Showing posts with label b's game. Show all posts
Showing posts with label b's game. Show all posts

Wednesday, May 23, 2018

Oh hey, thing!

So yeah, I'm on The Tome Show tonight, discussing Midgard Heroes as I oh-so-smoothly insinuated in my terribly conveniently timed latest roundup post. So if you're here from that, s'up?

Otherwise, I should mention that we had session #83 of Harbinger's game on Sunday, which was really excellent for me, as my Fighter, Lanth accomplished yet another major goal, and got to do some serious and convincing weight-slinging as far as convincing other people to do the needful and not be assholes (NPCs, not the party). Also, the party actually agreed on a plan for actually actives next steps against the main (so far) campaign level threat. This highlights something the game does that I really super love, which is Birthright style Magic-is-tied-to-the-land. Lemme 'splain.

There's these gigantic (typically) stone creatures called Domain Sentinels, who were created in ancient days to protect certain magically designated areas of land, or, well, domains. My character's race, the Veytikka, seem to have some kind of connection also to the domains, or at least to providing legitimacy somehow to people who want to rule it- but that's my impression from some things that've happened in game. Not least of which involves the first time we met a Domain Sentinel, on the first floor of a dungeon which is basically a nod to Od Nua from Pillars of Eternity. This one was a 10 foot tall stone quadruped which trapped each of us in this ray of blue light and asked us creepy, enigmatic questions. And the one Lanth got was, "Is there a threat to the domain?"

I said no at the time, but as shit got ever closer to the overhead rotary device, my opinion has shifted, and now we're basically collecting Sentinels to turn against the evil angel that is busily seeking to sow chaos and destruction in all the living world. So that's fun.

But really, I love this kind of mecha-monster ally deal, and it potentially lends itself to some fun, non-horrible, more allied Shadow of the Colossus type play, in the long run. Anyway, the session was much more heavy on the social side than the combat side this time, which is often pretty awesome when it's well seeded and has a strong foundation (this did, it was a number of pay-offs from really old previous encounters), and the combat, when it came, was done in such a way that we only barely survived it, only barely defeated the horrible curfew-enforcing armored air elemental thing that was beating the snot out of us, and then only barely avoided getting the tracking curse it'd placed on us cured before the local military police found us and made our lives that much more short. All in all, a good time.

And looking back over that, I should really get into more details about the pretty awesome and terrible situation we're in, but it's late, and I need to cut like, 50 words or so from my 200 word RPG that I will maybe actually remember to send in this year.

Thursday, May 17, 2018

Over a year and roundup time.

...Wow, I suck so much. I promise you that the lack of posts in the past... years has been from lack of time, and in no-wise lack of topics. So let's walk through some Roundup stuff, shall we?

Running

I'm running Liel, my D&D game, and... that's about it. I'm enjoying the hell out of it though. I like running games... maybe more than playing them. I want to talk more about this soonest, especially because we just went through about 3 sessions of the players dying, being dead, and then making themselves not dead again, which meant it was a fairly good test case for ideas I put forth in that article I guest wrote for Tribality that one time. I think it went pretty well, and it was also a nice example of a theme that bears repeating: When the players pick up all the hints and figure out what's going on, they should probably just win.

...because, y'know, I need more blog topics. Right.

Playing

Aurikesh - Harbinger's D&D 5e game. Continues to be great. I'm mostly focusing on my Blademaster 2 weapon fighter, who is level 7 now and feels like an unstoppable badass. I need to get my Tomelock and my Royal Sorcerer caught up more. That said, my main is well in the middle of accomplishing one of her major character goals, so I've got that going for me. 

Granite Sledge - Standsinfire's 5e game. Planescape on a boat! A big, rocky boat. I am playing a Lamia Monk, which is really interesting... StandsInFire created cool rules for her; I'm blood of Abraxas. The game itself is gonzo in a good way... thing

Forgotten Realms - Harbinger is also running a 5e Realms game with me and a couple of friends. I am playing a gnomish Mystic Theurge who worships the god of runes... really, I just wanted to play a Theurge. So far, I like it pretty well... it sure is a wizard who gets to use cleric spells. Not super special, except thematically. 

Over The Edge 25a - Harbinger has run a couple sessions of this, and basically, I always want more. I've said this before, but MAN do I love the playtest dice rules so far- I feel like I could run almost anything with them, particularly if I want something very light, that is heavy on the RP.

Cuphead - does anyone really play this game, or does this game play them?

Love Nikki- Yeah, I said it. But seriously, it hits all my weak points- collection, completionism, aesthetics, and exploration. It's a time and money trap like no other. If you value your cash and sanity, AVOID (but seriously, my friend code is 106448785).

Flight Rising- Yup, still. Not a ton to say about the dressup dragons except it seems the community has mellowed some, and it's gone to always-open registration, so check it out if you are so inclined! For reals though, it's a really good introduction to the culture of subgaming and in-game IRL economics beyond gold sellers (just... search on 'adoptable' sometime), and how pet games are fascinating for the econ lessons.

Pokémon Go - What? Don't you judge me, you know you're playing it too. And no, I don't have Mew yet. I'm about halfway there, still stuck looking for friggin ghost pokémon.

Writing

I wrote a Campaign Starter Kit for Unknown Armies 3 which is out to the backers now! Likely it will drop on DriveThruRPG soonish, and when that happens, I should definitely post it here, and not, y'know... forget.

For myself, I'm working on a Very Deconstructed Game called (tenatively) At What Cost, and if I actually manage to not get swamped by Day Job, I will post design diaries here, or sommat. I am hoping to have a playtestable version of it by Metatopia, assuming we're able to actually go to Metatopia this year. We'll see.

Also, I should make sure I'm not under NDA before I talk about anything else I'm writing for anyone, but Harbinger and I will be at GenCon, so there's that.

Reading

Midgard Heroes - by Kobold Press. More on this later as well, but the short version, there's a lot here I want to pick apart and feed on to grant my games strength, much like the necrophage described in its pages. Find it here

In the Company of Unicorns - by Rite Publishing, specifically, converted for 5e by my own dearest Harbinger. So, in the dim and tawdry days of 4e, I was working on a set of equine racial options called Pwny Island, which apparently, I actually thought was funny at the time. I never finished it, like so many things, but look! B basically has- well, at least, the unicorns- and managed to make them interesting, serious but not over-earnest, and fairly compelling. I'm actually unironically interested in playing a unicorn character after reading this book. I really want to do some sessions with it and post roundup reviews, because Yeah I do! So really, go! OBTAIN IT.

From Kickstarter, we got our copies of Epyllion, Changeling 20th, and I'll be picking up Dawning Star at GenCon this year, and I'm further waiting on too long a list to mention, so I'll make the attempt to talk about those games as I receive them. 

And that's the news. Why am I actually posting things now? 

...well, why indeed. 

Because I missed you, probably.



Monday, June 29, 2015

Where she been, Oooh she been gone! (Sporadic Roundup #3)

Over the past... several months, I completely forget what I've been doing. So let's talk briefly about what I've been up to lately:


  • Dungeons and Dragons 5e -- I'm playing two games at the moment: Shieldhaven's Aurikesh game (as I was, and will be, amen), and also a game called Reborn- a mostly online game run by a friend that I will call Mr. AWESOME. In the former, I am continuing to play my Veytikka Fighter and Beruch Warlock, and have now added a Kagandi Parthé who is a Royal Sorcerer. My Warlock has been the subject of a lot of tinkering and fussing, but really, it was the addition of a couple of new cleric cantrips of Haven's that really helped me have fun in combat (I'm a tomelock, see). So it seems like a lot of the problem was that most of the cantrips at base just weren't interesting enough. Well, and the combination of a) needing to take Agonizing Blast (even though I didn't), and b)  invocations being a little too much like build traps (see item a). But I digress. Hopefully, I'll also get to play a bit of Lost Mines of Phandelver fairly soon, so that will be cool.  
  • 13th Age -- we started a game of 13th age, run by another friend I will call Batgirl, and I'm hoping we'll get to play more of that. I am playing something completely ridiculous, but it's been long enough I can't recall a lot of specifics. 
  • Life is Strange -- a Square Enix story game. I bought the season pass, and am on my second playthrough of episode 3, having completely fucked up the second episode in one playthrough. Or, well, allowed something bad enough to happen that I had to have a second one to see the other primary outcomes. There's 5 episodes total, and it's interesting to see how they handle the branching consequences. So I'm liking that. 

Also, I am working on a Twine game about books that change based on the order you read them in. I need to brush up on my JS skills so that I can possibly write some macros around more robust array functionality, because a lot depends on whether I can make conditional content around whether one item has a higher or lower array index than another. On the subject of a lot of fiddly, branching consequences. Anyway, when I have a playable demo, I will doubtless post it here-ish. 

I have not been working on either of the tabletop game ideas I have; the one about psions, temporarily called The Red Ones, and the one about cities, working title: A City of Dolls and Monsters. 

And that's the news in brief. 

Tuesday, November 6, 2012

Grandiose Plans.

So, I learned somewhat recently that Atlas games has made the WaRP system available for use, which is the system Over The Edge is based on. And if you've read much of anything I've posted here, although that has not been a particularly frequent thing of late, you know how much I love love love Over The Edge.

So, I've had this King In Yellow/Dawning Star game I've wanted to run for several years now (ostensibly called, "The Truth in Yellow"), but, as I am not a fan of D20 Modern/Future, I'd been hard up for a system to run it.

And you see where this is going.

This will require spending some time with the Ineffable Tome of Ages and making shit work with what I want it to do, but WaRP is pretty durned flexible, and I'm excited to play around with it.

In the meantime, Shieldhaven has been gearing up for a D&D 5e game where I've got a couple of alts, one of whom (Lanth the Veytikka Fighter) you can see here, as rendered by the awesome Mr. Lich:


I am also playing a Beruch warlock, though I haven't a pic of her. Yet. :)

Thursday, March 3, 2011

Session Roundup #6

This week was less intense-- character creation for Shieldhaven's upcoming Mage:The Awakening game, and a second round of Samhaine's Dresden Files game, which turned out to be a contextless combat run. So, onto the stuff:

Mage: I found World of Darkness style character creation kind of frustrating. They try very hard to make stuff available-- most of what you need to know is printed right on the character sheet-- but at the same time, WoD's got some entry barriers, which I've not fully sorted through. I think it's largely that they have this huge and shifting lexicon of terms you need to know, and it can sort-of short out your brain. Also, Virtues and Vices, unlike Aspects, seem to be created to simply screw you over, instead of ever being useful. That said, I really like the Orders of mages and am curious to see how it plays. I am re-upping an older character to be a Mastigos (Mind/Space) Mage. This will also be my first time actively playing a male character with this bunch, though for a very long time, I'd played nothing but. Now, to come up with a Shadow Name.

Dresden Files: Covered also here. Shieldhaven's Wizard and my Serial Killah at a GA state park, fighting Hounds and Goblins. I'm equipped with a broken soda bottle and my re-goddamn-diculous weapon score, plus 2 for using an improvised weapon. Samhaine pointed out that by taking this stunt and using the hell out of it, I was potentially scrapping the chance of getting better weapons that would do more consistent damage, but I pointed out that with my 8 Refresh remaining, I could probably buy a new stunt that gave me +2 to weapons when I got a specific Favored Weapon.

I picked up two new stunts, incidentally-- "On the Scent," which gives me +2 to investigation when stalking 'prey'; and "Grady Hospital Visitor's Room" which gives me +2 to Athletics when attempting to dodge gunfire. Niether of these were of any use in this fight, where I spent some ugly rounds trying to dodge arrow fire. Not awesome. I am going to have to cycle my Athletics up, probably dropping my Rapport to 2. But to the task at hand.

As Haven mentioned in the above-linked post, it's hard out there for a Wizard who wants to blow shit up in a sudden scrap. From what I understand, Wizards have the following big things they want to be awesome in combat: a) magic items, b) time to charge up with rituals before any fighting happens, or c) both. Otherwise, they're looking at about 4 rounds of functionality before they really start hurting. So I learned that it's important for the bruiser to keep bad guys off the Wizard, but not for the reasons I thought. The Wizard is bloody tough, and can take some damage-- if only he weren't damaging himself by casting his spells. He can't afford to also take hits from the bad guys.

Fortunately, I was very happy to spend fate points on my Aspect: The Marked Condition. The idea here is that I draw the bad guys into pummeling me, rather than trying to hit anyone else. This is a bad time for anyone whose attack is opposed by my Weapons roll (ie, anyone making a melee attack), and just fine for anyone whose attack is opposed by Athletics (ie, ranged fuckers. With arrows). As it stood, I was pretty much clocking a Hound a round with my busted up bottle, as they didn't have much in the way of armor.

The Goblins, however, were tough to tear up, as their armor prevented a lot of my damage. However, since they are fey, Cold Iron (in this universe, anything made of iron or steel) would ignore their armor entirely. Once this occurred to us, Sam (Shieldhaven's Wizard) used Alertness to declare that there was a fireplace poker hanging out by the, well, fireplace in the back of the building, what I could grab. Don't get me wrong, the -1 circumstance hit for having taken a supplemental action is a big deal, but being able to burn these dudes alive with Iron made up for it.

Now, about that circumstance stuff. You can only do one thing in a round of combat, whether it is move, attack, Declare something, or whatever. That is, unless you want to move into a zone right next to you, or say, pick up an iron poker in your zone and then swing it. If you want to do one of these, then you can take a -1 penalty to your next action, usually an attack roll.

Due to the nature of FATE dice, this is not insignificant. +/- 1 is a pretty big deal, +/- 2 is an even bigger deal. Fortunately, Consequences don't exactly hand out permanent penalties to rolls-- what they do is give the bad guys "tags" they can use against you on their next turn. Luckily, when I took consequences, Samhaine forgot to use the tags towards the end of the fight; otherwise we would have just been murdered, and it would have been very sad. And I took all 4 Consequences I had available (Reg Mild, Moderate, and Severe, plus an extra mild physical) without taking the Extreme conseqence. What this looked like in-game was a little hispanic girl with an arrow sticking out of her thigh, an arrow sticking through her left hand, glass abrasions all over her (from diving through a window to get next to the final goblin-- I spent a fate point on Buffy The Serial Killer to accomplish that trick), and numerous other small wounds. Festive!

We did win, but just barely, and Sam was a curled up little ball of gibbering wizard in the corner, having conceded the fight after taking both Fugue State and Hallucinations for moderate and severe consequences, not to mention a couple of mild consequences (one mental and one physical). Good times.

I'm very curious to see how social combat works, and also how combat with a) more than just 2 players and b) against enemies that are also taking consequences instead of dying once they run out of stress boxes.

On another note, I was surprised by the number of people interested in the Middle Earth game I mentioned yesterday (from the lj poll). I'll probably be exploring both that idea and the Changeling game in future posts here.

Thursday, January 20, 2011

Session Roundup #1

Partially for my own benefit, and partially to satisfy my own nonsensical desire to order the universe, I am going to try, each Thursday, writing up a brief rundown of the previous week's games. It is possible that All My Gaming will be changing up soon, which makes me very sad. Also there's been some breaks in the schedule of late, but the past two sessions of various games have been worth mentioning.

B's Game, last Tuesday-- We finished up a storyline in which, from the little we could tell, the Raven Queen sent her minions after Hane, my Revenant Assassin. We didn't find out much of what was going on, but she'd taken over the Imperial Palace, and we had the Crown Prince (a 6th level warlord) with us. We had him wait outside the door to the throne room while we tackled a couple of Ebony Guard and two Gawd Awful Hounds with a nasty fear aura, that dropped our attacks by 2 when we were in aura 5. Yeah, bad times.

On top of that, after we'd committed to wiping out the Guard as fast as possible (so we could deal with the hounds, which we'd fought before and which have unholy hit points), a Revenant Lurker showed up, with poison daggers and an eye towards making our lives bloody miserable. Fortunately, (though the player wasn't there, we had a Bard.

And the Bard had Insult to Passivity.

Insult To Passivity basically dazes an enemy until their are attacked. This is important-- they can take damage and stay dazed, so long as they're not attacked. Enter My Assassin's Shroud, and the feat that allows me to deal shroud damage without removing the shrouds when I use my Dark Reaping racial ability.

So this chick was super unhappy, trying to get close enough to hit us with daggers on her next turn, and eventually trying to run off... but we got there first and shut the doors on her. So sad for her, not having phasing. Finally, after we'd (well, mostly I'd) been wrecked by the hounds, and pretty much put them down, Our Mageblade went and started wailing on her, so she could finally use her powers. Which were pretty brutal-- she immediately went invis on us and hid behind some tapistries.

Shame I'd put Hunter's Eye on her, since she was my shroud target, and thus could find her no matter where she went. It also gave me +2 to attack her, but that's neither here nor there. Also, Norman-the-Runepriest-Barbarian-Hybrid-Dwarf (Also my Assassin's descendant) had Earthsense, and could tell where she went.

Oops.

So we wrecked her pretty hard, and that was awesome. I have to say, this was a really cool fight, and everyone got a chance to feel pretty awesome. Our Mageblade has specialized in AC improving stuff, and the things that targeted AC were balanced in such a way that while they could get most of us, they couldn't get him, most of the time. Norman also did some splendid damage, combined with healing like a madman, and our Wizard was... well, our wizard. But enough about Magic Missile in 4e. Because we wrecked her so hard, we didn't find out much more about what was going on, but the Crown Prince and the Emperor were very happy with us, the Raven Queen's shroud went away, and we all were extremely satisfied to leave the encounter with pretty much nothing left but at-wills.

Chessenta, monday-- Chessenta: Book of Serpents is run by He Who Stands in Fire, and is the most brutal game in which I play. This session was no different.

As of last session, we wound up in the town where we'd received our first quest-- we had the Axe that we were supposed to return to the town's church, and had, uh... gotten sidetracked helping out some Brass Dragons before taking it back. Of course, when we get there, the entire town's been swallowed by the Shadowfell.

Oops.

We made our way into the Shadow-Copy of the town last session, via a pretty darn neat gating system which stuck each of us in a black room with a horrible monster. For me, this meant sitting there trying not stay alive while my poor Shaman was wailed upon brutally. The others killed their monsters and teleported to another of the four rooms. Naturally, they got to me last.

But I was just fine.

Anyway, after I was rescued by my buddies, we found ourselves attempting to sneak through a city full of undead and shadow creatures towards a church. It was really just one of those sessions where we could not pass a skill challenge to save our hides. The sheer quantity of 1s rolled on 20 sided die were staggering. Thus, we wound up in two really quite brutal encounters with shadow creatures and horrible undead fleshy-monsters, one of which dropped some interesting papers. The second encounter involved these dudes who not only were able to turn invisible (and threw poisoned daggers), they created huge freaking zones of total darkness. Ultimately, we had to just frigging run away, and then try to lay in wait for them, hoping that they'd go back visible. That worked all right, and once we could, you know, hit them, we did so with much vigor. Also, our combat rolls suddenly got better. We then got to the church, rescued the mayor of the real town, and realised that we were going to have to go into the creepy sewers beneath the shadow town after all. The best part was hanging the axe back up in the church, which got us a happy quest reward: all of our weapons now do Radiant Damage as long as we're in the Shadowfell.

Hurrah super useful quest rewards!

Thursday, September 16, 2010

Blinded.

(almost done with the direct reposts from LJ. This one is from July, and linky here.)

So, had our first introduction to Paragon tier 4e D&D last night. As I had hoped, Standing In Fire did an excellent write up of it here, and I've some reflections about this aussi, as well as D20 in general, just at the moment.

So, there's no question-- 4e does low level gameplay right. I'm probably going to start my D&D game (which I ought to be picking up next month as a 2Xmonth game) at 1st level, because I /can/ and the power level seems right. 1st level in a 4e game /feels/ roughly equivalent to 3rd level in a 2e/3.x game, largely due to the fact that in previous editions, that's when wizards start to feel useful at all.

As for high-level gameplay... well, we'll see. It's completely changed the game, that's for sure, for both GM and players. For starters, there was already a ridiculous amount of stuff resolving at any given time-- this is especially true for my Revenant Assassin, which I would possibly have a better handle on if I had not started her at 10. Lemme 'Splain.

I adore this character. I cannot stress this enough. She is an awesome undead-dwarf of the badass with the stealth score from the Grim Prison, and probably the first character that I just gave up and min-maxed to all hell, with no hedging. Fortunately, she also seems to work okay in the world, but I digress.

Assassins are these terribly gross, terribly brutal strikers who have a pretty neat not-exactly-marking mechanic-- that is to say unlike marks, it doesn't care whether or not the target makes an attack that includes you or not. It's pretty much a damage-widget that gets a kick at 11th level. Also, they have a built in at-will teleport (you have to begin it and end it next to a creature) that goes up a square at 11th. Also, especially if they are revenants, they can do a whole shit-ton of necrotic damage, because they are the only class at the moment to use the Shadow power source. Combine this with Revenant-- no really, you want to combine this with Revenant. For starters, revenants have the correct stat bonuses-- dex & con-- and there are a bunch of feats specifically for Revenant Assassins, most of which have to do with the Revenant racial power, Dark Reaping. I have a ton of things that resolve when I use Dark Reaping-- first off, I can drop an extra shroud (yon mark-not-mark damage kicker) on my shroud target when I invoke the power (someone within 5 of me drops to 0 hp). Then, when I actually invoke the power (next hit I make before the end of my next turn), then dark reaping does 1d8+5 necrotic damage, and my shroud target takes the full damage of the shrouds on them-- 1 d6+3 (since I am 11th level) per shroud, up to 4 shrouds max. Those shrouds do not disappear, as they normally do when I invoke them. Ja, awesome. I neglected to have anything else happen when I use dark reaping for my feat, but believe me, it was possible. Instead, there's a metric shitton of stuff that happens when I use an action point, including crap that lets me phase through walls and go insubstantial and yeah... it's a mess to keep track of. And worse for the GM, who is doing his best to keep up with all of the monsters that are hitting us at the same time, and well...

Nonetheless. We got to a point where the huge and nasty Minotaur was about to charge a red swath through the whole lot of us-- and lo, but it triggered every nasty thing under the sun-- the hybrid barbarian/runepriest used an immediate interrupt to do some radiant damage and blind it, putting it at -5 to hit everyone, in an already pretty high defense party. This was on top of the 10 ongoing untyped it had from my Shared Suffering Armor, and some fire damage (less, because it was resistant to fire) that it took from an ability of our Mageblade's, that did damage when it moved.

All of this resolved at about the same time. And I don't hardly blame B for throwing up his hands in frustration and amazement. We hadn't expected to be quite as awesome as we suddenly were either. 4e apparently tells you, as a GM, that yes-- at Paragon you've got to increase your game in some pretty specific ways-- but here you run into a serious problem that has scared a lot of people I know off of 4e-- information presentation. The main of the books you'll find are all character stats-- huge lists of powers and feats and racial stats and OH GOD, for crying out loud just download DDI Character Builder already and not have to deal with this madness. Because you're going to miss something. Without question. Or else you're me, and you're going to want to play a class that is only found in Dragon Magazine anyway. I'm starting to feel like releasing PC class books ought to be seriously de-emphasized-- or at least set up for what it is-- and the emphasis switched to getting folks hooked up with DDI, and making it more houserulable (it isn't. At all. Dear Lord.) But the PHBs are pretty much all stat blocks, and that's kind of eye-crossingly frustrating to look at.

the DMGs, the Planes books, and some of the Setting Guides are better, but not explicitly so. Clearly, there's a fall-through when it comes to explaining the balancing math from Heroic to Paragon tier, so it still feels as though you have to fudge things around a lot-- the biggest issue I've seen in 4e is that most DMs will under-stat their monsters in Heroic, thinking that they're throwing stuff that is /way/ too powerful at the PCs... only to have the whole encounter mopped up out of hand. And then there's the one or two who run encounters straight, and nearly wipe the party out of hand. Which leads into my first point of advice for folks who have never run 4e before-- START AT 1ST LEVEL. Getting a feel for how your party plays, and getting them used to using their powers at lower levels is vital, and not something you can do easily if you jump into high level encounters. Modding an existing game without resetting it is a bad idea as well, methinks.... this is not going to feel like the games you've played before. For me anyway, that was /awesome/. I have hated 2e/3.x combat for ages while sort-of enduring it, without being able to put my finger on why I hated it. The answer has to do with economy of action. In earlier editions, you don't have it. Everything is a standard action. Heaven forbid you heal anyone and hit anyone in the same turn! You've got to make a choice between working on killing a d00d, and maybe keeping your other middling damage dealing friend from getting killed-- depending on if you're a cleric, or a wizard with heals (like an Arcana Evolved Magister, which conceptually I do really like), or what. And this frustrates me hugely, even more than the whole running out of spells idea (and don't get me started on spell prep. I am one of those who never got used to trying to gauge how many of what spell I was going to use in a day. When they came out with Sorcerer, I never went back). So...

If I were running this game in 3.x again, I would probably houserule a lot of healing to be minor actions, as long as that is all that they do. I have a much more complicated short-run Dawning Star game (d20 modern) that I seriously need to work on, and the biggest obstacle I have run into is considering how I want to deal with combat, as I really suck at running it (thusfar), and I really hate most d20 combat mechanics. A lot will depend on the nature of the creatures that the players will be fighting, but... hrm. I know, this has gotten fairly far afield of high level 4e maundering, but meh.