Jump to content

The Grand Falloon

Members
  • Content Count

    979
  • Joined

  • Last visited


Reputation Activity

  1. Like
    The Grand Falloon got a reaction from Archlyte in Abstract Wealth   
    I know, we’ve had a lot of attempts at Abstract Wealth.  Well, I’m taking my own crack at it.  It’s probably pretty similar to what’s come before.  Also, it’s still very much in the concept phase. 
    Basic Idea: Everyone has a Wealth Rating, which represents what they can easily buy.  I’m thinking that for most characters, it would start at 2.  Anything they might purchase has a Cost, based on the order of magnitude of its listed cost.  the Difficulty of the Cost would basically be how many digits are in its listed cost, -1.  So anything that costs 1-9 credits has a difficulty of Simple (no difficulty dice).  Anything 10-99 would have a difficulty of 1, 100-999 difficulty 2, and so on.  In most circumstances, characters can buy goods below their Wealth Rating without much worry.  Probably don’t even roll, unless they’re buying enough to bump it up a notch.  When a character wants to buy something that equals his Wealth Rating, he’ll need to roll his Wealth Dice, upgraded by his ranks in the Negotiation skill (Not calculated as skills usually are.  If he has Wealth 2 and Negotiation 4, he rolls 3 Yellow, not 2 Yellow, 2 green.  There is some precedent for this with the Mass Combat rules).  If he succeeds, he gets the item, and does not have to adjust his Wealth.  If he fails, he can buy the item, but his Wealth Rating will be reduced by 1 until time passes (GM fiat.  Maybe at the end of a story arc, or until the group finds a significant windfall).  If the character wants to buy something one difficulty higher than his Wealth, he again needs to roll.  If he Succeeds, he gets the item, and his Wealth is reduced, as above.  If he fails, he just can’t afford it. Anything two or more ranks higher than his Wealth Rating, he just can’t purchase without taking Obligation.  Or maybe spending Duty?  I dunno, I haven’t really gotten into AoR.  Perhaps add a Setback die if the item listed cost starts with 5 or more.  So something that costs 600 credits would have a Difficulty of PPS.
    That’s the basic framework.  I’m thinking there should also be Windfall, for when you find a significant, but temporary amount of cash or easily tradable goods.  Windfall can be used to make purchases without reducing your Wealth, or can be invested to permanently increase your Wealth later.  Still at the drawing board on all that.  Also still working out the effects of Threat, Advantage, and so forth.
    Whaddya think, am I on the right track here?
    Edit: Font was weird.
  2. Haha
    The Grand Falloon got a reaction from Rimsen in Stealing data from a Player's Brain Implant   
    I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key.  If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data.
    Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong.  This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded.  I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something.
    "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?"
    "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!"
    "Are you sure? What do your notes say?"
    "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?"
    "It sure is a mystery!"
  3. Like
    The Grand Falloon reacted to wilsch in Removing Stims   
    I'll chime in with an experience and GMing preference similar to Whafrog's. 
    My table, 4 years strong this month, has players who are really into Star Wars and love FFG's dice, but have shown very little interest in any of the game's more structured elements. From the start we used limited custom talents, so house rules have been easy to implement.
    Frankly, I think the array of weapons and armor would perfectly fit a Borderlands adaptation in its variety. For my group, though, a blaster's a blaster -- it may be bigger or smaller or maybe high-quality but details beyond relevance to the story don't interest them.
    Nobody minded the removal of Stims. Early on, I allowed Strain expenditures to mitigate damage but realized even that was too much -- so weapon damage consists of Boost, while Soak and Armor are replaced with simplified parameters for Setback. Everything's contained within a dice roll, which feels right for our group, and the modified scale of damage to WT/HT corresponds to my old Strain mitigation setup. (Enemy Wound/Trauma is lowered for pacing.) A few additional rules cover the rest of combat.
    Players like to get out of scrapes and focus on problem-solving with their entire spectrum of skills, so it works well for us.
  4. Like
    The Grand Falloon got a reaction from kaosoe in Stealing data from a Player's Brain Implant   
    Ooh, that's even better. Introduce him as the character starts to figure out he's in his own mind. "I'm CL1-PI, a security routine for your brain implant! Someone is trying to access secure data, I'll help you protect it!"
    Heck, get the other players involved. Give them each a weird avatar to play in this guy's mindscape.
  5. Haha
    The Grand Falloon got a reaction from Bellona in Stealing data from a Player's Brain Implant   
    I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key.  If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data.
    Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong.  This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded.  I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something.
    "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?"
    "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!"
    "Are you sure? What do your notes say?"
    "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?"
    "It sure is a mystery!"
  6. Like
    The Grand Falloon got a reaction from P-47 Thunderbolt in Stealing data from a Player's Brain Implant   
    Ooh, that's even better. Introduce him as the character starts to figure out he's in his own mind. "I'm CL1-PI, a security routine for your brain implant! Someone is trying to access secure data, I'll help you protect it!"
    Heck, get the other players involved. Give them each a weird avatar to play in this guy's mindscape.
  7. Like
    The Grand Falloon got a reaction from Stethemessiah in Stealing data from a Player's Brain Implant   
    Ooh, that's even better. Introduce him as the character starts to figure out he's in his own mind. "I'm CL1-PI, a security routine for your brain implant! Someone is trying to access secure data, I'll help you protect it!"
    Heck, get the other players involved. Give them each a weird avatar to play in this guy's mindscape.
  8. Haha
    The Grand Falloon got a reaction from Stethemessiah in Stealing data from a Player's Brain Implant   
    I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key.  If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data.
    Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong.  This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded.  I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something.
    "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?"
    "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!"
    "Are you sure? What do your notes say?"
    "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?"
    "It sure is a mystery!"
  9. Like
    The Grand Falloon got a reaction from Edgehawk in Stealing data from a Player's Brain Implant   
    I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key.  If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data.
    Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong.  This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded.  I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something.
    "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?"
    "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!"
    "Are you sure? What do your notes say?"
    "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?"
    "It sure is a mystery!"
  10. Like
    The Grand Falloon got a reaction from P-47 Thunderbolt in Stealing data from a Player's Brain Implant   
    I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key.  If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data.
    Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong.  This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded.  I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something.
    "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?"
    "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!"
    "Are you sure? What do your notes say?"
    "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?"
    "It sure is a mystery!"
  11. Like
    The Grand Falloon got a reaction from KveldUlfr in Reasons for changing schools   
    Okay, I don't think changing schools is a good idea, but I also believe in finding the ways something could work.  I've had a lot of harebrained schemes that get pooh-poohed, but, dangit, I'm gonna try anyway.  So here's my thoughts:
    Changing schools should be exceedingly rare.  A Kakita marrying into the Akodo family is still a duelist, not a general.  In most instances, you would want to just learn a few skills or techniques consistent with the family you joined.  That's fine.  Actually changing schools should require a complete commitment to their ways.
    I would do this by just switching to the new school's curriculum.  A rank 2 Bushi who completely commits to the new school would begin using their curriculum at Rank 3.
    Now, a few notes.  I don't think I would ever allow someone to become a shugenja.  I may allow a shugenja to become a courtier, but probably not a bushi.  Monks are a whole new can of worms that I would be very leery of.  For "available techniques," it's a little tricky.  The GM should decide if they keep their original techniques, or if they must switch to the new ones.  The player should not be allowed to choose (but should be informed).  For example, most Shugenja have Rituals, Shuji and Invocations, while most Courtiers have Kata, Rituals and Shuji.  A shugenja who became a courtier would never be able to learn another invocation if they had to switch to Kata, so they should probably keep their original techniques available.  They might pick up a stray Kata from their new curriculum, but that shouldn't be too troublesome.  Of course, without Invocations on their curriculum, they'll advance very slowly each time they take one.
    As to School Abilities, I would never, ever, EVER allow a single character to have two of them.  Absolutely out of the question. Most school abilities come in two parts.  The first is not rank-dependent, the second is dependent, but usually comes with diminishing returns.  Consider the Hida Defender.  He ignores the Cumbersome quality of armor he wears, and may reduce the severity of crits by his Armor+Rank.  Both cool abilities.  As he goes up in Rank, that Crit Resistance goes up slowly.
    Now consider the Hiruma Scout.  After Attacking, he can change stances, which is considered by many to be a broken technique.  If he does so, he can raise the TN to hit him by large critters by his school rank.  Potentially very helpful, but also extremely circumstantial.  So a Hida who became a Hiruma would wear heavy armor without penalty, could switch stances after attacking, would be extremely crit resistant, and if fighting something big, could raise his TN to be hit. That's too much.  Far too much.
  12. Like
    The Grand Falloon got a reaction from whafrog in Removing Stims   
    I've been a big fan of Savage Worlds for... yikes, I just realized it must be almost 15 years now.  I really like their system, which has Shaken 1-3 wounds, and Incapacitated.  The Apocalypse games usually use something a bit less hit-pointy.
    While I can't speak for Whafrog, I really appreciate L5R's distinction that Fatigue is NOT the same thing as being wounded. Star Wars Wounds and D&D Hit Points have always been a combination of fatigue and wounds, and the line between them changes a lot from table to table.  I've played in numerous D&D games where someone takes a lot of damage and the DM says, "the dark knight runs you through!" Nevermind that the guy with a sword through his guts still has half of his Hit Points remaining.
    So I try to say that anything that only causes "damage" isn't really a serious wound. Taking 15 damage from an orc doesn't necessarily mean he cut you, it means his axe slammed into your shield hard enough that your arm nearly gives out from the impact. A Stormtrooper causing 12 damage with his blaster rifle didn't shoot you, but the blaster bolt passed close enough to your skin that it managed to burn you, or hit the wall next to you, exploding and showering you with sparks.  When Leia took that shot to the shoulder on Endor, that was a Critical Injury, not just "taking damage." Vader and Obi-Wan's duel on the Death Star caused them both to take a lot of "damage," but no Crits as far as I see. I would say that the characters in the movies take a lot of "hits" and "damage" that don't really look like much on screen.
    One of the reasons I like Whafrog's take is that it reminds me of The Angry GM's "fighting spirit" rules (not a big fan of his writing style, but I like his ideas). It gives a space between "I'm fine, I'm fine, I'm fine, I'm down." There's a clear point at which the player knows that if he keeps fighting, his character may die. If my PCs all get knocked out, I'm not just going to kill their characters. That feels cheap.  However, if a character is over his WT and wants to keep pushing, now it's on him and the player.  He knows the risk, and he's taking it rather than surrender or retreat.
    It also gives us a way to kill Nemeses without GM fiat or murdering an unconscious person. We just finished Chronicles of the Gatekeeper (spoiler alert), and part of the final conflict is supposed to be choosing whether to pull your punches and not kill the boss, or to go ahead and finish him.  Which means the GM needs to call out to the players, "Oh, by the way, if you defeat him with Wounds, he'll die, because that's just how we're playing this fight." With Whafrog's rule applied to a Nemesis, the boss is taking a Critical Injury every time he gets hit past a certain point, which means killing him through Crits becomes a distinct possibility.
  13. Like
    The Grand Falloon got a reaction from Stethemessiah in Removing Stims   
    Gotta say, I really liked Whafrog's take on the whole thing. I ran it by some of my players, added some stuff and tweaked some others. Here's my current take on it. I'll see how it goes. I should mention that I don't normally require a Destiny flip for using Dark Side pips.
     
    Stimpacks: Gone. Replaced by…
    Rallying Surge: Once per encounter, as a maneuver, make a Simple (Difficulty 0) Resilience Roll.  Heal a number of wounds equal to 3+ Net Successes, and recover Strain equal to Advantage. You may spend your Rallying Surge on an Engaged ally, instead rolling either Leadership, Medicine, or Coercion.  Each use of Rallying Surge on a given character increases the Difficulty by 1.
    Heal/Harm Power: TBD
    Stimpack Specialization works basically as written. Your Rallying Surges heal 1 extra wound per rank of Stimpack Specialization. 
    Exceeding Wound Threshold: A PC or Nemesis who exceeds his Wound Threshold is no longer immediately Incapacitated.  Instead, he upgrades the Difficulty of all checks by 1, and will become Incapacitated when he exceeds his WTx2. Note that every time he suffers wounds above his Threshold, he still suffers a Critical Injury.  Such a character is advised to retreat or surrender.
    Exceeding Strain Threshold: As with wounds, a PC or Nemesis who exceeds his Strain Threshold is not incapacitated, but will become so when he exceeds STx2.  However, while above ST, he may not willingly suffer Strain, and is Disoriented (suffers 1 Setback die to all rolls).
    A Character who exceeds both WT and ST becomes Incapacitated.
    Force Pips: Using the Force while over Strain Threshold is difficult.  A Light Side Force-user may still use Dark Pips, but instead of suffering Strain, they must flip a Destiny Point and take two Conflict for each Dark Pip used.
    A Dark-sider who wishes to use White Pips must flip Destiny, and suffer a Wound for each White Pip he wishes to use.
     
  14. Like
    The Grand Falloon got a reaction from Inquisitor Tremayne in Removing Stims   
    Gotta say, I really liked Whafrog's take on the whole thing. I ran it by some of my players, added some stuff and tweaked some others. Here's my current take on it. I'll see how it goes. I should mention that I don't normally require a Destiny flip for using Dark Side pips.
     
    Stimpacks: Gone. Replaced by…
    Rallying Surge: Once per encounter, as a maneuver, make a Simple (Difficulty 0) Resilience Roll.  Heal a number of wounds equal to 3+ Net Successes, and recover Strain equal to Advantage. You may spend your Rallying Surge on an Engaged ally, instead rolling either Leadership, Medicine, or Coercion.  Each use of Rallying Surge on a given character increases the Difficulty by 1.
    Heal/Harm Power: TBD
    Stimpack Specialization works basically as written. Your Rallying Surges heal 1 extra wound per rank of Stimpack Specialization. 
    Exceeding Wound Threshold: A PC or Nemesis who exceeds his Wound Threshold is no longer immediately Incapacitated.  Instead, he upgrades the Difficulty of all checks by 1, and will become Incapacitated when he exceeds his WTx2. Note that every time he suffers wounds above his Threshold, he still suffers a Critical Injury.  Such a character is advised to retreat or surrender.
    Exceeding Strain Threshold: As with wounds, a PC or Nemesis who exceeds his Strain Threshold is not incapacitated, but will become so when he exceeds STx2.  However, while above ST, he may not willingly suffer Strain, and is Disoriented (suffers 1 Setback die to all rolls).
    A Character who exceeds both WT and ST becomes Incapacitated.
    Force Pips: Using the Force while over Strain Threshold is difficult.  A Light Side Force-user may still use Dark Pips, but instead of suffering Strain, they must flip a Destiny Point and take two Conflict for each Dark Pip used.
    A Dark-sider who wishes to use White Pips must flip Destiny, and suffer a Wound for each White Pip he wishes to use.
     
  15. Like
    The Grand Falloon got a reaction from Mandalore of the Rings in Why did I lose interest in RPGs for 20 years?!   
    Quite a lot of magic, though much less than D&D.  The setting is awesome, the new game is pretty great, but it's got some wonkiness. I would have trouble recommending it to people who don't study game rules.
    Deadlands is fantastic, and Savage Worlds is a great system. I'm not sure if I would say it's better than Genesys, but it is so easy to pick up and run with. Deadlands is basically cowboys and zombies and sorcerers and demons and steampunk all rolled into one.
  16. Like
    The Grand Falloon reacted to Jareth Valar in Armor House Rule   
    Both of you go sit on a lightsaber please! 🙄😋
    You two have derailed enough threads with your useless diatribe about armor.
    Neither will convince the other if anything. Which means both of you are being deliberately childish and disrespectful of the the OP by taking over their thread for useless antics.
  17. Like
    The Grand Falloon got a reaction from Stethemessiah in Hyperspace Mishaps   
    I'm making a list of things that can go awry when my players fail their Astrogation check as they jump into Hyperspace. Most of them should be pretty mild, and will basically represent "You jump into hyperspace and make it partway, but are pulled out early because _______."  In most cases, they should only add a couple checks, and perhaps bang the ship up a little.  Some of them could actually prove beneficial, and a few of them will be downright nasty.  I'll throw together a little table and stock it like the old D&D Random Encounters.
    So far I have:
    Ion storm
    Asteroid Belt
    Imperial Interdiction Patrol - Looking for someone else, but scanning all ships caught.
    IMperial Interdiction Patrol - Looking for PCs
    Dense Nebula
    Pod of Purrgils or other space whales
    Pirates using a gravity mine to “fish”
    I'll be sorting them by how troublesome they are.  When the group fails their check, I'll roll 2d10.  Stuff in the middle will be very mundane.  Suffer some strain, steer out of the way of the asteroid, get back on track.  Stuff on the low end will be interesting and possibly helpful.  The Purrgil pod, for example.  Stuff on the high end will be the worst. Advantage and Threat can be spent before the roll to lower or raise the result, and anything 20+ stands a chance of derailing the session.  Of course I'll share if I manage to get it all worked out.
    So... anything y'all think I should throw into this list?
  18. Haha
    The Grand Falloon got a reaction from Rimsen in Removing Stims   
    You haven't met my players. Last session, one of them rolled five successes on a RRRP roll, but they have a knack for failing simple rolls.
  19. Like
    The Grand Falloon got a reaction from yoink101 in A tweak to lightsaber crystal modification   
    I've been considering changing up the rules a little bit on just how crystal modifications apply. In the current rules, once you attempt an upgrade, it's permanent, whether you succeed or fail, and it applies to anyone who picks it up.  Now, that's fine for a blaster or something, but lightsabers are personal weapons, and if you botch a couple important upgrade rolls, you might want to go find a new crystal and start all over.
    With my tweak, each crystal is attuned to a specific person. Only that person benefits from the crystal upgrades (my group just finished Chronicles of the Gatekeeper, and so they have the fully upgraded lightsabers of both Suljo Warde and one of the Jedi from Cato Neimoidia, both quite a step up from their own).  To take true possession of a lightsaber, the new user will have to reattune the crystal to herself. Doing so clears all of its upgrades (even failed ones!) and gives her the ability to assign her own upgrades at the reduced difficulty.
    Note that the original owner is also allowed to reattune his lightsaber, and will generally do so to clear failed upgrades, after increasing his skill and Force Rating, so that he can upgrade it completely.
    The Difficulty would be based on how attuned the crystal is, how powerful the original owner was, if his morality opposes the new user's and whether he's still alive.  Trying to reattune the Emperor's lightsaber is going to be very difficult, and may well act like a beacon to your location, if you roll a despair.
    I'm on the fence about whether the lightsaber's upgrades should only work for the one to whom it's attuned.  After all, Palpy's saber should be terrifying in anyone's hands.  The other option would be to waive that rule (but you still need to attune it to yourself to upgrade it), but in that case, I'll just never hand out fully-upgraded crystals.
    Thoughts?
  20. Like
    The Grand Falloon got a reaction from Rimsen in Abstract Wealth   
    I know, we’ve had a lot of attempts at Abstract Wealth.  Well, I’m taking my own crack at it.  It’s probably pretty similar to what’s come before.  Also, it’s still very much in the concept phase. 
    Basic Idea: Everyone has a Wealth Rating, which represents what they can easily buy.  I’m thinking that for most characters, it would start at 2.  Anything they might purchase has a Cost, based on the order of magnitude of its listed cost.  the Difficulty of the Cost would basically be how many digits are in its listed cost, -1.  So anything that costs 1-9 credits has a difficulty of Simple (no difficulty dice).  Anything 10-99 would have a difficulty of 1, 100-999 difficulty 2, and so on.  In most circumstances, characters can buy goods below their Wealth Rating without much worry.  Probably don’t even roll, unless they’re buying enough to bump it up a notch.  When a character wants to buy something that equals his Wealth Rating, he’ll need to roll his Wealth Dice, upgraded by his ranks in the Negotiation skill (Not calculated as skills usually are.  If he has Wealth 2 and Negotiation 4, he rolls 3 Yellow, not 2 Yellow, 2 green.  There is some precedent for this with the Mass Combat rules).  If he succeeds, he gets the item, and does not have to adjust his Wealth.  If he fails, he can buy the item, but his Wealth Rating will be reduced by 1 until time passes (GM fiat.  Maybe at the end of a story arc, or until the group finds a significant windfall).  If the character wants to buy something one difficulty higher than his Wealth, he again needs to roll.  If he Succeeds, he gets the item, and his Wealth is reduced, as above.  If he fails, he just can’t afford it. Anything two or more ranks higher than his Wealth Rating, he just can’t purchase without taking Obligation.  Or maybe spending Duty?  I dunno, I haven’t really gotten into AoR.  Perhaps add a Setback die if the item listed cost starts with 5 or more.  So something that costs 600 credits would have a Difficulty of PPS.
    That’s the basic framework.  I’m thinking there should also be Windfall, for when you find a significant, but temporary amount of cash or easily tradable goods.  Windfall can be used to make purchases without reducing your Wealth, or can be invested to permanently increase your Wealth later.  Still at the drawing board on all that.  Also still working out the effects of Threat, Advantage, and so forth.
    Whaddya think, am I on the right track here?
    Edit: Font was weird.
  21. Like
    The Grand Falloon got a reaction from whafrog in Abstract Wealth   
    I know, we’ve had a lot of attempts at Abstract Wealth.  Well, I’m taking my own crack at it.  It’s probably pretty similar to what’s come before.  Also, it’s still very much in the concept phase. 
    Basic Idea: Everyone has a Wealth Rating, which represents what they can easily buy.  I’m thinking that for most characters, it would start at 2.  Anything they might purchase has a Cost, based on the order of magnitude of its listed cost.  the Difficulty of the Cost would basically be how many digits are in its listed cost, -1.  So anything that costs 1-9 credits has a difficulty of Simple (no difficulty dice).  Anything 10-99 would have a difficulty of 1, 100-999 difficulty 2, and so on.  In most circumstances, characters can buy goods below their Wealth Rating without much worry.  Probably don’t even roll, unless they’re buying enough to bump it up a notch.  When a character wants to buy something that equals his Wealth Rating, he’ll need to roll his Wealth Dice, upgraded by his ranks in the Negotiation skill (Not calculated as skills usually are.  If he has Wealth 2 and Negotiation 4, he rolls 3 Yellow, not 2 Yellow, 2 green.  There is some precedent for this with the Mass Combat rules).  If he succeeds, he gets the item, and does not have to adjust his Wealth.  If he fails, he can buy the item, but his Wealth Rating will be reduced by 1 until time passes (GM fiat.  Maybe at the end of a story arc, or until the group finds a significant windfall).  If the character wants to buy something one difficulty higher than his Wealth, he again needs to roll.  If he Succeeds, he gets the item, and his Wealth is reduced, as above.  If he fails, he just can’t afford it. Anything two or more ranks higher than his Wealth Rating, he just can’t purchase without taking Obligation.  Or maybe spending Duty?  I dunno, I haven’t really gotten into AoR.  Perhaps add a Setback die if the item listed cost starts with 5 or more.  So something that costs 600 credits would have a Difficulty of PPS.
    That’s the basic framework.  I’m thinking there should also be Windfall, for when you find a significant, but temporary amount of cash or easily tradable goods.  Windfall can be used to make purchases without reducing your Wealth, or can be invested to permanently increase your Wealth later.  Still at the drawing board on all that.  Also still working out the effects of Threat, Advantage, and so forth.
    Whaddya think, am I on the right track here?
    Edit: Font was weird.
  22. Like
    The Grand Falloon reacted to Fistofpaper in Range band sizes   
    The combat range bands are left vague for a reason, and that is due to the narrative dice system vs tactical combat style of play. I'd be very hesitant to codify something like this in my game. Ymmv, but be careful.
  23. Like
    The Grand Falloon got a reaction from StriderZessei in A tweak to lightsaber crystal modification   
    I certainly don't see the Lightsaber as a Jedi's soul, but it is a very personal weapon. What's more, we already have rules (Disciples of Harmony I think) for purifying a Sith crystal, this is kind of an extrapolation on that idea.
    Mostly, I never liked the idea of sending my players on a quest for their lightsaber crystal, then having them blow a couple key rolls to be stuck with something they don't want. I should also note that re-attuning and upgrading would be a specific downtime activity.  Between sessions, or when you have some time during a session, you can make one ore two rolls to upgrade this thing, but that's about it.  You can get a perfect crystal eventually, but it's going to take time, and you may want to reattune it at some point if you fail a roll.
  24. Like
    The Grand Falloon got a reaction from EliasWindrider in A tweak to lightsaber crystal modification   
    I've been considering changing up the rules a little bit on just how crystal modifications apply. In the current rules, once you attempt an upgrade, it's permanent, whether you succeed or fail, and it applies to anyone who picks it up.  Now, that's fine for a blaster or something, but lightsabers are personal weapons, and if you botch a couple important upgrade rolls, you might want to go find a new crystal and start all over.
    With my tweak, each crystal is attuned to a specific person. Only that person benefits from the crystal upgrades (my group just finished Chronicles of the Gatekeeper, and so they have the fully upgraded lightsabers of both Suljo Warde and one of the Jedi from Cato Neimoidia, both quite a step up from their own).  To take true possession of a lightsaber, the new user will have to reattune the crystal to herself. Doing so clears all of its upgrades (even failed ones!) and gives her the ability to assign her own upgrades at the reduced difficulty.
    Note that the original owner is also allowed to reattune his lightsaber, and will generally do so to clear failed upgrades, after increasing his skill and Force Rating, so that he can upgrade it completely.
    The Difficulty would be based on how attuned the crystal is, how powerful the original owner was, if his morality opposes the new user's and whether he's still alive.  Trying to reattune the Emperor's lightsaber is going to be very difficult, and may well act like a beacon to your location, if you roll a despair.
    I'm on the fence about whether the lightsaber's upgrades should only work for the one to whom it's attuned.  After all, Palpy's saber should be terrifying in anyone's hands.  The other option would be to waive that rule (but you still need to attune it to yourself to upgrade it), but in that case, I'll just never hand out fully-upgraded crystals.
    Thoughts?
  25. Like
    The Grand Falloon got a reaction from scottomail in Mass Battle for Small Groups   
    For Gunso, it seems odd to me that they need to use Air to issue a challenge.  It seems to me that a Challenge should be an action taken by an individual soldier against another, and Air seems the least appropriate Ring for it.  Most challenges in my mind would call for Fire, as you loudly question your target's bravery (and use any Strife symbols to make him risk extra Glory by declining). 
    In all, though, I'm eagerly looking forward to the end result.  I loved the Game of Influence you did a while ago.
    Selfish request: Your 5e conversions all seem to be multiple web pages.  Any chance of ever seeing them as a simple PDF?
    EDIT: Also, yes, maybe a little boated, but this seems like what you would use when the battle is the focus of an entire session.  Much like the Influence Game, it might want some tricks for slimming it down, but that can come later.
×
×
  • Create New...