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archon007

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  1. Like
    archon007 got a reaction from Voice in Pierce/Breach and the Application of Damage   
    Here is the response they sent me
     
  2. Like
    archon007 got a reaction from Kshatriya in Is the Extra Reloads item reusable?   
    I run it as reusable but once per encounter. Meaning if a player has 1 Extra Reload and uses it he can't use it again until the next encounter.
  3. Like
    archon007 got a reaction from Josep Maria in I DON'T KNOW WHAT I'M DOING!!!   
    The first thing I would recommend is take a deep breathe. Second, talk to your group. There is nothing worse than feeling this way then spend a bunch of time creating a campaign that no one wants to play. Just sit down with them and ask them what type of game they want to play. They might surprise you and give you all the ideas and inspiration you need.
  4. Like
    archon007 got a reaction from dougansf in Soak & Defence.   
    but that 1/3 chance of a failure could mean a 8 damage blaster not hitting at all so that's an effective soak of 8 instead of 1.
  5. Like
    archon007 got a reaction from miishelle in High level game issues   
    You can allow canceling of Triumph & Despair that's the easiest fx.
  6. Like
    archon007 got a reaction from awayputurwpn in I DON'T KNOW WHAT I'M DOING!!!   
    The first thing I would recommend is take a deep breathe. Second, talk to your group. There is nothing worse than feeling this way then spend a bunch of time creating a campaign that no one wants to play. Just sit down with them and ask them what type of game they want to play. They might surprise you and give you all the ideas and inspiration you need.
  7. Like
    archon007 got a reaction from willmanx in My WFRP 3,5   
    No that is why i suggested using the stance dice as the upgrade instead of the expertise dice. That allows player choice when making a check and leaves the delay and exertion effects in play.
  8. Like
    archon007 got a reaction from willmanx in My WFRP 3,5   
    Yes that's why I think they should be the upgrade dice, if you are going for the EotE style. I don't think if you are making a change like this you should completely exclude a die type, there should be a way to include them all. I like the concept because I think it's better in EtoE (which if there is a WHRP 4e it probably would be similar) and keeps dice pools in check. The main parts I think you need are;
    Base dice which are obviously charactisic die. Then you have what to use for upgrade dice and what to use for specialization.
    Upgrade could be stance dice or expertise dice. Both make sense, the core rules I think lean towards Expertise dice, so how do you also include stance dice? One way would be to use stance die to represent specialization I think this fits since it gives a higher success rate and also allows the GM to only use Fortune dice for bonus cirumstances in skill checks like EotE uses Boost dice.
  9. Like
    archon007 got a reaction from willmanx in My WFRP 3,5   
    So you are "upgrading" characteristic dice to expertise dice, that does make sense. I do like the idea of having stance dice though. Maybe instead of using a fortune die for specialization they use a stance die instead? That way their specialization allows them to use stances for that skill otherwise without specialization they are considered neutral. A simple idea for Wardancer (not that familiar with them) but maybe they can use stance dice as an upgrade instead of expertise dice.
  10. Like
    archon007 got a reaction from kaosoe in House Rules   
    I don't like this because it should be the GM that makes the consequences for the players actions. I would suggest if your players have issues playing moral "good" characters then either you as the GM aren't making the world around them have consequences for those actions or maybe they want to play a different game than you are running. Maybe they want to play a darkside campaign?
  11. Like
    archon007 got a reaction from kaosoe in I DON'T KNOW WHAT I'M DOING!!!   
    The first thing I would recommend is take a deep breathe. Second, talk to your group. There is nothing worse than feeling this way then spend a bunch of time creating a campaign that no one wants to play. Just sit down with them and ask them what type of game they want to play. They might surprise you and give you all the ideas and inspiration you need.
  12. Like
    archon007 got a reaction from bradknowles in Ambushes and dice mods for initiative   
    I've always done Vigilance vs Stealth to see if the ambushers are noticed and used threat to give setback to the ambushees initiative. If the ambushee wins the check they see the ambusher even though they still might have cover, etc and roll standard initiative.
  13. Like
    archon007 got a reaction from Doc, the Weasel in Is the Extra Reloads item reusable?   
    I run it as reusable but once per encounter. Meaning if a player has 1 Extra Reload and uses it he can't use it again until the next encounter.
  14. Like
    archon007 got a reaction from Jamwes in Is the Extra Reloads item reusable?   
    I run it as reusable but once per encounter. Meaning if a player has 1 Extra Reload and uses it he can't use it again until the next encounter.
  15. Like
    archon007 got a reaction from Ghostofman in Alternate Starship Combat   
    Agree with Daeglan. As a GM I won't want one of my players having a wasted action. I think the middle ground is that it lasts to the BEGINING of the players next turn, that way so the players turn isn't wasted but they aren't getting the added benefit you don't like.
  16. Like
    archon007 got a reaction from Telmia in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  17. Like
    archon007 got a reaction from bradknowles in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  18. Like
    archon007 got a reaction from progressions in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  19. Like
    archon007 got a reaction from Blue Dog in "The basics" - A slideshow to help new players.   
    Try this link
    https://www.dropbox.com/s/mgmmcrkba4mi9nw/Basics.pdf
  20. Like
    archon007 got a reaction from Scruffy looking nerf herdr in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  21. Like
    archon007 got a reaction from Rikoshi in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  22. Like
    archon007 got a reaction from Tear44 in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  23. Like
    archon007 got a reaction from 2P51 in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  24. Like
    archon007 got a reaction from Deve Sunstriker in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
  25. Like
    archon007 got a reaction from whafrog in Advice with couple of questions   
    I can't express how important this point is. There is a great post on Skill Monkey on when not to make players roll. It's frustrating for the players and GM when they need to make a roll to advance the plot and they need to keep rolling to succeed. I.e finding a clue in a room, the players shouldn't need to keep rolling they should make one roll and then the GM describes what happens. Maybe if they all fail you take the sum of failures, threats, etc and that is what determines the amount of time it takes them to find it, maybe they find the clue but they got spotted by the enemy faction searching the area and now they are more ready for them, maybe they set off a secret alarm. Whatever you decide the players should never roll more than once to succeed at a plot advancing skill check.
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