Check here from time to time for random goodies from the lead game designer, Michael Terlisner:
Need a dungeon room in the next 3 seconds? Try my new Random Dungeon Room Generator. http://www.enworld.org/forum/dnd_view_block.php?id=1770
How to get bloody in Modos RPG:
Three contest outcomes (succeed, tie, don’t succeed) might not be as brutal as some warriors would like, especially in battle. You’ve already noticed that major damage occurs when you roll high damage and your opponent rolls low protection. But your opponent can avoid rolling low by taking half. And maybe you’d like your dice to deal so much damage, it’s as if they’d exploded? Here are some options:
When you roll a 20 on a combat contest, you get to take a free, second action of the same type at the end of the initiative order. So if you were attacking, you’ll get to make two attacks, almost at the same time, even against the same opponent. If you were defending, you’ll get another defense which could be used to block your opponent’s excellent move, or to parry another opponent if you’re outnumbered. In terms of initiative order, these actions look like another character taking a reaction at the lowest initiative.
You get a “multi” whenever your opponent’s protection die shows half of the highest roll (which includes taking half), and your damage die rolls its highest result. The damage added to your opponent’s pool is equal to your damage roll, less protection, squared.
With this rule, a damage or protection die gets rolled again and added to the previous roll whenever the previous roll was the highest on the die. This makes d4s the most likely to explode, but d10s and d12s the most dangerous, as only one explosion could result in 15+ damage! For this rule, remember that damage pools don’t fill perpetually: excess damage just spills over.
The Four-Second Encounter.
It occurred to me, as I was writing up the “Four-Second Monster,” that the rules support a “Four-Second Encounter” as well. Now, just like the monster, anything you write up in four seconds is going to be vanilla. But hey, you can’t prepare EVERYTHING ahead of time, right? A four-second encounter starts just like the monster: pick a level. The level is based on the level titles (amateur, professional, expert, paragon…whatever would be appropriate for the encounter and the PCs). Then you set the max progress to 10+level. Next, choose the pass/fail: what happens when the PCs win or lose the encounter. The attack and defense contests are determined by what skills can achieve or prevent the pass/fail. Finally, you want to know what progress and regress look like. If pass/fail is the quality, progress/regress is the quantity of the interactions. So decide what increases and decreases that quantity. There it is. The encounter that couldn’t be roleplayed is now ready to roll play.
The new specialize perk is listed where it should be: the Errata page. Today’s bonus: the defend (parry) skill from a future publication:
Defend (parry) – P
For preventing all damage from a physical attack. When the contest die roll is 17-20, a successful parry also ends the attacker’s turn immediately if the attacker was within close range of you. This skill can represent dodging, parries with weapons, quick use of cover, or even defensive martial arts.
Paying close attention? The Rules Catalog includes guidance on a concept called “regress,” which is the opposite of progress. This is referred to by its combat-module name in version 1.30: protection. It’s the same thing, but while “regress” makes sense in terms of preventing someone from reaching a goal, you’re not going to feel very safe when a war axe swings at your head, and you get to do d8 regress.
Actual 1.3 revisions:
- Delay: fixed. Combined actions: fixed. Casting damage: fixed.
- Offensive posture is default. Defensive is where-available. Flanking posture is no longer offensive/defensive, it’s just “flanking.”
- Added lots of ways to get hero points. Making you cooler than 99% of the rest of the world. 1% is mid-bosses and end-bosses!
- Delay action in combat does not require spending an action.
Ever wonder what Farkas would look like as a PC?
Farkas – Nord Companion, level 3
Abilities: P 13 (16), M 7, MP 10
Fight-melee 2 (1)
Defend-parry 2 (1)
Cast spell (alter) 9 (1)
Perks: armor training (field plate), rage, spell maintenance
Gear: field plate d12, greatsword d10+1, Jorrvaskr key, potion of healing d8 (2)
Concept: a Nord and member of the Companions. While, as his twin brother Vilkas puts it, “his brains are not his strong suit”, Farkas is respected as a skilled warrior. Farkas appears morally ambivalent about being a werewolf, and is hesitant to use his Beast Form (cast spell (alter)). He can be loose with his tongue, often showing impertinence to his elders. However, he warms up quickly to you when met, and is quick to protect his friends. Farkas uses hero points with his rage perk while in beast form, and to represent his keen senses on detect contests at any time. Spell maintenance allows him to stay in beast form without burning another action to maintain the spell.