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 Knave of Parts question *POSSIBLE SPOILER* « View previous topic :: View next topic » 
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kunger00
PostPosted: Wed Nov 18, 2009 12:49 pm    Post subject: Knave of Parts question *POSSIBLE SPOILER* Reply with quote

Patron

Joined: 17 Jan 2008
Posts: 149
Location: central Texas

I'm a bit confused... Patron here... just getting around to running Knave of Parts in my Ptolus/Zobeck w/PFRPG game. Smile

In the SRD, Jump has as a DC for a 8 foot jump with running start as DC32. That is a pretty steep DC. Add in the reach of a medium sized creature and you get an additional 8 feet.

That is a total of 16 feet on a DC32.

Except the roof that the Knave is leaping to is 30' off the ground, never mind the fact that the flavor of the adventure sort of implies that he leaps to the roof in a single bound sort of thing (rather than leap and barely catch hold and then pulls himself up, etc)

Even still, with an 8 foot reach, he would need to high jump 22 feet. That makes it a DC88 Jump check... for someone who at best would have a Jump of 15 (13 +2 from boots if he gets a running start)... best the Knave can hope for is a 35... (roll of 20+15 modifier).

What am I missing here in the Knave's stats, Spring-Heeled Boots and Jumping?

Because I'm converting the adventure, boots, etc... and the math just isn't working in either system (SRD or PFRPG)

The only thing I can see possible is that if he spends ~3 rounds leaping from one part of scaffolding to another...

Mr Collins or someone else want to take a shot at explaining this to me? Because if not, I'll have to make this a more robust non-magical item to get the apparent results. (wish I would have paid more attention to this during the creation of Knave)

Keith
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varianor
PostPosted: Thu Nov 19, 2009 7:25 pm    Post subject: Reply with quote

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Joined: 06 Jan 2008
Posts: 602

Call me Bill please! (Did I really write that adventure a year ago last summer? Whoa.)

First off, always follow Rule Zero. The Jumping rules should change to reflect the story! The Knave has to be able to leap all over town because a) it's cool and b) everyone can fly in D&D anyway!

Second though, and to the rules point, the boots have the following property:

Quote:
You may then treat any high jump it were a long jump for purposes of determining the skill DC.


So, a 30 foot long jump is DC 30. With the Knave's +14, it's not a slam dunk. However, for story purposes, it's best if he succeeds! You could always give him a ring of jumping or a potion of dexterity or something to boost his Jump check too.

Since you're actually considering running the adventure, let me know if you wind up needing additional material at any point, or even email me or post here if you hit a snag. Happy to help. Some of the custom monsters (okay all) that I wrote in fine imitation of Mr. Baur's traditional methods had to be removed for space considerations. I believe that their stats are still on LJ and I have them as well.

Good luck! Hope it's great fun.

EDIT: Crud. My apologies. I just checked the published text of the adventure, and the boots have different listed properties. That explains everything. I would change them back to the above to make it easier. (What they currently read is "During that time, you may make standing Jump checks as if you had a running start of at least 20 feet. If you do have a running start before your Jump check, you instead gain a +2 circumstance bonus on it. Your Jump check result is not limited by your height in any case.")
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kunger00
PostPosted: Thu Nov 19, 2009 9:10 pm    Post subject: Reply with quote

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Joined: 17 Jan 2008
Posts: 149
Location: central Texas

Thanks for the reply Bill! As you have discovered, there is a difference in the rules as you intended and what actually got published. Smile

No worries.

I'm very familiar with Rule Zero and utilize it quite a bit... however, I fully anticipate these beauties ending up on the feet of one of the party members and as such, a wave of the hand wasn't going to be enough.

I'm perfectly happy with using long jump DC's rather than high jump DC's.

Was that one line all that there was regarding the rules for the boots as you envisioned them? I vaguely remember them being discussed and I believe I might have even commented on them in LJ. I must go dig around in LJ.

By all means, if you have "bonus material" for Knave, please pass them on! I might not use it but as it is, I'm mashing Ptolus and Zobeck together anyway so things are a bit muddled anyway. Smile

If your info is on LJ, I might find it... but I've never been real impressed with LJ's archiving.

Anyway, thanks for the reply!
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kunger00
PostPosted: Thu Nov 19, 2009 9:30 pm    Post subject: Reply with quote

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Joined: 17 Jan 2008
Posts: 149
Location: central Texas

Wow... I just went back through the OD LJ archives and found the FEEDBACK: Spring-heeled Boots thread (and I did, in fact, post several times on that thread)

I'm shocked that what was discussed is almost ENTIRELY different than what made print.

What initially seemed like a simple and elegant clockwork item is now rather cumbersome. (Officially at least).

I think I am going to go back to your original idea of longjump DC for high jump, and keep the +2 to acrobatics (we are using Pathfinder) to give a little advantage other than when making high jumps. And then keep the re-wind feature as published.

The monk is going to love these.
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varianor
PostPosted: Fri Nov 20, 2009 5:21 am    Post subject: Reply with quote

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Joined: 06 Jan 2008
Posts: 602

Oh great. Now I have to go check the watch. Okay. Thanks for the heads up. Yes, I wrote the rewind feature into the final version due to that very thread.

The tower was supposed to be invisible. We won't even go into that.

Now, as I look through my written draft and the published adventure, I see *lots* of changes. There is a lot of potential "bonus" material there. If you give me your email I'll send you my final draft.
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bullonir
PostPosted: Fri Nov 20, 2009 5:27 am    Post subject: Reply with quote

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Joined: 23 Mar 2008
Posts: 188

Hello you two...

I am running Knave right now (played a first enconunter a few weeks ago going into the second one in a couple weeks).

And I would LOVE extras on anything Tales of Zobeck...

And we are having ball!

Patrick
Gotta go, I'm at work... Smile
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kunger00
PostPosted: Fri Nov 20, 2009 5:45 am    Post subject: Reply with quote

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Location: central Texas

Sent you a PM! Thanks for this (and for the wonderful adventure my players will slowly encounter)!

As for the Tick Stop Watch... says 10' area of effect, but you have to touch them... sort of spoils the 10' range. Smile

No worries though. Smile

Keith
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varianor
PostPosted: Fri Nov 20, 2009 5:55 am    Post subject: Reply with quote

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You're both welcome! It was great fun and it's awesome to have it be part of such a great group of adventures. (In fact, I hope to showcase Pathfinder for my regular gaming group with a runthrough of a couple of these.)

(Yeah, the watch I think was clearer in my original version. Oh well. I do actually find the explanation for the erinyes (Knave the Third) a change for the better. I look kind of negative here and I shouldn't be.)
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