[Game-Adjacent] Pendragon OOC Thread

Pendragon: Tales of Chivalry and Sorcery is the place to go if you want to play Pendragon. Cpt._Funkotron will be your GM, with assistance from CarrieVS.

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Fri Jan 12, 2018 4:53 pm

Carrie is correct, I'll take your stated action as an evasion.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby sunglasses » Fri Jan 12, 2018 5:14 pm

I didn't realize I was still in combat. My bad. This screen is tiny. I missed it.



Sooooorry
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby CarrieVS » Fri Jan 12, 2018 8:59 pm

I'm sorry, Sunny, I gave you bad advice.

I didn't take into account that the guy was impassioned and therefore he wasn't going to take into account that Bleddyn in his current condition might just about be capable of posing a threat to a puppy.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Fri Jan 12, 2018 10:53 pm

Alternate Skirmish Rule's I've found online, and tweaked.

Step 1:

Both Commanders roll Battle unopposed. Default NPC battle skill is 15. Apply Modifiers as necessary. Example:

+5/-5 Outnumber the enemy 2:1
+5/-5 Superior Terrain (Downhill)
+5/-5 Superior Troops
+10/-10 Outnumber the Enemy 4:1

Battle Roll Results:

Critical Success: +5 to Combatants' combat skills.
Success: +0
Failure -5
Fumble: -10

Step 2:

Determine Approach.

Bold: Charge out ahead, put yourself in danger for glory and opportunity. Face two enemies at once, earn a valorous check. Roll 2d6. On an 11, you will face the enemy standard bearer. On a 12, you will face the enemy Commander.
Orderly: Keep the line, stay in your rank. Face one enemy at once.
Hesitant: Hold back, let others put themselves in danger. Face one enemy with the help of a comrade, two on one. Earn a cowardly check.

Step 3:

Resolve Combat, two melee rounds. If character is mounted with a lance, the first round is a lance charge. If your lance breaks due to a successful charge, there is no rearming penalty associated with taking up another weapon to replace it.

If you choose a bold approach with a lance charge, you may only target one enemy and then face an unopposed attack roll from the other. However, your reflexive modifiers for being mounted (-5 to enemy on foot) and couching your lance (-5 to enemy not doing that) still apply to the unopposed roll.

Choose Weapons and Stances as normal. For example, it is a perfectly viable strategy to take a Bold Approach and then Fight Defensively, or to take a Cautious Approach and Fight Aggressively.

You will keep your Approach for both rounds. If you vanquish an enemy, another appears to take their place.

Step 4
Record results.

If you inflict a major or mortal wound on an enemy or knock them over, you have Vanquished them, and will receive full glory for doing so. A combatant Vanquished in the first melee round is absent from the second. There is a chance you may capture a vanquished enemy at the end of the Skirmish.

If you win a combat roll against an enemy, you have Defeated them, and will receive half glory.

If you lose a combat roll against an enemy, you have been Defeated, no further effect than any wounds taken.

If you are knocked down, take a major or mortal wound, you are Vanquished. There is a chance you may be captured at the end of the skirmish.

Record these scores below for every enemy you face, per round. If you face the same enemy for both rounds, you record the results of both rounds.

Vanquished Enemy: +1 if cautious / +2 if orderly / +4 if bold
Defeated Enemy: +0 if Cautious / +1 if Orderly / +2 if bold
Tied with Enemy: -1 if Cautious / +0 if Orderly / +1 if bold
Defeated by enemy: -2 if Cautious / -1 if Orderly / +0 if Bold
Vanquished by enemy: -4 if cautious / -2 if Orderly / -1 if Bold

If you Vanquished the Enemy Standard Bearer, you reiceve a +7 Rather than a +4. If you Vanquished the Enemy Commander, +10.

The total score is added with those of the other player knights. For example, if a unit had all 7 players and everyone took an orderly approach and defeated both enemies, the total would be +14.

Step 5

Determine victor.

Each commander, again, rolls an unopposed battle roll, with the above group combat score added as a reflexive modifier (+3 to player unit, -3 to enemy unit).

Crit: 0 casualties, other than possibly unsalvageably dead players or those they have decisively killed.
Success: %10 casualties (%8 wounded, %2 dead)
Failure: %50 casualties (%25 wounded, %15 captured, %10 dead). Vanquished Knights roll their Squire's skill (15 universally). If they succeed, they are rescued from the field. If they fail, the knight is taken prisoner.
Fumble: %75 casualties (%50 killed, %25 captured). Vanquished Knights are automatically captured. Unit destroyed.

Crit/Fumble: Massacre
Crit/Failure + Success/Fumble: Crushing Victory
Crit/Success + Success/Fail: Decisive Victory
Crit/Crit + Success/Success + Fail/Fail: Indecisive
Fumble/Fumble: Abject Slaughter
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sat Jan 13, 2018 12:46 am

Applied to Battles:

Each Battle Round is treated as a Skirmish, between two comparably-sized units. As knights, your M.O is to charge in, and then hack your way out so you can back up and charge again. If you are seriously wounded, but not killed or captured, at the end of the battle round your squire may take you back to camp to receive first aid. The knight may then decide to rejoin the fight in a later round if they wish.

The overall status of the battle is represented in a value called the Battle Intensity, which ranges from 0 to 40. It begins at 20 at the start of each battle. The higher the intensity, the better the enemy is doing and the poorer you are doing. The starting intensity is modified by things such as terrain and number differentials, as well as the battle roll of the army commander. At Intensity 10, you are pushing the enemy back. At Intensity 30, the enemy is pushing you back. If it is greater or lesser than either of these values for two consecutive turns, the losing army will retreat. If the values are at or beyond 0 or 40 for two consecutive turns, the losing army routs.

Every battle round, the Intensity will fluctuate randomly, 3d6-10 applied to it. Additionally, the result of each skirmish the player unit participates in will also have a varying effect, depending on the size of the battle.

~100 Combatants is a skirmish, and NOT a battle. Use Skirmish Rules.

~200 Combatants is a Fight and ARGUABLY NOT a battle, but could use still use these rules.
Massacre -21 / Crush -18 / Decisive -15

~500 Combatants is a Clash.
Massacre -18 / Crush -15 / Decisive -12

~1,000 Combatants is an Engagement.
Massacre -15 / Crush -12 / Decisive -9

~2,000 Combatants is a Small Battle
Massacre -12 / Crush -9 / Decisive -6

~5,000 combatants is a Normal Battle
Massacre -9 / Crush -6 / Decisive -3

~10,000 combatants is a Large Battle
Massacre -6 / Crush -3 / Decisive -1

~20,000 combatants is a Huge Battle
Massacre -3 / Crush -1 / Decisive -0

~50,000 combatants is an Epic Battle
Massacre -1 / Crush -0 / Decisive -0
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sat Jan 13, 2018 6:13 am

Final note on battles, just as Knights can decide to be Bold, Orderly, or Hesitant, so too can unit commanders, in case any of you lead a unit in battle (Lord Caius of Wayford comes to mind).

The standard Eschille is 60 combatants (10 Knights, 10 Armigers, 40 Footmen), but can vary wildly. To find the size of a given enemy unit, for the purposes of determining which unit is outnumbered if either, roll [(2d6 + 3) x 6] for a range of 30 to 90.

To Maneuver Boldly, the enemy unit is rolled for and then multiplied by itself half again (1.5), to a maximum of 120.

The player's own unit at the start of the battle should be well known to them as they are often their employers. Using Persidius as an example, he will go into the next battle with the bare minimum force to be allowed to lead it himself, which is 5 Knights, 5 Armigers, and 20 Spearmen, so 30 in all.

Let's say he Maneuvered Boldly and rolled 54. His unit of 30 will be facing a unit of 81. This force outnumbers his by greater than 2:1, and so his battle roll will suffer a -5 penalty while that of the enemy enjoys a +5 bonus.

If his unit triumphs against these odds, the Skirmish result score will be applied such as if the battle were one size smaller. For example, if he won a decisive victory in a normal battle, which would ordinarily apply a -3 to the Battle Intensity, it would instead apply a -6.


He could also Maneuver Hesitantly, instead facing an opposing unit Half the Size of normal, so 27. The effect of the victory would be such as if the Battle were two sizes larger. A decisive victory following a hesitant maneuver in a Normal Battle would thus modify the Intensity by 0, and not -3.

Nearly every Battle round, the unit takes casualties. At the end of a standard 5 round battle, in which Persidius rolls a successful Battle roll, Persidius' Eschille will have taken 11 casualties (%37). Fractional casualties round down, and so do deaths, and captures. The wounded NPC's are out of the battle for the remainder of the battle. Afterwands, %75 will return to fighting condition within one month (%25 on the second, third, and fourth weeks), the other %25 die of infection or are crippled for life.

30
27 (3 wounded)
25 (2 wounded)
23 (2 wounded)
21 (2 wounded)
19 (2 wounded)

A unit at half its original strength, such as one that has lost a skirmish, must be rallied to continue fighting. The Unit commander must either succeed either Orate or Battle to rally his men to attack again for another round. If this fails, the unit must fall back behind friendly lines. As long as the Intensity is below 30, the commander can try again every round until he succeeds. A further option, if the Commander could do with a larger force to take another strike, he instead he can continue to rally stragglers from defeated or shattered units to his own banner for however many rounds he would like to continue trying, up to a maximum unit size of 120.

A unit that is reduced to 1/4 its original size disintegrates, fleeing back to camp, and only a few returning to join other units or rally others to themselves in order to forge their own.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sun Jan 14, 2018 2:00 am

Round 3 of the Battle of Blackwater is waiting on imput from Mr. And Mrs. KK
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby KleinerKiller » Mon Jan 15, 2018 3:53 am

Sorry we've both been inactive this past week! She was visiting me and we spent most of our time offline, doing disgustingly sappy couple things. We are now back to business as usual.
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KK's Review Thread - NEW TV REVIEW: "BARRY"

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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Tue Jan 16, 2018 8:31 pm

Are the new rules confusing to anyone?
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Wed Jan 17, 2018 7:22 am

New Glory Awards for Defeating/Vanquishing/Slaying* Enemies in Battle:

Bandit or Rogue: 5/10/15
Ceorl or Archer: 10/20/30
Warrior or Footman: 15/30/45
Hobilar or Guardsman: 20/40/60
Thegn or Sargeant: 25/50/75
Knight: 35/70/105
Berserker: 40/80/120
Small Giant: 50/100/200

*In this case, "Slaying" refers to vanquishing the enemy with a mortal wound. This has no other effect than increased glory, and is treated as "vanquished" in battle resolution. Executing them after battle is finished or murdering them outside of armed combat does not count.

The Glory for Vanquishing here is awarded when you kill the enemy outside of battle, Defeated for beaten but not killed, and Slain for a One-hit kill.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby CarrieVS » Wed Jan 17, 2018 10:18 am

Hypothetically, if fought an enemy for more than two (or more) rounds and inflicted two (or more) wounds the sum of which was enough to kill them, is that Vanquished or Slain?

In that case you didn't deal a mortal wound but did kill them in fair battle rather than executing them afterwards.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Wed Jan 17, 2018 4:36 pm

Good question.

It's counted per combat round, the first wound you deliver in round 1 is awarded glory for defeating them, if the wound you deliver in round 2 is enough to lower them beyond the art of healing, but is not itself a mortal wound, then you have vanquished them, not slain. "Slain" is only awarded for single mortal wounds.

For Example, fighting a Knight, 27 HP.

Round 1 you win the round and deliver a light wound of 14. You win 35 Glory. Since it is neither major nor knockdown assuming he passes his dex roll, you fight him again.
Round 2 you win the round and deliver a major wound of 25, leaving the knight at -12. This is only a Major Wound, but puts the knight beyond the art of healing, since each wound can only be healed up to 6 points, and he has two of them. The knight will assuredly die of this wound *later*, but because it is a major wound and not a mortal one, you're not striking his head from his shoulders or skewering his heart. You deliver a major wound, he will fall unconscious and begin bleeding out, just like every other recipient of a major wound. You recieve glory for Vanquishing, 70.

35 + 70 = 105, which is what you would have gotten if you'd dealt a mortal wound, but spread over the two rounds you fought him.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Thu Jan 18, 2018 12:57 am

I think from now on I'm going to roll to see if opponents are female, just for flavor.

Romans: 0% chance.
Saxons: 1 or 2 on a 1d20, %10
Cymric: 1 on 1d6, %17
Irish: 1 or 2 on 1d6, %33
Pict: 1 on 1d2: %50
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby CarrieVS » Thu Jan 18, 2018 12:59 am

For those who weren't on IRC, Funko had me roll Hate (Saxons) and Love (Family) before this fight, and I succeeded both. It's a confusing moment for Eliver.
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Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sat Jan 20, 2018 7:08 am

The next generation of Saxon enemies. Octa and Eosa, the kings whose ships you're off to burn next, brought all the cool, hip, and in-with-it warriors when they founded the Theods (tribes) of Nohaut and Deira a few years ago, which is why their forces are organized completely differently and they all have different stats now, and since it's the wave of the future, all the other saxon forces you fight from hereon out will be composed the same way, which is totally not a blatant excuse for me fiddling with it for no good reason to see how things go differently.

You'll notice that most of them have Javelins. This means they get to take a free chuck at you before melee is joined. Javelins deal normal damage -2d6.

1-3 Youth
4-10 Ceorl
11-14 Heorthgeneat - Spearman
15-17 Heorthgeneat - Axeman
18-19 Thegn
20 Berserker, Roll 1d6

1 Reckless Youth
2 Zealous Ceorl
3-5 Ambitious Heorthgeneat
6 Vainglorious Thegn

Saxon Youth
Weapons: Javelin 8, Spear 8
Damage: 4d6
Armor: 0 +Shield
KD: 11 Dex: 13
MW: 8
Description: Aged 15-20. An adult by saxon custom, though not yet fully grown, and most likely without a stead of their own, often the sons and nephews of the army's Ceorls. Deployed as skirmishers in front of the shield-wall before battle is joined. When a battle round is started, if you are fighting a Youth, they will take their customary unopposed range attack, and then make an unopposed dexterity roll to fall back behind their shield-wall, if successful, your enemy for the first round of melee is rerolled.
Glory: 5/10/15

Saxon Ceorl
Weapons: Javelin 10, Spear 10
Damage: 4d6
Armor: 0 + Sheild
KD: 13 Dex: 7
MW: 11
Description: A "freeman", a landowning farmer, the largest class of Saxon society, obligated to perform military service for their tribal levy, the fyrd. Raised for short periods of time, not usually more than a month per year, and typically not led further than 100 miles from their homes.
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Glory: 10/20/30

Heorthgeneat- Spearman / Axeman
Weapons: Javelin 13 + Spear 13 OR Axe 13
Damage: 5d6, +1d6 vs Shields if wielding Axe
Armor: Hard Leather 5 + Shield
KD: 14 Dex: 9
MW: 13
Description: A full-time Warrior, their name translates to "hearth companion", as they eat and sleep around the hearth of their lord, as esteemed members of the household. Equivalent of the Scandinavian "Huscarl". They may be the younger sons or siblings of thegns, or ceorl's whose talent for violence sufficiently outweighs that of farming to make a living of it. A unit of Heorthgeneats is called a Heorthwerod.
Glory: 15/30/45

Thegn
Weapon: Sword 15
Damage: 6d6
Armor: Byrnie 7 + Shield
KD: 16 Dex: 10
MW: 14
Description: A fighting nobleman. Saxon society is an oddly mobile one, many thegns were not born such. To qualify for this status, a saxon only needs to own five hides of land (£5/yr), or be the master of their own longship for three voyages. They will usually retain at least one heorthgeneat as a bodyguard. When vanquished in battle, their bodyguard acts as the thegn's squire when determining if his master is captured or rescued. If you vanquish a thegn in the first round, your next opponent with be a Heorthgeneat with a +10 to their skill from their loyalty passion.
Glory: 25/50/75

Berserker
Weapon: Special: Replace their main melee weapon skill with Great Axe.
Damage: Special: Base + 1d6 for greater size and strength, +1d6 for Wotanic Virtue, +1d6 for 2H weapon, + 1d6 vs Shields.
Armor: As normal, no shield.
KD: Base +3
MW: As normal Dex: As Normal
Description: Anyone blessed with Wotan's virtue can fight as a berserker if they want to. In addition to divine favor, doing so requires sizable metaphorical balls. The only rules are that a Berserker cannot carry a shield, a Berserker must always attack agressively, and a berserker must never flee or surrender, but must triumph or die. Any sizable heorthwerod tends to have one or two berserkers for the purposes of intimidation and prestige, but any commander worth his salt knows that in pitched battle, most berserkers are as good as lost once the fighting actually starts. Some Ceorls fight as berserkers to honor their ancestors and their gods, and some Thegns do so for the glory and fame, there's nothing quite like a screaming suicide charge to raise your follower's spirits.
Glory: + 15/30/45 to the base.
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