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Dragonshadow

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  1. Dragonshadow

    Backstab

    I believe I misread...I thought 1 and 2 were a sequence (although I'm not sure why I didn't also think 3 and 4 were additional "steps"). Long story short: your "How To" seems like a good plan to me!
  2. Dragonshadow

    Backstab

    Outside of RPG's and constructs such as turn order, a backstab is traditionally how a combat either starts or is avoided entirely. Would you allow steps 1 and 2 to occur prior to combat? You have #1 worded carefully to simply say "encounter", and step 2 could certainly allude to first turn of structured play. Basically, if you sneak up on a guy before initiative is even rolled, I'd say you automatically get the first turn of the structured part of the encounter to shiv him. Then there's either someone left on the target's side or not. I also really like #3 and #4 by the way.
  3. Dragonshadow

    Genesys mechanic used in 5E / d20

    No offense, but building the pool to represent the different factors in the roll is exactly the strength of the narrative dice system. It's part of telling the story of the roll itself, and which components made the difference. Trying to actively cut back on the dice is missing much of the point. That said, your idea still sounds like more fun than just a boring d20 roll, so there's that. As an interesting side note, d20 is all about static bonuses and penalties and then uses completely random damage rolls, so you can "crit" for minimum damage. NDS is about dice pools and then uses damage values that are primarily static (random only in terms of #successes, which generally contribute much less than the base). If you get hit, and there's more damage coming in than you can soak, it's going to hurt, and a crit is going to hurt a lot.
  4. demon summoning, Pokemon, the villain in Big Hero 6 (well, maybe in that case it's constructs, but really really elaborate ones akin to a Green Lantern ring construct). A followup question I would have is what happens when you stop concentrating? Does the beastie disappear or just your control over it? The answer varies by setting, but it's an interesting topic.
  5. I think the show fell into a bit of a trap with Magic. On the one hand, all the hosts and guest commended the system for having an incredibly open magic system. Then, immediately upon latching onto the Wall of Fire example that often comes up, one host lamented that people need to stop trying to duplicate D&D spells, and if a group tries to add spell types to round out their vision of magic, they're likely doing so because they don't fully understand the system. But folks aren't really asking how they can duplicate d20. They're asking how their character can cast wall of fire because wall of fire is pretty damned useful and fairly widespread across fantasy setting sources. So is Teleport, etc. And there is nothing obvious in the rules as written to advise you how to handle either. That's not a strength of the rules; that's ambiguity. It would have been much appeciated to have a section for how to gauge difficulty if the caster is using a standard magic trope and there's no obvious way to model it. But instead, when the suggestion is made that a divine caster can banish a summoned demon, the discussion turned quickly to the pedantic "divine casters can't dispel" so we're left figuring out a creative workaround, and we're cautioned against allowing exceptions because the system's balanced best as is or it makes one spell skill too strong. Another example of useful is being able to heal yourself if you're a magic healer. To me this was so obvious that PC's would do this, that I didn't even consider the point of distinction that one of the hosts mentioned: by the book, it seems that you can't actually heal yourself at all, but rather only another target with whom you're engaged. So are we supposed to disregard probably every other RPG that features magic healing that (as far as I know) doesn't penalize self-casting, or do we actually read the rules as written to indicate that a healing spell works how it works inclusive of the caster? Or do we treat magic self-heals as being as difficult as self-surgery so the difficulty jumps two steps (and therefore the chance to fail or at least get negligible success becomes very real). In the end, the rules could certainly be clearer. Magic causes far more discussion on this board than any other aspect of the game. I think the fact that FFG attempted a liberating sort of open-ended magic on the one hand, similar to how an even less crunchy system like FATE would do it (magic is generally very wide open there) and on the other tried to provide some quantification for discrete spell effects, we're left with a system that isn't quite sure if it wants to be crunchy or if it wants to be open. Full disclosure: I really like the magic system and its interaction with the narrative dice. I'll use it largely as is, but my plan is to keep things a bit faster and looser than RAW if it seems that what the caster is attempting is something that type of magic should be able to do traditionally, regardless of whether or not that skill has that type.
  6. Dragonshadow

    Adversaries Anthology: a boldy bound creature collection

    These look good in terms of matching the format of the original, but have you considered bulleting the walls of text that comprise each section or at least putting the name of something as a different colored font (or some other way of visually distinguishing where one begins and the previous one ends. For example using the Baronial Knight: original: could be possibly with bullets, but even without the line breaks (if saving space is your goal), the italics (or a color change) would break up the wall of text considerably. For myself, the stat blocks as they appear are extremely hard to read.
  7. I agree that it should be usable daily at a minimum. If multiple sessions encompass the same day, then it's an eventful one and the HA should recycle more frequently as per rules as written. I'm sure there's some combination of HA and tweaks for it that would make me regret allowing it no less than once per day, but the limit certainly seems reasonable on the face of it.
  8. Dragonshadow

    Space Opera: cherrypicking Star Wars ship and gear

    Swordbreaker, as an aside, you mentioned chase rules. It's been a while since I've cracked open the core books. Are the rules detailed therein or are they too in a supplement? Genesys core seemed pretty skimpy on such rules.
  9. Dragonshadow

    Space Opera: cherrypicking Star Wars ship and gear

    thanks! I could swear I read about a revamping of the ship combat rules in a later book, but I think Edge and Rebellion look identical. Was something officially errata'ed? I realize this isn't the SW forum, but I'd say the topic is useful to anyone running space opera. The only thing I noticed was it was dangerous as **** to fly a starfighter. While that may be more "realistic" it's not really more Star Wars-y, where any significant character flying a flghter was either guaranteed to survive a battle of any size, or would die in a spectacularly heroic fashion. I toyed with just having space combat act like a series of tests rather than PC's/NPC's encased in statted vehicles that can explode when the dice go south.
  10. Dragonshadow

    The Dice Pool Podcast - Its a Kind of Magic!

    I really appreciate the discussions around taking d20 spells (wall of fire comes up a lot, including when I raised the topic) and reworking it via Genesys magic rules. That let's those of us who cut our teeth on D&D/Pathfinder see how the classic spells can be handled. That's not a question so much as a request.
  11. I'm thinking of resuming my work with porting Starfinder "Dead Suns" to Genesys, and wanted to cherry pick the best Star Wars rules and supplements for ship building ship combat options good ship examples a more elaborate list of gear and attachments than in the core SW books. Does anyone have recommendations for the best of the supplements that I can pick up? I don't want to buy them all since we're not actually going to be playing Star Wars. I just need mechanical inspiration. I have the Edge and Rebellion core books, so I already have a decent launching point for Genesys. Recommendations for existing Geneysis home brews is good too. I'm already planning to mine nuggets from GM Huzz's Sci-Fi Armory as well as Tom Cruise's Dark Heresy.
  12. Dragonshadow

    Grid Combat

    I'd only use it when range matters for longer than the time to close the distance. If everybody is kung fu fighting, you can easily just cluster minis that are actually engaged and assume everyone is effectively at short range otherwise.
  13. Dragonshadow

    The Dice Pool Podcast - EPISODE 11 - Story Pointers

    excellent episode! Great discussion of story points. I truly hope the bon-voyage is not a goodbye!
  14. Dragonshadow

    Genesys Experience to D&D-ish Levels

    Interesting XP range. If a new character comes in, did you start them at the base XP regardless of the group's average XP? I feel like I'd want to start them higher than that just so the character held an approximate level of interest (fun more than durability or combat competence). (I haven't had a chance to start our campaign yet, so new characters and character death is all theorycraft for me at this point, but it's good to get some perspective)
  15. The lead-up episodes were very helpful. The first actual play ep was a lot of fun. Your group clearly has a good time together, and all of you do a great job illustrating aspects of the game as you go. I haven't heard ep 2 yet, but wanted to give a shoutout anyway (from work, so I can't listen to it right now, and...ummm...probably should get back to work).
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