be real.
Next turn they roll again and get 11 making it 23 in total, again this turn they still believe but are now having some serious doubts.
Next turn they cannot fail to realise it is an illusion as they only need to get 2 on 3d6.Consider though that contact with the illusion will render it disbelieved.
So whilst the lion would be a good distraction to use whilst you run away, it would eventually be worked out and should one of the guards fancy themself as a slayer of lions and just attacked it right away that would have shattered the illusion.You could also create the illusion of the door you just fled into suddenly bursting into flames.
5 the sight, 5 the heat, maybe 5 for sound if you are feeling daring but you could probably ignore that aspect.
So again 10 for the effects and 15 to fool the guards making 25 like above.Had there been only 1 target of the illusion then the difficulty would be 15.
There are some ideas and rough guidelines, have a tinker and see how you get on.
04/09/2018 at 13:55 #98505Luca Wolf
ParticipantThis is great, following these guidelines would
let me test all the spells/effects I’d like to add to my games!
I’ll let you know how it goes as soon as I’ll feel comfortable with the rules.
Thank you.
04/09/2018 at 13:59 #98507Angel Barracks
Moderator04/09/2018 at 15:00 #98515Darkest Star Games
ParticipantI like it, based on existing mechanics and not something newfangled. I also like that casting of some spells requires you to sort of “gather” your power, sort of like feeding off of the environment. (I always hated the old “you write it in your spell book but it vanishes as soon as you cast it” thing…)
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
04/09/2018 at 15:40 #98523Angel Barracks
ModeratorI like it, based on existing mechanics and not something newfangled. I also like that casting of some spells requires you to sort of “gather” your power, sort of like feeding off of the environment. (I always hated the old “you write it in your spell book but it vanishes as soon as you cast it” thing…)
Thanks.
I try to avoid new mechanics where possible.
The gathering of power can also be achieved by utilising the energy of acolytes as mentioned in the main rules too.
If you need to summon a demon with a difficulty of 100, enlist some cultists and get them chanting and maybe offer up some goodies to the gods?04/09/2018 at 15:44 #98525Angel Barracks
Moderator04/09/2018 at 15:58 #98529Luca Wolf
ParticipantOh and if anyone here has a copy and not left a lovely 5 star review on Wargame Vault, please feel free.
I will on drivethrurpg (I guess it will appear also on Wargame Vault) …but, for “intellectual honesty” 🙂 , I will do it
after the first test-game (I guess this week-end) ..already have a Conan scenery ready on the table from a previous one ^_^
04/09/2018 at 16:01 #98530Darkest Star Games
ParticipantI can now imagine an evil sorcerer hauling a chained slave about with him to use as a battery for lightning bolt casting! (now some of those GW war machines make sense…)
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
05/09/2018 at 20:42 #98664Angel Barracks
Moderator05/09/2018 at 20:44 #98665Angel Barracks
Moderator05/09/2018 at 20:46 #98666Angel Barracks
Moderator10/09/2018 at 20:12 #99060Angel Barracks
Moderatorhmmmmm at the risk of feeling like a billy no mates… I have hit a block on abilities, could be I have enough, but rather than try and force more abilities I will move on to the bestiary.
There will be the ones from the main rulebook duplicated again for ease of having them in one place, what creatures do you think should be included?
10/09/2018 at 23:20 #99066kyoteblue
ParticipantBig Snakes!!
11/09/2018 at 15:39 #99111Darkest Star Games
ParticipantLets see… beasties…
Small spider horde, large spiders, giant spider, rock apes, basilisk, forest dragon, desert asp, troglodytes, devolved men, giant eagles, some sort of killer beetle (sprays caustic liquid?), desert lion, hyenas, some sort of ambush monster that looks like a sand dune, killer palm tree mimics, desert nomads, sand ghouls, wandering mummies, stirges (small and like a cross between a mosquito, a bat, and some scary monkey), honey badgers.
Only desert beasties?
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
11/09/2018 at 16:11 #99115Private Snafu
ParticipantWhat about a camouflage spider? I creeped myself out looking for an image, you are on your own. It would have little rocks all over it.
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https://sites.google.com/site/miniaturemachinations11/09/2018 at 16:45 #99118Angel Barracks
ModeratorWhat about a camouflage spider? I creeped myself out looking for an image, you are on your own.
Thanks but no, never.
Ever.11/09/2018 at 16:46 #99119Angel Barracks
Moderator15/01/2019 at 21:56 #107591Angel Barracks
ModeratorI have sent an e-mail via WGV but it appears the majority of people are unable to receive said e-mail.
So here it is repeated:
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First of all I just want to say a big thanks to everyone that has purchased a copy of Burning Sands.
Thanks!Now the plan was to release a supplement shortly after the main rules that had more meat so you can beef up your games.
Alas my home situation has changed quite a bit since starting the supplement (working title, The Chronicler’s Companion) and I have had to have an honest re-evaluation about it.
My plan was to bring out another book in the same format again, with a pretty background and some nice photos of models to help illustrate it and so on.
This is unlikely to happen any time soon, so rather than delay it for an undetermined amount of time, I am thinking about releasing a no frills version that is mostly text.
This will have no real impact on the playability, but it will be missing any eye candy.
I was wondering if I could get some feedback from you all about this idea.You can mail me: [email protected] or [email protected], or you can track me down on my main online haunt.
Sorry again for the delay and hope to hear from you all soon.
Praise Be To Apis!!
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15/01/2019 at 22:04 #107594Geof Downton
ParticipantPretty backgrounds and colour pictures may be pleasing to the eye, but are a pain in the printer, so I’ll be quite happy without!
One who puts on his armour should not boast like one who takes it off.
Ahab, King of Israel; 1 Kings 20:1116/01/2019 at 19:41 #107654Darkest Star Games
ParticipantI’d think you’d want to do a “pretty background” pdf for webviewing (even without monster mini pix, hut the page background) and a printer friendly one with zero frills. Either (or both) way getting it out will be a Good Thing. You can maybe even do a short campaign book or 2 later.
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
16/01/2019 at 20:41 #107658Mike
Keymaster17/01/2019 at 17:12 #107769Darkest Star Games
ParticipantSeems like an excellent way to go.
Thinking on scenario books… might be cool to do something like have 8 scenarios, but linked in a branching fashion so you might play all 8, or maybe only 4 or 6 depending upon the outcomes of the previous scenario. Maybe include a flow chart. For ease of player organizing there could be a part of the front end that say “to play these scenarios the miniatures you will need are: 1 hero (player), 2 possible henchmen (player), 6 bandits with hand weapons, 4 bandits with bows, 1 giant sand viper, 3 large scorpions, 1 sorcerer and 1 Bandit Chief” and then sell the figures in a special scenario pack!
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
29/01/2019 at 12:54 #108390Angel Barracks
ModeratorWargame Vault is currently down, if you were wanting to buy a copy of Burning Sands and are unable, drop me an e-mail.
I will arrange payment via PayPal and I will send you a manual link to get a copy.
It will be a bit slower compared to WGV’s normal method, so as a way of saying sorry for the delay in this emergency method, I will sell it for £6.00 rather than the normal £7.50EDIT: I have added a buy now button to my site, saves that faffing about.
29/01/2019 at 14:54 #108393Darkest Star Games
ParticipantBeen down for more than 24 hours, and i just got a warning from Webroot that says they may have been hacked. Bummer.
Say, how would you suggest adding in primitive “firepowder” weapons, like touch hole handguns? Treat them as bows but with long reload and maybe double damage?
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
29/01/2019 at 21:54 #108408Angel Barracks
ModeratorDouble damage may be a bit much?
I will have a proper think, but my initial thought is they do a critical on a 5 or 6, rather than just on a 6.
And it is a task to fire and a task to reload.
So a standard Villain type (P2, W1, V2) could fire and reload in a turn assuming they are on full Vitality.
Where as the villain could fire a bow twice.
Maybe when using the additional armour rules, the gunpowder weapons also reduce the effectiveness of armour?30/01/2019 at 15:16 #108429Darkest Star Games
ParticipantI will have a proper think, but my initial thought is they do a critical on a 5 or 6, rather than just on a 6.
Works for me!
And it is a task to fire and a task to reload.
Hmmm, I think this would be good for crossbows. Perhaps 2 tasks to reload? (put in powder(1), shot and ram(2)?)
Maybe when using the additional armour rules, the gunpowder weapons also reduce the effectiveness of armour?
YES!!!!
And probably a to-hit penalty for handguns types? (for the pelvic braced ones, maybe no aim penalty for the shoulder versions?)
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
11/02/2019 at 13:27 #108917Angel Barracks
Moderator15/02/2019 at 14:11 #109183Angel Barracks
Moderator15/02/2019 at 14:31 #109184Darkest Star Games
ParticipantYes. In a 4-pack, prepainted?
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
15/02/2019 at 14:33 #109185Angel Barracks
Moderator15/02/2019 at 16:54 #109203Erik Walton
ParticipantI think a premium pack would be pretty cool! But you already know my feeling on this one Mike. ^_^
Do you have plans to release a version for the non-heroes as well that is longer? Or are you envisioning just doing this fancy one for the heroes?
Oh that's my theme music, it's on now!
15/02/2019 at 16:57 #109204Angel Barracks
ModeratorDo you have plans to release a version for the non-heroes as well that is longer?
Those peons can go suck it!!
😀
18/02/2019 at 15:52 #109439Darkest Star Games
ParticipantMy thought was that you’d need 1 or 2 for the heores, then another 1 or 2 for the bad guys. Or do the band guys only rate the die sitting on their card?
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
23/03/2019 at 11:46 #111256Angel Barracks
Moderator29/03/2019 at 14:42 #111611Angel Barracks
ModeratorSo doing some spell work now, but had a thought…
Do you want a detailed description that describes the spell in detail or will the mechanics suffice?
“Lightning Cloud: Wits task to cast, target of 11. Treat as a P1 attack. Does a Critical hit on a 5 or 6 if the target is wearing metal armour.”
is that enough, or would:
A strange eerie ball of shifting cloud and smoke materialises out of the air around the wizard, it crackles and hisses as small sparks of electricity dance across it’s surface, suddenly and without warning it hurtles across the ground leaving scorch marks on the dust as it passes and careers right toward you.
Be a nice bonus?
29/03/2019 at 21:44 #111622Private Snafu
ParticipantYou will create more long run value for your customers and business with the long explanations.
___________________
http://moveshootassault.blogspot.com
https://sites.google.com/site/miniaturemachinations29/03/2019 at 22:32 #111625Deleted User
MemberI think the longer one would be more immersive? It’ll add to the lore.
01/04/2019 at 15:25 #111758Darkest Star Games
ParticipantAgree. Nice catchy description in italics, game mechanics in regular text. The “fluff” explanation also helps the newbie with imagination, immersion, and world building.
(side note: when I wrote FNG originally there was a lot of text in there regarding time-period and conflict specific information. Like what went into actually calling in an airstrike, how chain of command worked, artillery gun-lines and forward observing, etc. This was to give a bit of clarity as to why it took the player 3 steps to call in artillery rather than just a single roll, as the game was intended to be a faithful representation of that specific conflict rather than a generic game with Vietcong bolted on. It also helped people new to the conflict or that had a minimal amount of research done to understand more about how “things really were”. When 2nd Edition came out a lot of that detail was trimmed out at the request of the publisher to save space and streamline the reading/page turning due to a vocal minority. There was a pretty big backlash by the THW community at large as many thought trimming out the “fluff” sort of genericised the conflict for the reader by reducing understanding of the tactics and uniqueness of the battlefield conditions.
TDLR: fluff/descriptiveness helps!)
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
28/04/2019 at 15:43 #113521Angel Barracks
ModeratorGetting there.
We have 3 fighting styles. Sword and Shield, Dual Weapon, Double Handed.
Armour, Light and Heavy (keeping it simple)
New Abilities, Dark Soul, Pack Animal, Acrobat…
Creature specific abilities, Tough Hide, Regeneration, Ambush…
New creatures in the bestiary, Sand Dragon, Gandowana, Rhino, Swarms…
New spells, Dust Shield, Mind Fog, Curse of the Wheel, Cleansing of Apis, and Soul Bind…
New items and events, Lotus Flasks, Beef Joints, Sand Storms…
Design Notes, how I worked out difficulties for spells and more.Getting close to be being finished!!
29/04/2019 at 15:43 #113616Darkest Star Games
ParticipantAll of that sounds good! I really like having different fighting styles, that should spice things up rather well. Nothing like a good old shieldbash to the face to put a baddie a bit of a jolt. Now sandstorms on the other hand… not so much a fan of! 😀
"I saw this in a cartoon once, but I'm pretty sure I can do it..."
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