pyrephox: (Default)
Pyrephox ([personal profile] pyrephox) wrote2004-03-14 03:12 am

Whew.

'Wings in the White City' is over. :) Note to self: It is /damned/ hard to run a tabletop style game online. I don't mean tabletop format, but tabletop style. I.E. The way the adventure is set up and runs, and all that. It just doesn't work very well online, thanks to typing speeds and a lack of communal snacks.

I had a lot of fun, and definitely chalk this one up as a 'learning experience' for figuring out how to GM online well. All told, it didn't go too terribly badly, as far as combat goes, it was just a lot slower than I'm used to. I need to learn to keep a better eye on time and get the pacing on the level.

Another note to self: It's damned hard to kill a Celestial in In Nomine. Damned hard. Not all that easy to kill a human with a decent strength, for that matter. And there are lots and lots of modifiers to keep in your head. I need a combat cheat-sheet, and possibly a way to slim things down some more.

All in all, though, I'm happy. I had kick-ass great players, who were very patient with me, and I enjoyed doing something like that.

[identity profile] undauntra.livejournal.com 2004-03-14 03:30 pm (UTC)(link)
Adding Corp Forces makes combat faster and more lethal, because for low skills you get more successful hits and for high skills the TN over 12 bleeds over into damage.

[identity profile] pyrephox.livejournal.com 2004-03-15 03:05 am (UTC)(link)
Yah. I'm definitely going to keep that, for the next game I run. I'm also thinking of:

1) Possibly moving to the alternate hit system from the GMG.
2) Stealing the houserule below about just using Agility.
3) Letting Ofanim use their resonance for Throwing. It didn't work out badly.
4) Putting in a 'failsafe' for Celestial Motion, in that it won't put anything more than ten feet above a surface (just like Corporeal Motion won't drop you from a height).

[identity profile] undauntra.livejournal.com 2004-03-15 03:35 am (UTC)(link)
For Cel Motion, try giving the person a roll to resist.

[identity profile] pyrephox.livejournal.com 2004-03-15 04:25 am (UTC)(link)
I did, actually. :) But it's just not likely to work....most Soldiers and other humans aren't likely to make a Strength resist roll, and a fall from a great height is pretty much a one-hit kill for quite a few nine-Force and below characters. So, from now on, I'm just going to have it where you can't teleport someone up into the air like that. You can still get them out of the way, but not instakill.

[identity profile] sariel-di.livejournal.com 2004-03-14 05:00 pm (UTC)(link)
IN Combat == eeeeeeeevil. I personally much prefer houseruled versions of it: like, everyone goes in order of highest Agility(-equivalent) to lowest regardless of planned actions, you can Dodge whenever you're attacked unless it should be unDodgeable (possibly with penalties for multiple attacks?), and use the "add appropriate Forces to non-Ranged-Weapons attack TNs" rule (basically for the reasons [livejournal.com profile] undauntra explained). It goes a lot easier; all you have to remember are the Power/Accuracy/Hits/etc tables, then.

If you get a chance to get your hands on the GM screen? Print out the .pdf of Angelic Resonance CD Tables (I think it's on the G:IN site), tape that over the attempt at a Choir-Band and Archangel-Prince relationship chart, and you've got a nice little screen with nearly all the combat charts on one side, CD tables in the middle, and notes on core-rules Songs and hearing Disturbance and stuff on the other. [grins]



And, on a more pertinant topic: Wings has rocked, from an observer point of view. ^^ I [heart] Samuel. And Etam. ^^ And the PCs! [grins]
archangelbeth: An egyptian-inspired eye, centered between feathered wings. (Default)

[personal profile] archangelbeth 2004-03-14 07:36 pm (UTC)(link)
http://www.sjgames.com/gurps/books/in-nomine/img/IN_Check_Digits.pdf

For some reason, it's a PDF with check digits instead of the one that's in the book, which has the GURPS degree of success tables . . .

Adding appropriate Forces to non-ranged weapon skills is, IIRC, actually in the core rules. Only, like, confusingly.

[identity profile] sariel-di.livejournal.com 2004-03-14 08:23 pm (UTC)(link)
That's the one!



[nods] It's in there, I think, but jumbled around.

[identity profile] pyrephox.livejournal.com 2004-03-15 03:11 am (UTC)(link)
Yeah. I'll probably allow people to Dodge rear and surprise (depending on the circumstances) attacks from now on, except at some sort of penality. Probably -3 or -4. I mean, if you're in the middle of a fight, it's just not likely that you're not expecting an attack from all sides, to some degree.

And I really need to make up some grapple rules. Everyone seems to want to grapple with each other. :p

I very much enjoyed GMing the game. The PCs were great, and fun. :) I liked playing some of the NPCs, too...I almost regret that Samuel and Etam, in particular, were just one-shots.

[identity profile] sariel-di.livejournal.com 2004-03-15 09:37 pm (UTC)(link)
I might argue for no Dodge on, say, a silenced sniper shot, or some other attack from a person and in a manner that the target doesn't expect and can't hear/see in advance, but yeah, I'd definitely allow Dodge-at-a-penalty for most things like that. [grins] You'll probably react, you just may not react well.

[giggles!] [nodnods] Grapple rules good. ^^

You should so recycle Samuel and Etam for something. [grins] (I swear, Kyriotates of Animals are more fun than they have any right to be on paper. ^^ And Habbalah are, y'know, Habbalah... ^_~)