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Messages - Sturn

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1
General Discussion / Skill as "Right tool for the job"?
« on: March 09, 2022, 02:58:06 pm »
For a while I fiddled with a house rule I called “chained actions”. My thought was to use one roll to affect the next roll in certain situations. Imagine a leader of a sailing ship’s crew needing to direct the bridge? Both Operating and Leadership make sense, so perhaps make him roll Operating with success and advantages affecting the follow on Leadership roll. I liked it at first but too clunky and slowed play with extra rolls. But, I still wanted the leader with ship experience in that situation to have some sort of an advantage over the leader who had never set foot on a ship before.

Then I thought of a much simpler method. Using the “Right tool for the job” concept, I thought what about making certain related skills a “tool”? So that Leadership roll would require the character to have Operating as a “tool”, if not apply setback to this Leadership roll when he directs the crew? Fixing a robot's brain using Mechanics? Perhaps consider Computers skill as a “tool”. The character rolling the action could use the game rule of “skilled assistance” to meet the requirement of the “skill tool” as long as the other character helped him or her.

Thoughts?

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Twilight Imperium / Re: Twilight Imperium: Embers of the Imperium
« on: June 21, 2021, 11:09:33 pm »
I wonder what kind of new mechanics they're going to attempt to use this? Maybe rehash some of the old ones from Star Wars?

Oh, I hadn't considered that. It would be nice to see some updates. If I go back to Star Wars, I was already considering using the Genesys version of the rules completely, even trying to to go with the treeless character creation if I could manage it.

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General Discussion / Re: Caltrops
« on: May 16, 2021, 10:13:33 am »
Glad to see you posting here Hooly!

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General Discussion / Re: Talent/Ability Workshop
« on: May 15, 2021, 12:34:37 pm »
Ok I'm back with some (yes just some) of my talents. Please tell me if you wish to put them in a different thread I will move them.

Explanation first. I'm trying to add a series of linked talents to give a sort of "specialization" feel for certain skills. For example, a crafter might wish to specialize in being a smith, or a melee character may wish to specialize in swords vs axes. That sort of thing. To save space, I'm going to give simple one sentence explanations. I'm hoping for someone to help me with the proper Tiers for these talents, or point out any issues I haven't noticed.

First batch(es) will be weapons.

The Choppa T2: Gives BOO when using Melee with any Axe. 
The Choppa (improved) T3: While using any Axe, may use 2 ADV (3if the target’s Brawn is greater then yours) on an attack roll to snag a defender’s shield or buckler negating use of the shield during the attacker’s next turn. A Triumph may be used to pull the shield completely from the defender’s grasp.
The Choppa (improved) T4: When an attack defeats an opponent, any damage beyond what was needed can be applied to a second target Engaged to the attacker. Add a Strain requirement?

Hammer Time T2: Gives BOO when using Melee with any mace, hammer, or warhammer.
Hammer Time (improved) T3: When Disorient is applied as part of a melee weapon attack (nearly all blunt weapons in my setting) you may increase the Disorient rating by 1 per Strain expended (thus increasing the duration of the the Disorient).
Hammer Time (supreme) T4: When attacking with a melee weapon with the Knockdown quality, it requires 1 less ADV to activate, to a minimum of 1.

Ol' Ball & Chain T2: Gives BOO when using Flails (any) with a Melee attack.
Ol' Ball & Chain (improved) T3: Ignore 1 defense from Shields of opponents when using a Flail
Ol' Ball & Chain (supreme) T4: Opponents may not use the Parry ability against you when making attacks with a Flail.

Arbalester T1: During the first round of combat (only) crossbow attacks gain 1 automatic ADV if already prepared.
Arbalester (improved) T2: Gives BOO when using Ranged with any crossbow.
Arbalester (supreme) T3: Spend 1 Strain to remove one from the Prepare quality of any crossbow. Can spend multiple Strain to remove more?

Pole Dancer T1: May instead choose to attack with the opposite end of any polearm as if it is a Staff. Polearms includes any polearm, but also staves and spears. If the weapon IS a staff, this talent instead grants Linked 1, but it requires 3 ADV to activate.
Pole Dancer (improved) T2: Gives BOO with any polearm including staves and spears.
Pole Dancer (supreme) T3: May dual wield with any polearm by using the opposite end, default is a staff attack without attachments.

The Blade Itself T2: Gives BOO when using any sword.
The Blade Itself (improved) T3: May spend 2 ADV on a Melee attack with a sword, to give yourself BOO with the same attack against the same opponent next action. However, the GM may also spend 1 THR from your attack to give the same opponent a BOO against you during his next attack.
The Blade Itself (supreme) T4: When attacked while wielding a sword with the defensive quality, you may force the attacker to reroll any Setback die of your choice after the attack was rolled by spending 1 Strain per die.

Scrapper T1:This is the same as the Tavern Brawler T1 talent from Terrinoth. It adds ADV to combat checks when using improvised weapons.
Scrapper (improved) T2: BOO when using any mundane weapons. This does not include Improvised weapons. It does include anything that could be considered “civilian” – staves, knives, clubs, hatchets, wood axes, etc. This BOO does not stack with the BOO given by other weapon talents?
Scrapper (supreme) T3:  You know how to use mundane items in a deadly way. Any mundane weapon you yield gains the Vicious 1 quality.

Backstab T3: From Terrinoth. If the target is unaware, each success gives 2 damage instead of 1.
Backstab (improved) T4: Automatic 2 ADV added to any backstab check. Just 1 ADV?
Backstab (supreme) T5: May expend 1 Strain to add Vicious 1 (+10 to Critical Injury roll) to a backstab with a critical result. Must spend the Strain before the critical roll is made. May spend multiple Strain (a.i. before the critical result roll, spend 3 Strain to add +30 to the roll).

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General Discussion / Publishing on Foundry - What paper size?
« on: May 14, 2021, 01:49:14 pm »
What paper size is preferred on the Foundry when creating PDF's? This is the A4 vs Letter argument. Being US-based, I'm of course used to Letter. But, if I put something on the Foundry, which should I go with since those downloading it may be from various places in the world? Or is it a moot point since a PDF reader will convert it for your printer anyway if you decide to print it out?

I tried to see if there was a standard for the Foundry, but didn't find anything.

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General Discussion / Re: Caltrops
« on: May 08, 2021, 05:19:19 am »
If the character was mounted, I could imagine a Riding check to force the mount through them. Failure means the mount stops and refuses or you haven't made it through the caltrop field completely yet, try again next action. Threats can cause Wounds to the mount? Despair throws the rider?

For a character trying to pass through them, possibly a Coordination check? Simple success to get through them. Again, any Threats can cause damage. A Despair means one is stuck in the character's foot causing a persistent penalty until pulled out?

How much damage from the threats? They weren't really meant to cause too much injury. So maybe just 1 Wound per Threat.

Not sure on the base difficulty. Just 2D? You could also go with a Perception check before hand, failures giving Wounds as the character stumbles into the caltrops.

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General Discussion / Re: Talent/Ability Workshop
« on: March 24, 2021, 06:18:17 am »
If the attack successfully inflicts 1 or more wounds on the target, your character heals wounds equal to the wounds inflicted or their ranks in Knowledge [Knowledge (Forbidden) if using that skill] (whichever amount is lesser).

At first it jumped out at me that it would be simpler to just use "heals wounds equal to the wounds inflicted" instead of adding in Knowledge. Then I realized that you wanted to stress it was a dark magic, so put in the Forbidden limiter, so that makes sense to me.

As for Tier, this is where I have problems determining what is appropriate. Perhaps it's my old Advanced D&D days recalling the Vampiric Touch spell, that makes me worried this talent could become a game changer (dealing out damage while healing yourself), so the higher the tier the better? In-play use may be needed to settle where you want the tier to be.

Could it become abused and what to do if it does? I think the 2 Strain per spell cast would prevent this from being spammed. The caster could find it easy to heal himself of Wounds without wasting an attack action (you potentially do both at the same time), but the trade off is he's going to be getting too much Strain with repeated use. A potential abuser would of course be looking for ways to easily recoup Strain quickly. As in, imagine a player that grabs a magical item or some other new talent that suddenly increases the odds of rolling extra Advantage....and uses this Advantage to easily negate or recover Strain from casting. Now she's spamming this DamageThem/HealMe spell constantly in every single battle.

If it is abused and becomes a problem, the GM could use Threats rolled while using Blood Drain to cause additional Strain to the caster. This would not require a new rule at all, just use the usual 1 Threat causes 1 Strain. But, a player who knows the GM is commonly going to use the Threats to cause Strain when using this talent could slow things down a bit if it's being spammed. So, I think that's a good counter, already in the rules. So probably all still good.

There are Magical Implements introduced in Terrinoth that could boost this talent if they are allowed in the setting. A "Wand of Blood/Death" would add 3 to any attack damage, which thus could heal 3 more Wounds when using this ability. If such a wand was also made out of Bone, it would automatically heal 1 additional Wound when successfully casting an Attack.

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General Discussion / Re: Talent/Ability Workshop
« on: March 21, 2021, 12:47:35 pm »
It seems straight forward. But, I can't wrap my head around what you are trying to emulate. Throwing a sword? What does "Sword Beam" mean? Why the Willpower use?

I have a huge amount of new talents that need help myself. My biggest problem is wondering what Tier I should place them at. I really have no good grasp of where to place some of them, so I might not be the best help, but willing to discuss!  :)

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Your Settings / Re: [Seemless] Background
« on: February 14, 2021, 01:37:51 am »
Ok only read through the initial post so far.

One thing that jumped out at me is the tidally locked world with light and dark sides equating to the Light and Dark forces, that is great. I had a tidally locked world for a fantasy setting once.

What about the twilight band? You've got temperate for the light side. There of course can be variations of tidally locked worlds, but how about the temperate area be in the twilight zone where it's not quite day, and not quite night? The full light side could then be hotter and desert covered as you get deeper into it. The dark side, the opposite, cold and eventually a glacial waste as you journey deeper into it. The civilized zone could then be in the much smaller band between those areas?

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Your Settings / Re: Genesys Settings Developed via the Forums
« on: February 12, 2021, 09:06:59 pm »
Give each thread a common title here with the concept we are discussing attached. For example, in the Subject type something like, [Chronicles of the Grey Clans] Archetypes & Classes and a later discussion might be titled [Chronicles of the Grey Clans] Talent Trees.

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General Discussion / Re: Mythic GM Emulator with Genesys
« on: February 10, 2021, 07:32:35 pm »
I'm sorry, I had never heard of this before. It sounds interesting though!

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General Discussion / Re: "Advanced" Character Creation Opinions Sought
« on: February 07, 2021, 12:34:08 pm »
Social tier is always an odd mechanic to me, and it feels like it could be developed into a separate mechanic akin to Favors or Organizations.

My plan was to use Social Tier as the characteristic to go with certain social checks when in social settings, good or bad. For example, trying to Charm someone during a noble's ball, you are forced to use the worst of Presence or Social Tier as your characteristic. A charming peasant in that situation would still have to contend with being extremely out of place. But, a nobleman ordering a peasant to do something with Leadership, could use his social tier instead of presence to advantage.

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General Discussion / "Advanced" Character Creation Opinions Sought
« on: February 06, 2021, 03:33:41 pm »
So, I've got several house rules that make character creation much more detailed. Selection of Backgrounds, an Age Group, and a Social Tier, when describing the character actually gives in-game affects such as a rank in a skill, adding a career skill, or possibly a talent. I also have Career Specializations. Once you choose a Career, it gives you 5 Career Skills. You then pick a Specialization under the Career, which gives you 3 more Career Skills. These selections can give bonus skill ranks, career skills, and even low tier talents.

A starting character can easily begin with two tier 1 talents and one tier 2 based on choices during character creation. I've reduced base XP granted due to the extra talents, career skills, and ranks that may be granted to make the characters on par with core in strength. I've greatly expanded talent lists especially when it comes to crafting and fighting styles. I have several tier 1 talents such as Martial Training, Shipwright, Sailor, Armorsmith, Linguist, Artist, Outfitter, Bowyer, etc which go along with several of the added options during character creation.

Without getting into further detail, I'm wondering if I should simplify things such as removing the granted talents. They talents DO help differentiate the various options I've described above. But I'm afraid it's getting overly complicated. I like it and it's easy for me to grasp it all, but I created it. I'm worried that new players will be overwhelmed with not only the added decisions (choosing an age, specialization, social tier, background), but with the options they have to select within each of those added steps.

Thoughts? I can answer any questions of confusion about what I'm doing. I just didn't want to post 40 pages of a rough draft and ask someone to read through all of that. Hopefully I've explained it enough. I added some examples of each below.

Background Example
Townsfolk
Skills Granted (one): Streetwise or Negotiation at rank 1.
Talent Granted (one): Know this Town or Linguist.

Age Group Example
Middle-Aged
Skills Granted (one): Geography or Streetwise.
Talent Granted (one): Linguist, Bookworm, Know this Town, or Well Traveled.
Skill Maximum: Rank 2 as usual, but one skill of Rank 3 allowed during character creation.
Characteristic Maximums: Brawn 4, Agility 4, all others 5.
Experience Points: +10 XP.

Social Tier Example
Tier 3 - The well off “gentleman” class. These gentry are often merchants, wealthy craftsmen, ranking military officers, and landlords with peasants, commoners, or even slaves working for them. But, they are not nobility or royalty.
Cost: 15 XP.
Career Skill (one): Negotiation or Leadership.
Talent Granted (one): Sailor, Martial Training, or Courtly Manners.

Career and Specialty Example
Fighter Career
Career Skills: Athletics, Brawl, Melee, Resilience, and Coercion.

Cavalry Specialty
Career Skills: Riding, Discipline, and Cool.
Granted Talent (two): Martial Training, Animal Husbandry, Well Traveled, Armorer.

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General Discussion / Re: Forum Feedback
« on: January 30, 2021, 04:48:32 pm »
Thanks that was quick!

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General Discussion / Re: Forum Feedback
« on: January 29, 2021, 05:09:17 pm »
Is it possible to create a Likes system? As in options for Like, Thanks, Wow, LOL, for a post?

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