| Post/Author/DateTime | Post |
|---|---|
| nightfiend7306-21-06, 03:01 PM | Does anyone know of any rules or guidelines for running a highlands games type of tournement. Specifically I am wondering how to do a caber toss using the rules. Thanks nightfiend73 |
| Tempest Stormwind06-21-06, 03:16 PM | Cabers as a weapon show up in Masters of the Wild. This isn't the same as a game toss, but it factors in there. However, for the Caber toss, it really is little more than a Strength check (at the abstract level). Set a DC for throwing a caber properly, and every point further than this adds a bit of distance to the toss. Add a +2 bonus to the check if they succeed on a Balance check (just a guess, judging from the form I see most caber tossers use; I'm too scrawny to even think about this). |
| Sulaco06-21-06, 03:36 PM | The caber toss isn't about distance, it is about accuracy. Specifically, the angle at which it lands. I suggest a two-stage check - STR and DEX. The STR check to see if the tosser can manage to flip it over. If this check fails the toss fails. The DEX check to determines how close to straight-on it lands. The larger the margin by which the DEX check fails the further off to the side (left or right, you choose) it lands. |
| Tempest Stormwind06-21-06, 03:49 PM | *actually reads the facts* Hmm. I stand corrected. And now I have a bone to pick with a friend of mine who prides himself in his Scottish heritage so strongly that I'd taken his word as fact. *rolls up sleeve* |
| Bulletproof_Condom06-21-06, 06:33 PM | I was just looking this up in Wikipedia (http://en.wikipedia.org/wiki/Caber_tossing) last night. You hold it upright with cupped hands, let's call the end you hold the handle end and the other end the weapon end. The goal is to throw it so that it spins and lands more or less upright on the weapon end and then falls so the handle end is pointing directly away from you. If it doesn't quite fall directly away from you, they score it based on what hour o'clock it landed on. If it fell sideways and landed at about 9 o'clock, that would be worth more points than if it fell back to 6:30 and nearly killed you. I looked it up because we cut down some trees recently, and one of the big trunks seemed like it'd make a nice caber, but it turns out it's way too short. |
| Sulaco06-22-06, 10:39 AM | I'd probably go with this: STR check to get it end-over. DEX check for accuracy. Success means 12 o'clock dead-on. Failure by 1-2 means 11 or 1 o'clock, failure by 3-5 means 10 or 2 o'clock, failure by 6+ means 9 or 3 o'clock. If you failed the STR check your toss fails and it doesn't really matter where it lands…unless you also failed the DEX check which means the bugger is coming straight back at you. Mave a REF save or take 1d6 damage and suffer a -1 to all social-based skill checks for 24 hours cos you are now a laughing stock. |
| nightfiend7306-22-06, 01:43 PM | THanks for all the info people. I think I am gonna go with an attack roll against the ground. Specifically trying to get the caber to land in the right 3 squares of ground. (AC 15). However the modifiers is what is gonna make everything run right. -4 for non proficiency (after all who the heck is proficient in Caber). -8 for the size category you are trying to wield a huge weapon. finally I am gonna use the encumerance penalty on the attack roll. This will depend on the characters strength but med encumberance is a -3, and heavy encumberance is a -6. Not sure if I should give it a range increment... I haven't had time to look at Masters of the Wild. I shied away from just making strength or dex checks since you are trying to get something to go someplace with a degree of accuracy. As Sulco and Bulletproof_condom said the Wikipedia states that you get points the closer to 12:00 on a dial face you are. |