Monday, November 14, 2016

[PATHFINDER] Clarification on Pounce+Rake+Grab rules interaction

The interaction of the pouncerake and grab abilities is very confusing. This is especially relevant to Big Cats.

I am very confident that the following is true, and this is the ruling we use at my table.


Use a leopard as an example, with one bite (plus grab) and 2 claw attacks. Its rake applies to the 2 claws.
  • Regarding pounce: if you pounce, you get rake attacks automatically. That means the leopard will get one bite and 4 claw attacks.
  • Whenever the leopard manages to land a bite attack, it can automatically attempt to grapple.
    • If the leopard succeeds at the grapple check, it still does not get to rake, because it did not start its turn grappling.
    • Attempting a grapple does not interfere with the rest of your attacks this turn.
  • On any turn where the leopard is already grappling, it can immediately do its rake attack of 2 claws as well as any other grapple actions it so chooses.


Important note: When a monster lands a grab attack, it has to choose between grappling normally or with only the body part that was part of the attack (mouth/bite in the leopard example).

If the leopard grapples normally, it cannot do a full-round attack next round (but it does not interrupt what happens this round). That is because it requires a standard action next round to maintain the grapple.

If it grapples with only the grabbing body part it takes a -20 penalty to the grapple check but it can still do a full-round attack next round (it does not gain the grappled condition) (the full-round attacks would exclude the grabbing body part, which deals damage as part of the grapple check and not an attack).

On any round where the leopard starts out grappling, it will automatically attempt the rake attacks (2 claws) for free against the target independent of any other events.

After the grapple has started, each successful grapple check will also do its bite damage (the grappling body part) automatically.

Saturday, August 27, 2016

[SR5] Gear Rules Summary

Acquiring Gear

  1. To purchase illegally yourself, make an "Availability Test":
    • Negotiation + Charisma[Social] vs. (item Availability Rating, as number of dice)
      • 1+ hits...
        • you purchase at listed price, available in (Base Delivery Time)/net hits
      • Tie...
        • available at listed price but takes twice as long as (Base Delivery Time)
      • Fail...
        • you get nothing. You can retry after twice the (Base Delivery Time)
      • Each +25% nuyen you put into the cost gives you an extra die to this test up to +400% nuyen spent
  2. Alternatively, use a contact
    • Contact's Negotiation + Contact's Charisma[Social+Connection] vs. (item Availability Rating, as number of dice)
    • Assuming you have a working history with the contact, by default they charge no additional fee
    • (House rules) Specialists get bonus dice for items in their field.
  3. Base Delivery Times per item:
    • 1-100¥ = 6 hours
    • 101-1,000¥ = 1 day
    • 1,001-10,000¥ = 2 days
    • 10,001-100,000¥ = 1 week
    • 100,000+¥ = 1 month
  4. Note that you can do a Teamwork Assist with a Contact as well.
    1. Choose you or the contact to act as the leader (whoever is better)
    2. For the helper, make the Availability Test as normal.
    3. Any hits increase the leader's limit and dice pool by one.
      • The most dice that can be added is equal to the leader's Negotiation rating 
    4. Leader performs their Availability Test with bonus dice and limit, if any.
    5. Glitches prevent any assistance, critical glitches cause the leader to critically glitch as well.


Fencing Gear (SR5 p.418)

  1. You can choose to sell it to a contact for 5% * Loyalty rating.
  2. You can sell it yourself:
    • If it's a "standard good" (legal, common item) you can't sell it for more than a "couple nuyen"
    • Otherwise...
      • Finding a buyer: Extended Etiquette+Charisma[Social] (10) Test
        • Interval:
          • 0-100¥: 6 hours
          • 101-1,000¥: 1 day
          • 1,001-10,000¥: 2 day
          • 10,001-100,000¥: 1 week
          • 100,001¥+: 1 month
        • May use the item's Availability Rating to help you with a Teamwork Test.
        • A glitch or critical glitch on Etiquette results in unwanted attention (authorities?)
      • Selling it: Opposed Negotiation+Charisma[Social] Test
        • Final price is 25% of list price, +/-5% per net hit
        • You can choose to make the deal with that buyer or restart the search process.
        • A glitch or critical glitch while negotiating means you managed to insult the buyer, "the deal might be off... or worse."

[SR5] Inertia Team Table Rules

These apply only to house rules for my Shadowrun 5th Edition sessions.



  1. Advancement (base rules are here)
    • The time to improve skills and attributes can be sped up by using more Karma.
      • Cost to cut training time in half (/2): +25% extra Karma
      • Cost to cut training time in quarter (/4): +75% extra Karma
      • Cost to cut training time in eighth (/8): +150% extra Karma
      • This stacks with instructor bonuses as normal.
      • As in the rest of SR, time should be rounded up to the nearest day and Karma should be rounded up to the nearest point.
      • Example 1
        • Upgrading a skill from rating 6 to 7 normally costs 14 Karma and 7 weeks (49 days).
        • At half speed, it would cost 18 Karma and take 25 days.
        • At quarter speed, it would cost 25 Karma and take 13 days.
        • At eighth speed, it would take 35 Karma and take 7 days.
      • Example 2
        • Upgrading a skill from rating 10 to 11 normally costs 22 Karma and takes 22 weeks (154 days).
          • Note that the extra training time is because at ratings 9+ training time is doubled from ratings 1-8.
        • At half speed, it would cost 28 Karma and take 77 days.
        • At quarter speed, it would cost 39 Karma and take 39 days.
        • At eighth speed, it would take 55 Karma and take 20 days.
      • Why did I put in this rule?
        • For plot reasons, my campaign moves "slower" in calendar than I think other tables. People were getting 4-6 Karma per mission but were unable to spend it fast enough. At one point people had 60+ Karma banked! This ruling was to allow them to actually use their Karma without forcing me to change my in-game timelines.

Tuesday, March 8, 2016

[BUG] Lara Croft Bunker Elevator fatal death glitch

In Lara Croft, at one point you will enter a bunker where you need to remove four gears from an elevator and have it drop onto the lower level.

After you complete this (quite hard) puzzle, you are supposed to drop down onto it and continue forwards.

However, in some games it may instakill you as soon as you touch the broken elevator.

There's no consistent solution to this problem. Things I've tried that have worked:

  • Climb the box on the right (which you used to remove the first gear), then leap down and just barely clear the broken elevator and land on the lower platform.
  • Jump down from the third floor and land against the wall closest to the starting area, then walk normally across the platform.

Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

 Despite reading the wiki and other good resources, I still found the POE atlas/map dropping to be extremely confusing. I've written a s...