Las reglas que usaremos serán: Armas de Fuego
Armas de Fuego Comunes: Siguen siendo armas caras y difíciles de usar, pero las armas básicas son comunes de ver. En vez de requerir la dote Exotic Weapon Proficiency, todas las armas de fuego se consideran armas marciales. Mientras que las armas básicas y su munición cuestan 25% de lo acostumbrado; las armas avanzadas, y su munición, siguen siendo algo raro de ver y cuestan el precio original tanto para comprarlas como para crearlas.
Tipo de daño: B=Bludgeoning (Contundente); P=Piercing (Punzante)
Aquí tienen las tablas con los precios modificados para su comodidad
Armas de Fuego (Básicas) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(Básicas) Armas de Fuego de una sola mano | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special |
Buckler gun | 188 gp | 1d4 | 1d6 | ×4 | 10 ft. | 1 (5 ft.) | 2 | 6 lbs. | B and P | — |
Pepperbox | 750 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 6 | 5 lbs. | B and P | — |
Pistol | 250 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 (5 ft.) | 1 | 4 lbs. | B and P | — |
Pistol, coat | 188 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
Pistol, dagger | 185 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
Pistol, double-barreled | 438 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 2 | 5 lbs. | B and P | — |
Pistol, dragon | 250 gp | 1d4 | 1d6 | ×4 | 20 ft. | 1–2 (5 ft.) | 1 | 3 lbs. | B and P | scatter |
Pistol, sword cane | 194 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — |
(Básicas) Armas de fuego de dos manos | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special |
Blunderbuss | 500 gp | 1d6 | 1d8 | ×2 | special | 1–2 (10 ft.) | 1 | 8 lbs. | B and P | scatter |
Culverin | 1,000 gp | 2d6 | 2d8 | ×4 | 30 ft. | 1 (10 ft.) | 1 | 40 lbs. | B and P | scatter |
Double hackbut | 1,000 gp | 2d10 | 2d12 | ×4 | 50 ft. | 1–2 (5 ft.) | 2 | 18 lbs. | B and P | — |
Fire lance | 6 gp | 1d4 | 1d6 | ×4 | 10 ft. | 1–4 (5 ft.) | 1 | 4 lbs. | P | — |
Musket | 375 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–2 (5 ft.) | 1 | 9 lbs. | B and P | — |
Musket, axe | 400 gp | 1d6 | 1d8 | ×4 | 30 ft. | 1–2 (5 ft.) | 1 | 6 lbs. | B and P | — |
Musket, double-barreled | 625 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–3 (5 ft.) | 2 | 11 lbs. | B and P | — |
Musket, warhammer | 400 gp | 1d6 | 1d8 | ×4 | 30 ft. | 1–2 (5 ft.) | 1 | 6 lbs. | B and P | — |
Armas de Fuego (Avanzadas) | ||||||||||
(Avanzadas) Armas de Fuego de una sola mano | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special |
Revolver | 4,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 | 6 | 4 lbs. | B and P | — |
(Avanzadas) Armas de Fuego de dos manos | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special |
Rifle | 5,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1 | 1 | 12 lbs. | B and P | — |
Rifle, pepperbox | 7,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1–2 | 4 | 15 lbs. | B and P | — |
Shotgun | 5,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 1 | 12 lbs. | B and P | scatter |
Shotgun, double-barreled | 7,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 2 | 15 lbs. | B and P | scatter |
En cuanto a las municiones:
Item | Cost | Weight |
---|---|---|
Alchemical cartridge, dragon’s breath | 10 gp | — |
Alchemical cartridge, entangling shot | 10 gp | — |
Alchemical cartridge, flare | 2 gp | — |
Alchemical cartridge, paper (bullet or pellet) | 3 gp | — |
Alchemical cartridge, salt shot | 3 gp | — |
Black powder (dose) | 2 gp | — |
Black powder (keg) | 250 gp | 5 lbs. |
Firearm bullet (1) | 25 cp | — |
Firearm bullet (30) | 8 gp | 1/2 lb. |
Bullet, adamantine | 61 gp | — |
Firearm bullet, pitted | 5 gp | — |
Firearm bullet, silver | 25 gp | — |
Gunsmith’s kit | 15 gp | 2 lb. |
Metal cartridge | 15 gp | — |
Pellets (handful) | 25 cp | — |
Pellets (30 handfuls) | 8 gp | 1/2 lb. |
Powder horn | 3 gp | 1 lb. |
Voy a usar la mecánica de puntos de héroe, aquí tienen las reglas y como usarlos: (mañana lo traduzco todo, por hoy tendrán que conformarse con un copy-paste)
Otra cosa, no voy a usar ni los hechizos, ni los ítems mágicos, ni las dotes que interactúan con los puntos de Héroe. Deseo que se usen como una mecánica de recompensa exclusivamente para incentivarles. No como una regla más y ya.
There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero Points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.
Hero Points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts do not receive hero points. Unlike other points in the game, hero points do not renew over time or with rest. Once spent, they are gone forever. Hero Points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points.
Awarding Hero Points
Each character begins play with 1 hero point, regardless of her level. In addition, whenever a character gains a level, she earns an additional hero point. Aside from these basic rules, awarding additional hero points is up to the GM. The following options are just some of the ways that a GM might award additional hero points.
Character Story: GMs can award a hero point for the completion of a written character backstory. This reward encourages players to take an active roll in the history of the game. In addition, the GM can use this backstory to generate a pivotal moment for your character concerning his past. When this key event is resolved, the GM can reward another hero point. Alternatively, the GM might award a hero point for painting a miniature or drawing a character portrait in the likeness of your character, helping the rest of the group visualize your hero.
Completing Plot Arcs: The GM might award a hero point to each of the PCs who were involved in completing a major chapter or arc in the campaign story. These hero points are awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.
Faith: In a campaign where the gods play an important role in every character’s life, hero points might represent their favor. In such a setting, the GM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith’s major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away.
Group Service: The GM can award hero points for acts outside the game as well. Buying pizza for the group, helping to clean up afterwards, or even hosting the game for a night might be worth a hero point. This sort of hero point should be given out of generosity, not as a payment.
Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a hero point. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be awarded if the PC involved did not spend a hero point to accomplish the task.
Return from the Dead: When a character dies, she does not lose any hero points she has accumulated. If she died with no hero points remaining, she gains 1 hero point when she is brought back from the dead through powerful magic, such as raise dead or resurrection.
Maximum Hero Points: Characters can have no more than 3 hero points at any one time. Excess hero points are lost.
Using Hero Points
Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hitfrom an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Para los veteranos:
Esto es algo que he querido preguntarles:
Normalmente me gusta hacer encuentros que puedan o no estar balanceados, que representen un mundo vivo donde se encuentran con criaturas y oponentes contra los que no pueden y deben huir o a veces encuentros un poco más fáciles.
Me parece que hacen un mundo más vivo y orgánico que uno donde cada encuentro este perfectamente balanceado para su nivel y estilo de grupo. Ahora esto es dentro de un rango razonable nunca se enfrentarían a algo que sea un completo party wipe a menos de que anden buscándolo, ni nunca contra algo demasiado fácil por que huirían.
Ahora la pregunta es: ¿Les gustaría tener este estilo de encuentros y combate o el balanceado de toda la vida?
Respondan por off-topic por favor.
PD: El siguiente encuentro está balanceado aunque no lo parezca.
Para los novatos:
El combate en Pathfinder se divide en rondas que están subdivididas en turnos donde cada personaje/cosa/monstruo tiene un momento para actuar.
Para determinar el orden de estos turnos se lanza un d20+ tu modificador de Destreza. A esta tirada se le llama “iniciativa”.
Segundo, en la mayoría de los encuentros usaremos un mapa con una cuadricula aquí es donde serán útiles todas esas estadísticas como los puntos de golpe, la velocidad a la que os movéis la clase de armadura, etc. (Las explicaré en este mismo post)
Pero volviendo al mapa:
Cada cuadro equivale a 5 pies recordad la mayoría de ustedes solo pueden moverse 30 pies que equivale a 6 cuadros.
El proceso de posteo en combate será asi:
Primero:
Se narra la acción en el post, para ver lo que harán, siguiendo el orden de iniciativas del principio
Segundo:
En la sección "notas" del post (la parte inferior) se declaran las acciones específicas.
Puntos importantes a declarar después de las acciones:
-- Puntos de Vida,
-- Posición (de pie, tumbado, etc)
-- Munición del Arma
-- Link del mapa después de modificado. (hacen un click en el link del mapa, mueven solamente su ficha los espacios que corresponde, presionan el botón "PASS TURN and COPY URL for FORUM". Al medio de la pantalla, aparecerá un mensaje que dice "Turn was saved successfully" Y APARECERÁ UNA VENTANA A LOS POCOS SEGUNDOS Y UN LINK.Presionan el boton "Copy URL to clipboard" y vuelven a su post del foro y "pegan" lo que COPIARON mediante el botón anterior.
El link que aparecerá es el del mapa que usaremos en este combate.
(Sé que pyromancers no es lo mejor, pero es lo menos malo, a veces se demora unos segundos en abrir, ténganle paciencia)
Cualquier duda ya saben cómo hacerla. Actualizaré este post con más información para novatos en cuanto pueda.