| Post/Author/DateTime | Post |
|---|---|
| Gez09-24-05, 11:40 AM | Some bards and loremasters conjecture that the ship responds to need. Folk tales abound of desperate men saved by the appearance of the Crimson Ship from certain doom at the hands of monsters, pirates, or shipwrecks. Reading this, I thought that it could be a nice idea for an use of action points. Feel that you need a Deus Ex Machina right now to bail you out of trouble? You're a hero, your desperate need can summon the Crimson Ship! But how many points would this cost in your opinion? Two? Three? More? |
| TheRedRobedWizard09-24-05, 11:44 AM | I'd say four. Nice round number. -TRRW |
| ieattrollsforbreakfast09-24-05, 12:02 PM | I think it should be something significant. Not something the characters would dare do often, only as a last resort. With that in mind, I'd probably go with something like 4 action points. |
| Gladius_Lucix09-25-05, 01:34 PM | Would it be one player spending the four action points, or could you spread it out among the party? |
| Siberys09-25-05, 02:40 PM | I'd say it'd have to be payed by one. Just my :twocents:, though. |
| Straylight09-25-05, 11:37 PM | Four points sounds about right for the ability -it's enough of a hit to lose that many action points at once, particularly at lower levels, to dissuade them from using it as a taxi, but still likely within their reach at any given point in time. However, I would add an additional caveat: the party must be either at the threshold of a wipe or in an otherwise inescapable circumstance that would result in their deaths otherwise. This, of couse, is at GM discretion. I do think, though, that this ability to summon the ship is unnecessary in a group with a competent GM and reasonably intelligent players. For me, at least, this isn't something I would allow: if my players are in a no-win situation, it's probably because I want them to be in a no-win situation, and have a plot device that I plan to use unless I really am trying to wipe out the party for some reason. |