Mushgnome's Hobbet-centric PBP
These all sound fun! I'm in favour of #2 -- burning oil is best for defensive purposes and clearing away non-mobile obstacles/monsters. And slings seem more in-character for Hobbets anyway.mushgnome wrote: ↑Thu Mar 31, 2022 9:25 pmIMPORTANT ANNOUNCEMENT: PROPOSED 2022 HOUSE RULES
A few tweaks to our house rules, in the spirit of making the game more FUN!
1. In the Seventh Adventure, we experimented with "D&D style" attack dice (instead of "Chainmail style") i.e. a 4th level fighter attacks as "1 hero" instead of "4 men." The experiment was a success in my opinion, so I would like to make this change permanent.
2. I will no longer allow burning oil as a grenade-like weapon. I grudgingly allowed it in the early days, to give the party a little better survival odds, but now that the party is experienced and successful, I don't think you need that crutch any more. Don't worry, burning oil still has lots of uses, for example deterring pursuit, or clearing an area of slime/mold/webs.
3. Spontaneous casting for druids! In my opinion/experience, play-by-post format is not a good fit for the Vancian system of memorized spells. It can be a frustrating exercise, trying to predict weeks (or even months) in advance, which spells your PC is going to need. Therefore I am now allowing Druids to spontaneously cast any spell on their list.
4. I am retconning all "Lovecraftian" elements of the game. No more Arkham, Cthulhu, Miskatonic River, or Mythos scores.
5. Perhaps the biggest change: The village of Hornpipe is no longer a "placeholder." The new & improved Hornpipe 2.0 is fully-fleshed with shops and NPCs for you to interact with! (@scottenkainen, this one's for you, buddy.)
6. I ask the players to kindly 'suspend disbelief' regarding any plotholes or narrative inconsistencies created by these changes.
Any thoughts, comments, questions, objections?
Why this change? I love all the Lovecraftian elements.
I don't believe that for a sec...(re-reads the last adventure) hey wait a minute.