Quick question.

Quick question.

Quick question. I apologise if it’s been asked before but I just finished up the second session of a one-shot that ended up a two-parter, and something came up that we didn’t know the answer to (these two sessions are my first and so far only experiences with MotW). If a hunter spends luck to retroactively turn a miss into a 12+, do they still mark experience for the miss? I made a quick table ruling that they wouldn’t, but we tried looking it up and from what we saw the book doesn’t explicitly say. I can kind of see the argument either way. I tried doing a search to find the answer but it didn’t come up, so I’d love to hear from y’all on how this is supposed to work.

Thanks!

KJAZZ posted on the Keeper’s Fellowship Discord Server today

KJAZZ posted on the Keeper’s Fellowship Discord Server today

KJAZZ posted on the Keeper’s Fellowship Discord Server today

Wasn’t sure where to put this but…

Monster of the Week

It’s on sale today! I just had the pdf and had been looking into getting a hard copy so here we are.

I have been wanting a paper copy myself for a long while šŸ˜€

https://www.amazon.com/dp/1613170920/ref=cm_sw_r_cp_apa_QhC3Ab6NS1PJ3

Rich Rodgers just posted Ep 10 of his East Texas University MOTW campaign.

Rich Rodgers just posted Ep 10 of his East Texas University MOTW campaign.

Rich Rodgers just posted Ep 10 of his East Texas University MOTW campaign.

More great stuff from the IGoA team

https://www.youtube.com/watch?v=6Y1atJBOqxc&feature=push-u&attr_tag=1YCMrYdW4RblSWVl-6

https://www.youtube.com/watch?v=6Y1atJBOqxc&feature=push-u&attr_tag=1YCMrYdW4RblSWVl-6

I play in Rich Rogers’ East Texas University game using Monster of the Week. Here’s a link to the entire playlist:

I play in Rich Rogers’ East Texas University game using Monster of the Week. Here’s a link to the entire playlist:

I play in Rich Rogers’ East Texas University game using Monster of the Week. Here’s a link to the entire playlist:

https://www.i95games.com/east-texas-university-monster-of-the-week-style/

A couple quick move questions

A couple quick move questions

A couple quick move questions

First, in the Divine playbook, both myself and my player (who is spellslinger, but ā€˜took a move from another playbookā€™ on this one) have read and re-read the ā€˜what I need, when I need itā€™ move, and canā€™t decide if it means a single item is held at a time, or if multiple items can be stored at a time, and the one needed can be retrieved at any time, individually. Each time I think I decide, and I then blink and suddenly realize it must mean the other. I was just going to go with it being multiple items as long as she doesnā€™t go too crazy with it, but curious what the actual intent was.

Second, with a spellslingerā€™s combat magic, Iā€™m having to make a lot of quick calls on the fly as to how things work… itā€™s all pretty clear, actually, until you start using the ā€˜wallā€™ base. So first, she has wall as a base, and force as an effect… so Iā€™m reading that as she can make a wall with either 1 harm and 1 armor (the base), 2 harm and 1 armor (base + effect on base), or 1 harm and 2 armor (base + effect on wall), but NOT 2 harm, 2 armor (that would be base + effect on base + effect on wall, and there is a very clear OR in the effect… so this I think Iā€™m clear on, but just wanted verification).

The bigger question is: if she can cast a barrier during a KSA using weird rather than tough (which makes sense if she is maybe defending herself when a monster corners into using KSA), what happens if she tries to use the barrier to help someone else… if sheā€™s trying to use it to defend someone else, should that be Protect Someone (rolling tough, which is the rules to the letter), using protect someone (but rolling weird by extending the idea of spellslinger combat magic to Protect Someone), or Use Magic (rolling weird, because this is the spellslinger casting a spell which just happens to be protecting someone). Iā€™m thinking Use Magic should generally be used when casting (with a possible Act Under Pressure addition if under stress, like when in the midst of combat), with KSA only a situation where the player is actually trying to (or forced to) get physical with the monster (and for a spellslinger, this allows for casting their combat spell, but for other playbooks, magic would not be an option), and Protect Someone would only be for physically intervening… since the barrier only provides 1-2 armor rather than fully preventing damage like Protect Someone (ideally) does, I guess it does make more sense that it isnā€™t a Protect Someone roll.

As usual, thatā€™s what Iā€™ve worked out while typing, some of that differs from what I was thinking before starting this post. So then it really just comes down to the fact that the spellslinger can probably use Use Magic to cast that wall at any time, while it is in Combat Magic to help them personally when cornered and forced into a KSA rather then Use Magic to help mitigate their own exposure?

Oh man, now what about Help Out? :p. Could you roll a Use Magic to act as a help out on another playerā€™s KSA roll? Well, off the top of my head, I guess I might double the rolls, rolling a Help Out to try to aid the other and a Use Magic to determine the actual effect (where if help out was used with a standard weapon, it might just provide the benefit to the player helped plus possible harm of the weapon, help out with a barrier may provide the benefit to the player plus the benefits of the barrier (+harm and +armor)? So many options!

I guess, in general, Iā€™m occasionally having trouble with moves that take effect during KSA, but that occur in situations where the player can act beyond the monsterā€™s range or awareness… since it isnā€™t technically KSA if the target canā€™t reciprocate. But then it gets hard to write off why the player would perform better when under far more pressure and danger than when they arenā€™t… Iā€™m fairly good at making spot decisions, but it would be good to be able to lay out somewhat consistent rules for players to be aware of so that similar situations donā€™t keep playing out using different mechanics just because Iā€™m trying to figure it out on the fly. šŸ™‚

Thanks for any thoughts on my long rambling!

-JM

Another rules application question:

Another rules application question:

Another rules application question:

One of my players is The Professional. He has decided to be the group’s primary damage dealer. With his first improvement, he used “Take a move from another playbook” and selected the devastating move from the Chosen (+1 Harm). With his second improvement (also “Take a move from another playbook”), he wanted to take Sneaky from the Crooked(?) playbook (+2 harm when you attack from ambush or behind).

I ruled that only one move is used at a time, so these harm bonuses would not stack. But after considering it, devastating is used right after Kick Some Ass. I’m ok with it either way, really, just thought I’d get thoughts from the group. The dude is using the sniper rifle (base of 4-harm) already, so he definitely packs a punch.

Thanks!