How to GM an Adventure (without going crazy) Laura: Well, welcome everyone to the very first forum class, which, barring its complete failure, we hope to make a frequent event. Tonight's topic is "How to GM an adventure (without going crazy)" and most of the talking will be done by the illustrious Aus, our favorite GM. Tech: Huzzah!!! Laura: If you have a question, feel free to ask it, heh, if you want to kill each other, please keep it to IMs. Aus: DeathMatches will be conducted after class, not during it. Laura: So without further ado, or other such stuff, here he is, your favorite forum guy and mine, AuSkeleton1 (The ado budget is low.) Aus: All right now, today, we're going to talk about how to run your own adventure, and how not to be forced to kill the players or yourself in the process. (Characters, though...hm, well.) The first step most gamemasters follow when creating an adventure is, "The Basic Idea." This is somewhat self-explanatory; you have an idea for an adventure you would like to run. For instance, you might want to do a murder mystery. Tech: ::grins:: Aus: Now, you begin to give that idea some bones, and make it into a skeleton; what is the general way the adventure will run? What does the area this takes place appear like? Draw a few maps, if you like - believe me, it is easier to remember details from a map than from your memory. For example, you've decided on a murder mystery; all right, then, who's dead? Who killed them? How are they trying to keep from getting caught? And most importantly, what do the characters have to do with it? You've got a skeleton, now flesh it out with finer details. Perhaps you will get the party there by simply tying them into it... (Uh, Terrin, there's a few guards here to arrest you.) Morri: Oh, arrest the ranger? Let's kill them. Arc: ... or make a general appeal... (Hey, there's a druid's convention at the forest tonight, Missy: Shhh... that was an example... be quiet or I will throw you back in the closet. Aus: wanna come?) Anyways, you have to get the characters involved, one way or another. Now, you've got a basic plot, you've got an idea who's coming to the party; what about obstacles? This does not mean big greasy grimy monsters alone; the information the party needs may require careful search, there may be puzzles along the way, tricks, traps, and people to stop or delay the party, or just out for their own objectives. Now - You have your plot, you have the characters, you have the obstacles. All you need to do now is weave it together into an actual game. There is no one way to do this (or for that matter, to make an adventure at all), but here are some basic pointers. It is really not fun if the party is outright doomed to failure, unless for some reason that is exactly what the players want. For this reason, making monsters that are completely invulnerable, while it may be fun to beat other people with, gets extremely annoying, especially if there is no particular reason for their existence. Of course, if the characters have advance warning... Like for instance, "Seek ye the Hammer of Crunchies, which is the instrument necessary for bringing an end to the vicious Turtle of the Desert..." or something similar; if seeking out the object that actually gets around said invulnerabilities is the plot, then you basically have the plot of about a fourth of all games. Invulnerability, though, in general, is bloody annoying. Building monsters that have ungodly armor that cannot be even scratched is exactly the same thing. Directly related to invulnerability - main villians. If you have built your entire plot around one villian, and the PCs somehow manage to find an -intelligent- method of taking him out... then please, please, -please-, whatever you may do, do not try to write something that will counteract this in at the last moment. If the villian is a known sorcerer, then yes, he could teleport away; but unless it is in your notes in the first place, he probably cannot just happen to be immune to lightning. However, (assuming he rolled a dodge roll) he could very conceivably leave the immediate area. Or deflect or reflect the bolt. Remember, your enemies can be just as intelligent as the characters, if you so choose. Another thing you might want to know for GMing; the use of the Perception roll. Perception is based on 1d20, and characters must roll at or below a set value based on their current number of dice, as it states in the charter. The GM has another important tool here; bonuses and penalties. Use common sense here when at all possible... If a character is looking at a painting for flaws, and doesn't have any particular goal in mind, you may make them roll Perception at base value. If the flaw is something very hard to notice, you may add a penalty to this. But be reasonable. A -5 penalty would imply that a normal human would almost never notice it at all; of course, if it is something as tiny as the fact that the man on the left in the portrait has an intriguing tattoo half-hidden under his shirt-sleeve, you probably should give a penalty for something like that. If, on the other hand, it's something the character is looking for... Say, you're checking to see if the dude has 6 fingers on his right hand, you probably deserve a bonus here, and if it should be obvious (you find the Count and just look at his right hand when he holds it up), you shouldn't have to roll for it at all. Now, we're going to discuss basic combat. Ideally, for the GM's sanity, there should be 6 characters or so in the party; this may require that each mun only put one of his or her characters in said party. (Heh, in mass combats, well, you asked for a lot of combatants, you got it.) The Active Party is the people who will actually get involved in fighting; these people will get turns in combat. The Reserve Party cannot attack, but can heal fallen party members and/or take their positions. In any combat, there is a general mode of operation: Initiative: Which side goes first. If there is no reason for someone to automatically gain initiative, the GM should roll 1d10, as should the party leader; highest roll's side goes first. Combat Turns: I suggest, myself, that the GM make a list of the fighting characters in advance, so as not to mess up (plus, then you have them right there to record damage and such). When it is a player's turn to attack, you put their name in a Narrator Box. (You are allowed free will on this, as long as your players know what it is. I myself prefer -=[ this. ]=-) So for instance, if Morri was to attack, the GM would put -=[ Morri ]=- on a line, and it would be her turn to attack. Would Morri please report up here for demonstration purposes? Tech: Oh great... ::ducks under the desk for cover:: Aus: I know she's lurking in here somewhere. -=looks at Missy's desk=- Morri: ::grins and sticks her tongue out at her mun:: See... I get to demonstrate. Right here! ::hops in front of the class, waving her dagger around:: Aus: -=creates three Skeletons=- Morri will assist by demonstrating against these three Skeletons Laura: Hi, character! Aus: in an actual combat. Tech: should have been undead taxi drivers Aus: We aren't saying they don't drive taxis in their free time. Morri: Oh, bones..those are fun to cut up..but cant I knock techie around? Aus: Now, can we have one more character volunteer, please? Morri: I heard he likes that sorta thing, you know... Shidi: Me me me me!!! Aus: Preferably someone under 4d. And Morri, restrain your side commentary. Shidi: Damn. Terrin: Well that leaves just me then Grim: Me too. Mortals are hard to come by. Keith: Hey, I'm assuming every mun here is mortal.... Terrin: We seem to be a rare breed in this world Morri: ::starts to think about hat for a minute, frowning slowly:: Ummm... Missy: ::snickers:: Shidi: Beware the mun that calls for you! Missy: Dont warn her Shi, this will be good for her Laura: Yeah, get back in the bubble, you. Its not your turn. Shidi: Hmmph Morri: I always knew my mun had it in for me... Aus: -=chuckles=- Tell you what, I'll take two volunteers. Terrin: anyone else? Aus: Any character, 4d or less. Grim: I will Aus: Terrin and Grim, eh? Grim: ::nods:: Aus: All right, Morri gets to have three Skeletons on her team; she will be fighting Terrin and Grim, who are the "Active Party" as of now. Heh, beware when you get picked, Morri... Gareth: Oy, skelletons... Aus: Now, since both sides know the other is there, Morri (who is a Villian character) and Terrin or Grim, whichever wants to, roll 1d10 for initiative. Terrin: I'll take the bone brigade, you take the woman OnlineHost: Terrindarr rolled 1 10-sided die: 8 MorriganVy: Alright you bones..you better when this fight or its the dog chew touy factory for you OnlineHost: MorriganVy rolled 1 10-sided die: 7 Aus: -=chuckles=- All right.. anyone else want to volunteer for Grim's post? Laura: Morri: Scared ranger? Terrin: Nope Aus: Heh... -=holds up the XP Sheet=- Name someone. Noah: me me me! Aus: Noah Uth'Malin - 4d45. All right now... Anyways, since Terrin rolled higher, his side will attack first. Terrin: you want the bones or the broad, kid? Noah: You want her to anhilate you, don't you? Terrin: makes no difference Noah: He said it, not me! I'll take the bones. Aus: I have a list of the combatants, that reads (Terrin, Noah), so since Terrin is first on my list, he is called first. Aus: -=[ Terrin ]=- Noah: Oooh... guess he meant that in a bad way. Terrin: ::beats Morri over the head with the flat of Burr's blade, all in the spirit of fun:: OnlineHost: Terrindarr rolled 2 55-sided dice: 31 34 Aus: Now, Terrin rolls his dice... And you count up the number of hits he made (in this case, 4 + 4 = 8), and that's the damage of the attack. Aus: But, Morri is a Villian character, and therefore has the right to dodge or block. -=taps Morri=- Which means you should probably attempt to do so. Morri: :;blocks and slips behind Terrin:: OnlineHost: MorriganVy rolled 2 47-sided dice: 47 8 Aus: Dodging uses one of your dice, blocking uses (half the number of dice you have.) In this case, Morri blocks - seven hits, very good. The attack was eight hits, the block was seven, so Morri recieves one point of damage. Noah is next to attack... Aus: -=[ Noah ]=- Noah: Grim take over (brb!) Aus: Ack. All right, love... -=blinks=- Grim, you're getting called onto the field anyways. Grim: ::Roars, happy to battle, and leaps head-long into battle:: Aus: -=swaps Noah out, Grim in=- Aus: -=[ Grim ]=- Grim: ::slashes at the enemy with his talons:: OnlineHost: GrimtoothX rolled 4 55-sided dice: 47 41 7 24 Aus: -=[ Heh - which enemy? ]=- GrimtoothX: Skeleton number 2! Because the middle man's always screwed! Aus: There's Morri, and the three skeletons. The second skeleton is a plain old Monster, in fact, a cut-and-paste right out of the Bestiary, and therefore does not recieve a defense. Grim gets 15 points of damage against the skeleton; as these skeletons have 30 HP, he's halfway to destruction. Now, there aren't any more people on the party's side; therefore, it's the enemy's turn. Morri's first on that list, soooo... Aus: -=[ Morri ]=- Morri: ::slides her foot between Terrin’s, yanking his shoulder back and flipping him to the ground: OnlineHost: MorriganVy rolled 4 47-sided dice: 1 30 43 41 Aus: Morri puts the moves on Terrin, for a total of 16 hits. Since Terrin is a PC, he can dodge, block, or parry, as his preferences dictate. Terrindarr: ::tries to slip out of her grasp:: OnlineHost: Terrindarr rolled 1 50-sided die: 3 Morri: ::grins:: had to make it look good Ranger Aus: In this case, he tries (and fails) a dodge roll. Laura: What exactly is a parry? Aus: So Terrin gets nailed. Terrin, you're d51, incidentally. A parry is when you attempt to stop the incoming attack with the use of your current weapon. Grim: A block, I think.... Terrin: heh, news to me Laura: Okays, so it gets the same dice as a block, just uses a weapon? Aus: It is the same as a block for gaming purposes, except under the laws of common sense. Yes, whereas blocking usually uses a shield of some kind, and lets a bit of the concussive force through, parrying deflects the incoming attack entirely. (And yes, you can interrupt to ask things like that.) Next are the skeletons... If you want, you can divide their attacks amongst the targets, roll randomly, or otherwise control their attacks however you wish. For this round, I'll show you one method... Tech: brb Long: Hello. Sorry I'm late :: Drops his duffel bag tiredly:: Morri: Let Alex step in Aus: -=absently notes both characters have run off=- Heh, Alex, can you come out of the bubbles, please? We're demonstrating combats. Welcome, Long. Alex: ::Window opens up, and Alex is present in the window:: Morri: Hey that means I won!!! Aus: No, Morri, Terrin is still here. Morri: ::dances around happily:: they ran off scared Terrindarr: bak Alex: ::Turns from reading a letter:: Oh, ok Aus: -=swaps Alex for Grim=- Alex: ::Steps out of his window:: Morri: hmm..gets a big sheet and covers the ranger up:: No he isnt Mr. Narrator Aus: Now, the skeletons in this round choose their attacks down the list. Don't push it, Morri. Aus: -=[ Skeletons ]=- Morri: ::takes the sheet away and tries to look contrite:; sorry Long: ::Watches attentivly:: Aus: (It's usually simpler to leave monsters in a group rather than post a box each time; after all, you're controlling them anyways.) Skeleton1: -=walks over to Terrin and chops at his head=- OnlineHost: Aus rolled 2 48-sided dice: 11 21 Terrin: ::tries to parry:: OnlineHost: Terrindarr rolled 1 56-sided die: 38 Aus: The skeleton did two hits with his attack, and Terrin parries five. Long: I wonder if I can demonstraite something for personas.... Aus: The skeleton rolled less hits, and so Terrin swatted away the attack completely. Yes, Long, once I'm done, I'll shut up, and it's others' turns. Alex: Heh....something that I do alot Skeleton2: -=lumbers over to Alex and claws at his face=- OnlineHost: Aus rolled 2 48-sided dice: 21 12 Alex: ::Tries to parry with his tail blades:: OnlineHost: Long rolled 2 51-sided dice: 4 29 Aus: Incidentally, Alex, Morri and those skeletons are your enemies. Alex parries more hits than the skeleton did; he also is uninjured. Alex: That's why I parry instead of dodge at times Skeleton3: -=attempts to slash Terrin with his curved saber=- OnlineHost: Aus rolled 2 48-sided dice: 34 32 Long: Of course, the best armor is distance Aus: Yes... There's a distance rule, but it's not done. Morri: ::glares at the skeltons:: If you werent already dead, you would be when I get a hold of you Terrin: yike!! ::tries to parry again:: how did I get so popular?? OnlineHost: Terrindarr rolled 1 56-sided die: 48 Aus: Simple, Terrin, (who just took 1 hit of damage (8-7)), the skeletons are attacking the list in order this turn, which means the first and third skeletons are after you, and the second attacked Alex. Long: Heh........got that from MTG Aus: All right - there's no more enemies' attacks, so it's our heroes' turn again... Aus: -=[ Terrin ]=- Terrin: ::makes things very, very cold for the bad guys (doing that all enemy attack thing):: OnlineHost: Terrindarr rolled 3 55-sided dice: 39 8 33 Aus: Terrin is using the cold-attack power, a one-use-per-adventure power that is attached to his sword. (More uses require GM approval.) Terrin also gets a +4 to his sides (remember, he's a d51), because Burr is a weapon with a +4 enchantment. He doesn't get his +d1 for weaponskill, because it is a magical attack, yes. Laura: Ooohh. Terrin's special. Alex: Ack....he's catching up to my damage Long: Maybe I should put up Alex's weapon list on my web page.... Aus: Now, the skeletons, being boneheaded, automatically get hit for nine damage each, because that power is a hit-many power (it can hit up to five targets in the immediate area. Tech: yeah, but you got 2 more dice Alex: So? I still feel like a weaking...... Aus: However, Morri can attempt to block if she happens to know any method of doing this. Morri: Um..could I use my magic? Aus: Do you have any shield-magic that would apply? Or heat magic to counteract it? Other options would be, for instance, to hide behind the desk (dodge). Morri: No, i dont thinkso, I can make fires and heat things up with the red, but thats all..I dont think that would work Aus: Things in your environment become very useful for hiding. In this case, Morri's only chance would be a dodge, if she could explain how she is getting out of the way. Morri: ::dodges behind the narrator:: OnlineHost: MorriganVy rolled 2 49-sided dice: 11 7 Alex: ::Stiffles his laughs:: Aus: Heh - first off, Morri, stop using me as a shield. Second, no hiding behind me. Laura: Aus: -=tosses her back into the Area of Effect=- And Morri takes nine points from the cold as well. Laura: It didn't quite work Aus: Alex is next on the list, sooo... Aus: -=[ Alex ]=- Alex: ::Summons Joseph:: Morri: Well, you said use things in my enviroment...:;shrugs:: Aus: Yes, but I'm not standing over there. Alex: ::Joseph appears, then holy light bombard the most injured foe:: [Holy light] OnlineHost: Long rolled 4 51-sided dice: 34 4 8 2 Aus: Heh... Alex is using a Holy-type attack. Alex: Gak! What the? Aus: Skeletons are deemed to be weak to this, so in this case, Alex's attack (for what it's worth) does double damage. Skeleton2: -=gets blasted and falls apart=- Shidi: They're un-holy! Aus: And in this case, it worked. Alex: Should've used my Angelic Touch on them.... Or some spell from a spell book my muns reading right now. Aus: Heh, well, it worked... Enemies' turn; Aus: -=[ Morri ]=- Morri: ::really didnt like that cold spell, so she throws a buig ball of heat right at Burr:: OnlineHost: MorriganVy rolled 4 49-sided dice: 42 15 25 25 Terrin: You're attacking my sword!?!?! Aus: Nice one, Morri. Sometimes characters do new things - keep your eye out. And Terrin, you want to get out of the way, or see what happens when your sword gets hit? Terrin: ::tries to jump out of the way:: OnlineHost: Terrindarr rolled 1 51-sided die: 15 Alex: What about disarming a person? Laura: Oooh... sword not happy. Aus: -=[ Terrin's sword has lost its' cold powers for the day, and is rather warm at the moment... ]=- Burr: ach, me poor wee bairns!! Ye'll pay for that one lassie!!! Aus: See? Common sense. It's a sword of cold - a heat blast counteracts and disables it. As for the skeletons... Aus: -=[ Skeletons ]=- Morri: bairns?? You have kids? Aus: Another method to use, is to just roll randomly for who they attack. OnlineHost: Aus rolled 2 2-sided dice: 2 1 Aus: In this case... Skeleton1: -=turns and charges Alex=- OnlineHost: Aus rolled 2 48-sided dice: 22 36 Terrin: Alex: ::Tries to sidestep:: OnlineHost: Long rolled 1 51-sided die: 42 Laura: Are sword children letter openers? Skeleton1: -=charges past=- -=hits the desk and comes to a halt=- OnlineHost: Aus rolled 1 48-sided die: 21 Aus: This is merely optional, but if someone dodges, attacks can sometimes come back to haunt the attacker - in this case, the skeleton met Mr. Desk and took a couple of hits of damage. Alex: ::pulls down one of his eyelids and razzes the Skelton:: Terrin: brb Skeleton3: -=jabs the BRB Terrin in the backside with a sword=- OnlineHost: Aus rolled 2 48-sided dice: 45 8 Terrin: bak ::drops Burr and tries to roll out of the way:: OnlineHost: Terrindarr rolled 1 51-sided die: 35 Aus: Terrin didn't roll higher than the attacker's highest die on his dodge, and so he gets poked. Terrin: Ow!!! Aus: For seven hits, even. Now, it's hero time again... Aus: -=[ Terrin ]=- Terrin: ::keeps rolling, triggering one of his earrings of healing:: OnlineHost: Terrindarr rolled 3 51-sided dice: 51 25 10 Alex: ::Preparing a special spell he has never casted in his spirit life:: Aus: Terrin has two earrings of healing (one-use), and he uses one, regaining 11 HP. Since he has only lost eight so far (the last attack mostly zilched his sword), he is fully healed. Aus: -=[ Alex ]=- Alex: ::Mumbles an incantation, raises his left hand at Skeleton1, then a beam of energy flies from his hand:: [Aurora Flare (Holy attack)] OnlineHost: Long rolled 4 51-sided dice: 46 23 22 34 Long: [BTW: Aurora Flare:This spell sends out a straight beam of energy. Effective on ghosts and the undead.] Skeleton1: -=gets his torso destroyed and collapses=- Alex: Hey, this spell really works! Now for another one.... Aus: Now, Alex is using another Holy-based attack; he causes 15 points of damage, doubled by the Holy element, (Heh, Holy refers to the Positive Energy Plane, supposedly); that shot is enough to level a fully operational skeleton. Now, the villians; Aus: -=[ Morri ]=- Morri: ::kicks the pile of bones that was Skeleton1 with one foot(1d) and bring the hilt of her dagger down on Terrins head (3d):: OnlineHost: MorriganVy rolled 1 49-sided die: 35 OnlineHost: MorriganVy rolled 3 49-sided dice: 17 1 46 Terrin: ::tries to block her wrist to keep the hilt from connecting with his skull:: OnlineHost: Terrindarr rolled 1 51-sided die: 42 Aus: Terrin managed to mostly block her attack - two points of damage get through, though. As for the bones, well, now they're more scattered. Aus: -=[ Skeleton ]=- OnlineHost: Aus rolled 1 2-sided die: 2 Alex: ::Wondered why Morri didn't attack him:: Skeleton3: -=lumbers at Alex and bites at his tail=- OnlineHost: Aus rolled 2 48-sided dice: 15 2 Morri: Teach the stupid thing to die on me Alex: ::Smacks the skelton's head with two of his tails (agrivated parry):: OnlineHost: Long rolled 2 41-sided dice: 10 10 Aus: Aggravated Parry: -10 to sides. However, one point of damage inflicted on the attacker per four points parried. Shidi: Oooh, I have to remember that! Skeleton3: -=bites at the incoming tail, but doesn't do well - 1 point damage=- Aus: -=[ Terrin ]=- Terrin: ::grabs Morri and tosses her away from him onto the floor:: OnlineHost: Terrindarr rolled 2 51-sided dice: 38 22 Alex: You bit me! NOW you're gonna get it! Morri: ::decides not to block and hangs on to Terrin for next round:: Aus: Morri, defenses? -=pokes=- You're getting thrown - you have to block that to stay on him. Morri: ::grabs on to him to keep from getting thrown:: OnlineHost: MorriganVy rolled 2 49-sided dice: 37 7 Aus: -=Morri grabs at his arm, and merely gets slammed to the floor - 3 hits damage.=- Aus: -=[ Alex ]=- MorriganVy: :;glares at her mun until she goesa nd sits in a lotus position again:: Alex: ::Grrrs and tosses a Flare Lance at the remaining skeleton:: [Flare Lance (another Cephtan spell, Fire Damage)] OnlineHost: Long rolled 4 51-sided dice: 13 48 38 5 Aus: Skeletons are neither particularly strong or weak against fire; the skeleton takes 12 points of damage. Skeleton3: -=still intact, though the lance takes out two ribs=- Aus: -=[ Morri ]=- Alex: Wow..I'm glad I read that spell book at Zetallis....... Terrin: indeed, but could you hurry up with the bone crew already? Morri: :;sits where she fell and pulls on the yellow, calling hundreds of little tiny ants to swarm over Alex:: OnlineHost: MorriganVy rolled 4 49-sided dice: 18 2 24 46 Alex: Ack! Ashura Shield! [Ashura Shield (Dodge)] OnlineHost: Long rolled 1 51-sided die: 41 Aus: Close, but not quite... Alex's tails are now ant-infested. Morri: :;giggles and claps her hands:: Alex: Hmmmm.....need practice......Shit! Terrin: ouch Alex: ::Flails his tails wildly:: Aus: -=[ Skeleton ]=- OnlineHost: Aus rolled 1 2-sided die: 2 Skeleton3: -=tries to simply kick Alex instead, as biting was none too effective=- OnlineHost: Aus rolled 2 48-sided dice: 20 32 Alex: ::Tries to black the attack with his flailing tails:: OnlineHost: Long rolled 2 51-sided dice: 4 46 Aus: Seven beats six, so... Skeleton3: -=gets hit with several ant-covered tails, trips, and falls=- Aus: -=[ Terrin ]=- Terrin: ::grabs Morri (1d) and tosses her into the skeleton (1d):: OnlineHost: Terrindarr rolled 1 51-sided die: 49 OnlineHost: Terrindarr rolled 1 51-sided die: 9 Terrin: hmm, aim's a little off. . . Morri: ::attempmpts to hang on this time:: OnlineHost: MorriganVy rolled 2 49-sided dice: 24 31 Aus: Seven vs six - Morri nearly keeps on that time. Aus: -=[ Alex ]=- Alex: ::Raises his left hand, a blast of water hits the skeleton (2d) and Morri (2d):: [Aqua Illusion] OnlineHost: Long rolled 2 51-sided dice: 38 30 OnlineHost: Long rolled 2 51-sided dice: 15 12 Skeleton3: -=gets blasted into bone bits=- Aus: Heh, yer alone, Morri - and you have a little bit of water comin' at yas. Terrin: Surrender, m'lady or you shall be spanked Alex: Forgot that certain Cephtan spells can be casted spontaniously.... That did not sound right, Terrin...... MorriganVy: ::sticks her arms up in the air, smiling sweetly:: Can I get both? Terrin: I'll leave it up to Alex ::grins:: Aus: Morri surrenders to the charms of the brave Alex and Terrin. The end. Morri: :;laughs and gives Alex a wink:: Aus: Anyone else have a question? Alex: ::Erks:: Don't make me hafta hold yer shadow..... Laura: I have one. Aus: Yes? Alex: Or blind you temporary..... Laura: How do you know how many beasties and what dice to make them? I mean, I always worry that it will be too hard, or too easy MorriganVy: ::frowns:: shadow? What does that have to do with it? Alex: Beware the spells that I have learned from Zetallis...they are rather interesting.... Missy: ::drags Morri back in the bubble and hops out:: Aus: All right... First off, have a fair idea in advance of the power level of the characters that are on the adventure, as well as the amount of power you want the enemies to have. A general rule of thumb: If the enemies are meant to outnumber the party, they should have less sides. You just cannot find a legion of d90s sitting around anywhere. Alex: ::Sticks around for a bit, reading up the spell list that he wrote down from the book:: Tech: except in UGC Laura: Aus: Okay, a legion of them that earned it without kissing arse. Another method is to pick the monsters you see fit out of the Bestiary, or your own files, but this requires one to be in existence. Which, to be honest, isn't working yet. Other notes: The enemy has a distinct disadvantage; unless you say so, they do not get a dodge or block, whereas party members do. Usually, in my case, only special creatures get a dodge/block maneuver. Or Villian characters. And one last thing; a few extra sides really can make a difference, believe me. Does that answer your question sufficiently (or can I answer Missy real quick so she can go, at any rate?) Heh, or shall I blather more, or... ? Laura: No, I get it, love Aus: All right. Any more questions, though, feel free to ask. Missy, you have one? Tech: if she's here Aus: Heh - well... okay, if she isn't, anything else need explaining, or better explaining? Tech: naw I got it Long: Guys want info on the spells Alex semi-learned and used? Oh, wait, I'll talk after Aus gets done. And no questions here. Laura: Can we get the spells as a list, Alex? Aus: Heh - and Alex? Alex: What? Aus: Remember that extra energy spent increases your dice for that spell. Like for instance... Missy: okay, I am back Aus: [> Kenderbolt <] [5 EP] [+5 to sides] Missy: how do you handle it if the party splits up? And you want one part to do one thing, and the other to have to do/find something else? I mean, if we are all in this room, and cant separate really, is that just too hard? Aus: Well, Missy; Rule 1 - Characters only have available the knowledge they see. If you aren't there, you -aren't there.- Now, if I wanted to split your group up... let's say Alex and Shidi go one way, and Morri and Terrin go another. Unless you want to reeeally stress out, here's what you do. Designate each split as a group. Alex and Shidi are group 1, Morri and Terrin are group 2. Then, alternate between them. Every 15 minutes real-time, or whenever your common sense dictates. And yes, you can switch groups in the middle of a combat. Tech: just make sure to give equal time between each group Aus: Indeed, Tech. Well, that's all there was to the class - hope you learned something.