Sat 04 Apr 2026, 00:14
Thank you Fenhorn
>> I start to think that you are goofing with me or you're using the rules wrong or you just happen to have the most unlucky group of players ever.
Why would I be goofing with you? I very must appreciate the time and effort to put in on these forums and your comments on my first post were very well received by everyone.
We did run a combat test to shake down the rules as a sort of session zero and easily came through without anyone getting Broken. Dodging to avoid damage and Armor Rating soaking points of damage worked as hoped for. I made more detailed notes this time and the Armor Rating rolls were especially, as you say, unlucky. (But we've also had, in Shadowdark, the maximum damage for Fireball rolled twice in a row and a sequence of character creation stats rolls (3d6) that went 18,17,16,15,13,12! The dice are the dice and some, over the years, have been forcibly “retired”.)
>> I played Mutant: Year Zero (an apocalypse sci-fi game similar to this) for four years and I played Forbidden Lands for two years and only two characters died.
>> You seems to have the most extreme results that this kind of games can have, all in one session. Sure, I guess it can happen. Some of these bad lucks can also be the result of players making really bad choices.
Agreed. But if the chance is there in the RAW it will, eventually, happen somewhere to someone. Hopefully we've got all our bad luck out of the way now; there must be an Eeyore quote for that. What I'd like to make sure is that we get the best advice on avoiding player and GM “bad choices”; unless necessary to the story or to the character, in which case they are not actually “bad.”
>> Some points to think about.
The players should know the fleeing rule (p.89) because:
"He who fights and runs away lives to run away another day"
They considered it. What I thought would be an easy refuge on the fallen tree or climbing up into the trees to escape didn't happen. The druid was cloaked and hooded (it was raining, another Eeyore reference; just a single cloud...) so his companions asked if they could – in the heat of combat – see if he was dead or just unconscious and, not knowing he was dead, stayed to fight for him.
>> Magic is wild, which means that, even though it always succeeds, the player must roll a die for each Power Level they want to cast in order to see if the spell increases in PL (+ for each 6 rolled) or if there is a mishap (any 1 rolled). In important thing here is that it is up to the player to decide how safe (i.e. less wild) his spells are. Power Levels from Ingredients doesn't count for this, they are always safe. He might also be able to use other means to make the spells safer to cast (p.118). If non of these are available, he should try minimize his spell-casting and only cast spells when he needs to and then he should try to use low PL if possible.
The druid's player was excited to finally be able to cast a spell. Literally the first Willpower point they ever had, first in-game spell they had ever cast. And the chance for a magic mishap was 1 in 6.
>> When it comes to bringing friends back up when they are broken, then the Healing skill is usually a much better choice than spells. Sure, you need to make a skill roll but Healing is a skill that many PCs should be decent in, especially the druid (since he tends to be a bit of a support character). The skill is safe to use and even if you push it is usually okay if the character has a high Empathy score and pushing the skill can generate WP. Using spell to bring someone back up from being broken should only be done as a last resort since spell-casting is a risk (unless you can safe-cast it).
That I put down to our lack of experience with the system. Using a spell as a last resort: Forbidden Lands magic seems to be “mad, bad and dangerous to know” and we are finding it different (not bad) and have not, I think, got to grips with it properly yet.
>> In combat, players should be careful when they push a skill. Attacks with Melee can backfire if pushed if you roll to many 1s. Pushing is necessary in YZE-games, but should be done with caution. Pushing while dodging is usually not as risky since it uses an Agility skill, not a Strength skill. This means that all character should have at least a decent score in the Move skill, not only because you dodge with it, you also flee with it.
They are definitely looking at how to Move, Flee and Dodge more effectively. Even so the in play Dodges failed and they didn't want to push the Dodge and risk a lower Agility on the next Dodge roll; thus the caution, as you note. Again, as with the Armor Rating rolls, the Dodge rolls went very poorly.
>> Fight defensively, especially if you fight better foes than you but even then. This means that they need to save an action so they can defend themselves properly if there are enemies left in the round that hasn't acted yet.
We thought that a fast action Dodge without going prone was the best possible defensive move available. The wolves wouldn't get a +2 to attack a prone character and they would preserve their fast action for dodging each round: as when prone it is a fast action to get up and then another fast action to dodge, if needed – so no attack that round. Hopefully we're reading the rules correctly here. Are there examples online of good (and bad) combat I should be looking at?.
And none of us are giving up on Forbidden Lands just because the dice have been unkind.
Thank you for your reply.
Attitude is a choice. Happiness is a choice. Optimism is a choice. Kindness is a choice. Giving is a choice. Respect is a choice.