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yeti1069

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  1. Like
    yeti1069 got a reaction from Richardbuxton in Augmenting ranged weapons   
    I don't know...Attack is fire and forget, whereas Augment requires concentration, and if you're enchanting your own weapon, you're spending an action to get a small bonus on your next attack. The damage profiles are different enough, and Attack can stack on a few different modifiers.
    I agree that enchanting an item should probably replace the basic effect of Augment.
    It feels a little different, but not different enough to warrant a new spell, in my opinion. That's been one of the things I've had some trouble dealing with using Genesys: where do you put new magical abilities? New spells? New additional effects? I've mostly gone with the latter unless I could think of a whole list of added effects that make sense going on a new spell, and the basic effect I want doesn't make sense being added to an existing spell. Necromancy, for instance, is very similar to Conjure, but it felt different enough that it warranted its own spell. Not to mention that it seemed weird to me that basically every caster who has Conjure would also be just as capable as a Necromancer.
  2. Like
    yeti1069 got a reaction from Direach in Genesys Talents Expanded   
    This seems incredibly powerful.
    I think @TheSapient's idea of adding a Story Point activation and strain to make the conversion probably makes it usable, but even then I would probably put it at tier 3, since it fundamentally chances things.
  3. Like
    yeti1069 got a reaction from O the Owl in NPC Codex (Fantasy)   
    Kobold Trap Layer [Minion]
    These cunning creatures are the true frontline of any kobold defense: they set the traps that are going to soften up bigger, fleshier creatures for the other kobolds to finish off. Once their traps are set, they prefer to keep out of range of enemies, attempting to lure them into their snares by using hit-and-run tactics from Medium range.
    Brawn 1, Agility 3, Intellect 2, Cunning 3, Willpower 1, Presence 2
    Soak 2, Wounds 4, MD 0|RD 0
    Skills (group only): Survival, Mechanics, Stealth, Ranged
    Talents: Cunning Snare (kobolds work together to set these up, using their combined Survival skill to lay their traps)
    Equipment: Crossbow (Ranged; Damage 7, Crit 2, Range [Medium], Pierce 2, Prepare 1)
    Silhouette 0
  4. Like
    yeti1069 got a reaction from O the Owl in NPC Codex (Fantasy)   
    Qhildir, Prince of Ferrumgaard [Nemesis] - Friendly
    Son of the king of the dwarven lands, Qhildir has become a shining beacon of divine nobility among his people, and is revered for his many heroic deeds. He bears the armor and axe of his grandfather who slew the mighty dragon, Rhindvuthar.
    Brawn 3, Agility 1, Intellect 2, Cunning 2, Willpower 4, Presence 3
    Soak 6, Wounds 18, Strain 15, MD 2|RD 2
    Skills: Melee (Light) 3, Leadership 2, Magic (Divine) 2, Knowledge (Community) 2, Resilience 2, Vigilance 1
    Talents: Field Commander, Adversary 2, Parry 3, Block (may use Parry on ranged attacks),
    Abilities: Dark Vision, Tough As Nails, Strong Backed (Encumbrance +5)
    Spells: Heal, w/ Restoration and Heal Critical
    Equipment: Rhindvuthar's Bane (Melee [light]; Damage 7; Critical 3; Range [Engaged/Special]; Superior, Vicious 1, Dragonbane (when this weapon is used to make an attack against a dragon, reduce the critical rating to 1, and gain Pierce 5)--Special: this weapon may be used to make a Melee [light] attack against a dragon at Short range, using the rules for ranged attacks; you may spend 2 Advantage to have the weapon return to your hand after the attack)
    Rhindvuthar's Nemesis (Magical Platemail): Defense 1, Soak 3, Encumbrance 5, Dragonfoil (when within Medium range of a dragon, this armor gains the Reinforced quality, and increases the advantage required to activate the Burn quality on opponent's attacks by 2)
    Shield (Defensive 1, Deflect 1, Inaccurate 1, Knockdown)
     
     
     
  5. Like
    yeti1069 got a reaction from Tear44 in Do you get brawn damage when dual wielding?   
    Somewhere, the book actually calls out "base damage" as '+x + Brawn' for weapons written '+x'. So, Brawn is part of the base damage.
  6. Like
    yeti1069 got a reaction from Richardbuxton in Do you get brawn damage when dual wielding?   
    Somewhere, the book actually calls out "base damage" as '+x + Brawn' for weapons written '+x'. So, Brawn is part of the base damage.
  7. Like
    yeti1069 got a reaction from ESP77 in NPC Codex (Fantasy)   
    Kobold Trap Layer [Minion]
    These cunning creatures are the true frontline of any kobold defense: they set the traps that are going to soften up bigger, fleshier creatures for the other kobolds to finish off. Once their traps are set, they prefer to keep out of range of enemies, attempting to lure them into their snares by using hit-and-run tactics from Medium range.
    Brawn 1, Agility 3, Intellect 2, Cunning 3, Willpower 1, Presence 2
    Soak 2, Wounds 4, MD 0|RD 0
    Skills (group only): Survival, Mechanics, Stealth, Ranged
    Talents: Cunning Snare (kobolds work together to set these up, using their combined Survival skill to lay their traps)
    Equipment: Crossbow (Ranged; Damage 7, Crit 2, Range [Medium], Pierce 2, Prepare 1)
    Silhouette 0
  8. Like
    yeti1069 got a reaction from ESP77 in NPC Codex (Fantasy)   
    Qhildir, Prince of Ferrumgaard [Nemesis] - Friendly
    Son of the king of the dwarven lands, Qhildir has become a shining beacon of divine nobility among his people, and is revered for his many heroic deeds. He bears the armor and axe of his grandfather who slew the mighty dragon, Rhindvuthar.
    Brawn 3, Agility 1, Intellect 2, Cunning 2, Willpower 4, Presence 3
    Soak 6, Wounds 18, Strain 15, MD 2|RD 2
    Skills: Melee (Light) 3, Leadership 2, Magic (Divine) 2, Knowledge (Community) 2, Resilience 2, Vigilance 1
    Talents: Field Commander, Adversary 2, Parry 3, Block (may use Parry on ranged attacks),
    Abilities: Dark Vision, Tough As Nails, Strong Backed (Encumbrance +5)
    Spells: Heal, w/ Restoration and Heal Critical
    Equipment: Rhindvuthar's Bane (Melee [light]; Damage 7; Critical 3; Range [Engaged/Special]; Superior, Vicious 1, Dragonbane (when this weapon is used to make an attack against a dragon, reduce the critical rating to 1, and gain Pierce 5)--Special: this weapon may be used to make a Melee [light] attack against a dragon at Short range, using the rules for ranged attacks; you may spend 2 Advantage to have the weapon return to your hand after the attack)
    Rhindvuthar's Nemesis (Magical Platemail): Defense 1, Soak 3, Encumbrance 5, Dragonfoil (when within Medium range of a dragon, this armor gains the Reinforced quality, and increases the advantage required to activate the Burn quality on opponent's attacks by 2)
    Shield (Defensive 1, Deflect 1, Inaccurate 1, Knockdown)
     
     
     
  9. Like
    yeti1069 got a reaction from ESP77 in NPC Codex (Fantasy)   
    Hi All! I've been thinking about building characters, and monsters, for my upcoming game, and looking at how much work I'm going to end up having to do, and thought, "Hey, if I'm doing this work, someone else will probably benefit from it, and if someone else is doing it, I can probably benefit from it, so let's share!"
    This thread is intended to be a repository for any NPCs or monsters we create for reference for other games. I considered making it just generically Genesys, but if we're making stuff for our games, it probably means the NPCs are meant to fit in a particular type of setting, so I'm calling this the Fantasy Codex.
    Ideally, each NPC should have their stats, and relevant mechanics explained, and a brief description, so they are usable "out of the box."
  10. Like
    yeti1069 got a reaction from Richardbuxton in Can you cast Heal on yourself?   
    This is one instance where I liked what the Force powers did better: the Heal power worked like a Stimpack, and "stacked" with Stimpacks, such that you could only benefit from such healing sources 5 times in a day, and then you got no benefit. I may institute that as well.
    My other concern is that critical injuries don't end up lasting very long with this either.
  11. Like
    yeti1069 got a reaction from TheSapient in NPC Codex (Fantasy)   
    Qhildir, Prince of Ferrumgaard [Nemesis] - Friendly
    Son of the king of the dwarven lands, Qhildir has become a shining beacon of divine nobility among his people, and is revered for his many heroic deeds. He bears the armor and axe of his grandfather who slew the mighty dragon, Rhindvuthar.
    Brawn 3, Agility 1, Intellect 2, Cunning 2, Willpower 4, Presence 3
    Soak 6, Wounds 18, Strain 15, MD 2|RD 2
    Skills: Melee (Light) 3, Leadership 2, Magic (Divine) 2, Knowledge (Community) 2, Resilience 2, Vigilance 1
    Talents: Field Commander, Adversary 2, Parry 3, Block (may use Parry on ranged attacks),
    Abilities: Dark Vision, Tough As Nails, Strong Backed (Encumbrance +5)
    Spells: Heal, w/ Restoration and Heal Critical
    Equipment: Rhindvuthar's Bane (Melee [light]; Damage 7; Critical 3; Range [Engaged/Special]; Superior, Vicious 1, Dragonbane (when this weapon is used to make an attack against a dragon, reduce the critical rating to 1, and gain Pierce 5)--Special: this weapon may be used to make a Melee [light] attack against a dragon at Short range, using the rules for ranged attacks; you may spend 2 Advantage to have the weapon return to your hand after the attack)
    Rhindvuthar's Nemesis (Magical Platemail): Defense 1, Soak 3, Encumbrance 5, Dragonfoil (when within Medium range of a dragon, this armor gains the Reinforced quality, and increases the advantage required to activate the Burn quality on opponent's attacks by 2)
    Shield (Defensive 1, Deflect 1, Inaccurate 1, Knockdown)
     
     
     
  12. Like
    yeti1069 got a reaction from TheSapient in NPC Codex (Fantasy)   
    Hi All! I've been thinking about building characters, and monsters, for my upcoming game, and looking at how much work I'm going to end up having to do, and thought, "Hey, if I'm doing this work, someone else will probably benefit from it, and if someone else is doing it, I can probably benefit from it, so let's share!"
    This thread is intended to be a repository for any NPCs or monsters we create for reference for other games. I considered making it just generically Genesys, but if we're making stuff for our games, it probably means the NPCs are meant to fit in a particular type of setting, so I'm calling this the Fantasy Codex.
    Ideally, each NPC should have their stats, and relevant mechanics explained, and a brief description, so they are usable "out of the box."
  13. Like
    yeti1069 got a reaction from ESP77 in Genesys Talents Expanded   
    That's a great idea! I may do that on my end! Wish I had read this two days ago, heh.
    If I do get around to this, I'll share it.
  14. Like
    yeti1069 got a reaction from verdantsf in Dragonlance - D&D fantasy setting   
    Looks great! Wow!
    Don't think you need both Mechanics and Craft as separate skills.
    What is Operating for? Boats?
    What differentiation did you want to make between Ranged (light) and (heavy)? Is it necessary? I'll admit that I kind of want both, but really, I don't think the game needs it.
    That's a lot of Magic skills...would it be possible to have flavor variants on fewer skills, or are the different skills going to actually alter which spells are available, or how they work?
    Elven Weapon Training is too much, I think. If you look at the Star Wars species very few gain any combat-related benefits, and they're weighted very heavily. In addition, you're basically double-dipping for the elf on archery, since they already start with higher Agility. I also don't think it's necessary. I gave elves Keen Eyes, removing a Setback from Perception checks, but that may feel redundant with the inclusion of low-light vision. Not sure what I would replace this with.
    Kender's Fearless is waaay too much for a racial ability. That's essentially two ranks of the Confidence talent, which, at best, is worth 15 XP, but probably more like 25 or 45 XP, depending on where you rate Confidence in Genesys. I have it at tier 2, so that's 10+15 XP. Plus, since you're not actually granting the talent, it's ostensibly worth even more since a character could still buy the talent for its cheapest price.
    I kind of just glanced through the rest of the races after that, but the big thing jumping out at me as that you're giving every race too much for zero XP penalty. I would suggest reading through the section on creating races to get a better idea of what starting XP costs should be, keeping in mind that humans are basically the baseline, so if something is getting more than a human, they should be losing XP. The big ones are I see a lot of races getting a rank in two skills to start, which is 10 XP if those skills aren't tied to the characteristic they're good at, and some of them are definitely doubling up on those goodies.
    One of the strengths of this system is that it's less concerned with tons of minor abilities and bonuses, leaning more towards using one or two things to differentiate races. I'll admit, I wanted to port over all the racial abilities from Pathfinder/D&D 3.5 when I was trying to put together races, but I went back through them and deleted a lot of the stuff I wrote. My races conversion is here: https://drive.google.com/file/d/1UeRxFXCklpwXZOYvWE8xt0yy_SatT0-H/view?usp=sharing
    And while I still think I went a little overboard with a couple, I think I'm within 5 or 10 XP for the most part. I'm also trying to solicit feedback on those here:
     
  15. Like
    yeti1069 got a reaction from Cyvaris in Alternative Magic System, New Spells and Implements   
    I used some of what others have already written as a baseline to write my own version of Enchantment. How does this look?
    Enchantment
    Concentration: Yes
    Skills: Arcana, Primal
    Select a single creature or minion group within Short range and make an Easy (d) Magic check. If successful, the target is filled with a specific emotion or sensation of your choice, such as anger, attraction, calm, disgust, fear, friendliness, or peace. All social checks the target makes are either upgraded or downgraded once to reflect this altered mental state.
    After the spell ends, the target is aware that they were feeling or behaving unusally.
    Additional Effects
    +d    Additional Target: May select additional targets equal to your ranks in Knowledge. May spend aa to select additional targets equal to your ranks in Knowledge for each     aa spent.
    +d    Easy Feeling: After the spell's effects end, the target no longer is suspicious of their emotional state or actions.
    +dd    Suggestion: Your target takes a suggested action or maneuver associated with the emotion you have instilled in them, such as attacking someone in anger, hitting on     someone they are attracted to, calmy taking a rest, disgusted avoiding someone or something, running away from something in fear, offering assistance to someone     they feel friendly toward, or attempting a peaceful resolution to a conflict. You may offer a suggestion each round as part of maintaining concentration on the spell.
    +dd    Forgetfulness: The target has no recollection of what transpired while under the effects of the spell.
    +ddd    Charm: The target feels particularly friendly to the caster, or a single target the caster designates, doing anything they would normally do for a dear friend.
    +ddd    Dominate: The target obeys all commands of the caster, even those contrary to its nature. The target may attempt a Discipline vs Discipline check as an action on their     turn in order to break free of this mental control, receiving a number of b on their check if your commands have been agaisnt their nature. This cannot be combined with the Additional Target effect.
     
    I'm not sure Charm and Suggestion are different enough to warrant having the two separate effects. It could mean reversing their difficulty, where Charm provides the friendly feeling, but you have little control over what they do: "Help me out" could result in a wide variety of actual actions. While Suggestion could be a bit more specific in what you're trying to get them to do?
    I was thinking Dominate should be dddd, but I wanted it to be able to combine with Easy Feeling. It would be nice to allow it to combine with Forgetfulness also, but maybe that's something that should only be doable with an implement or talent reducing difficulty for this?
    I feel like this does a fair job of not trampling on the other spells in what it is doing and trying to do. The upgrade/downgrade on social skills is a little bit like what Augment and Curse do, but a) more specific, b) more vague, c) doesn't affect combat rolls, or rolls critical to survival (like resisting spells or hazards), and d) is on the more narrative end of the spectrum as far as spells are concerned, which seems appropriate.
  16. Like
    yeti1069 got a reaction from Direach in Genesys Creature Catalogue (formerly Bestiary)   
    @Direach
    Some of the animals should probably be minions. Particularly the pack animals. They may be a little larger than what we think of as minions, but I would imagine they would most often be encountered in a group.
    For stuff like the Basilisk, I wonder if it should have a more active ability. I don't know that this system wants players rolling an additional pool of dice against an effect every turn. Maybe make it an active attack from the basilisk, or an activated quality on its standard attack? After all, it's not turning you to stone if you're looking at its tail, you have to meet its gaze. Maybe it can spend a maneuver each round to look at a particular target?
    Ditto for troglodytes and ghouls...these could mimic the Fearsome talent, but instead of characters making a fear check when they become engaged, instead they make a Resilience check. I also think Staggered may be too strong a result on a failed check for something that you may have to roll against every round.
     
    Oh, and thank you for this! I may be nitpicking a little, but I really appreciate this resource!
  17. Like
    yeti1069 got a reaction from genXesis in Dragonlance - D&D fantasy setting   
    The race building is that everyone starts at 100 XP with +1 to one stat, and -1 to another, then you add or subtract from that...kind of. Humans' stat change isn't read as no bonus, it's -30 (taking one stat from 3 to 2), and +20 (taking one stat from 1 to 2), which is a net -10 on XP spent, so it ends up at 110 XP. How they calculated in the skill bonuses, I'm not sure...unless I missed something as well, but that's basically it.
    Adding a skill rank is worth the cost of a skill rank (5 XP), unless it's for a characteristic the race has a bonus to already, then it's 10 XP.
    For other abilities, compare them to existing talents--that's what I did with the Kender.
  18. Like
    yeti1069 got a reaction from ESP77 in Genesys Talents Expanded   
    How about: Toxic Blade: Whenever you hit with a poisoned weapon, you deal a minimum of 1 damage, regardless of soak.
    Nightstalker seems much too good. It feels like it's trying to deal with the D&D rules, where you move slower while sneaking, but since this system doesn't have that kind of rule, you went faster while sneaking undetected? Also, since "running" isn't a thing here, the talent is unclear. I suppose it would be (in structured combat), allowing you to move two range bands with one maneuver if unobserved, but that still seems much too good.
    Elaborate Planning feels weak. You give up an entire turn, and hope your opponents ignore you (or you spend one turn getting in position where you can be ignored before giving up an entire turn) to then have a better chance at succeeding on one skill check? Also, this feels like it will often just automatically grant 2 Success outside of combat: if time isn't a factor, you could always just stand there contemplating before taking an action.
    Marked for Death at least covers that last part, by making it a combat-only ability. I think trading your turn to deal double damage, or have someone else deal double damage is a better trade-off than Elaborate Planning. It still feels clunky to me.
    These almost certainly should be skill checks, I think. Maybe a Hard Perception check, or some kind of Knowledge check? Or a Leadership check for MFD if directing another character?
    It could be: Take the Elaborate Planning Action: make a skill check. If successful, add (something) to your next action. If you use a maneuver, or are affected by an opponent's skill check or ability, or take damage, your plans are ruined...or something like that?
  19. Like
    yeti1069 got a reaction from ZorinIchiona in Let's make "spells"   
    I used some of what others have already written as a baseline to write my own version of Enchantment. How does this look?
    Enchantment
    Concentration: Yes
    Skills: Arcana, Primal
    Select a single creature or minion group within Short range and make an Easy (d) Magic check. If successful, the target is filled with a specific emotion or sensation of your choice, such as anger, attraction, calm, disgust, fear, friendliness, or peace. All social checks the target makes are either upgraded or downgraded once to reflect this altered mental state.
    After the spell ends, the target is aware that they were feeling or behaving unusally.
    Additional Effects
    +d    Additional Target: May select additional targets equal to your ranks in Knowledge. May spend aa to select additional targets equal to your ranks in Knowledge for each     aa spent.
    +d    Easy Feeling: After the spell's effects end, the target no longer is suspicious of their emotional state or actions.
    +dd    Suggestion: Your target takes a suggested action or maneuver associated with the emotion you have instilled in them, such as attacking someone in anger, hitting on     someone they are attracted to, calmy taking a rest, disgusted avoiding someone or something, running away from something in fear, offering assistance to someone     they feel friendly toward, or attempting a peaceful resolution to a conflict. You may offer a suggestion each round as part of maintaining concentration on the spell.
    +dd    Forgetfulness: The target has no recollection of what transpired while under the effects of the spell.
    +ddd    Charm: The target feels particularly friendly to the caster, or a single target the caster designates, doing anything they would normally do for a dear friend.
    +ddd    Dominate: The target obeys all commands of the caster, even those contrary to its nature. The target may attempt a Discipline vs Discipline check as an action on their     turn in order to break free of this mental control, receiving a number of b on their check if your commands have been agaisnt their nature. This cannot be combined with the Additional Target effect.
     
    I'm not sure Charm and Suggestion are different enough to warrant having the two separate effects. It could mean reversing their difficulty, where Charm provides the friendly feeling, but you have little control over what they do: "Help me out" could result in a wide variety of actual actions. While Suggestion could be a bit more specific in what you're trying to get them to do?
    I was thinking Dominate should be dddd, but I wanted it to be able to combine with Easy Feeling. It would be nice to allow it to combine with Forgetfulness also, but maybe that's something that should only be doable with an implement or talent reducing difficulty for this?
    I feel like this does a fair job of not trampling on the other spells in what it is doing and trying to do. The upgrade/downgrade on social skills is a little bit like what Augment and Curse do, but a) more specific, b) more vague, c) doesn't affect combat rolls, or rolls critical to survival (like resisting spells or hazards), and d) is on the more narrative end of the spectrum as far as spells are concerned, which seems appropriate.
     
     
     
  20. Like
    yeti1069 reacted to Richardbuxton in Illness and Disease   
    Things like these would be fun, they are not in order of severity, just the order I thought of them:
    Runny nose: recover 1 less Strain whenever recovering Strain.
    Sneezes: add a setback dice to all combat checks
    Watery eyes: add setback dice to any vision related checks
    Conjunctivitis: add a difficulty dice to all vision related checks
    Fever: Unable to recover Strain by any method other than medical attention.
    Boils: Upgrade all checks to interact socially with others.
    Contageous: Anyone coming within Engaged of you must make an Average Resilience check or suffer a disease symptom at -20 on the roll.
    Highly Contagious: Anyone coming within Short range of you must make a Hard Resilience check or suffer a disease symptom by rolling on the disease table.
    Comatose: you fall unconscious, suffering 1 Wound every hour until you either pass the Resilience check to recover from the disease, are stabilised with medical care, or die from disease/Critical injuries.
    150+ Haemorrhaging: Internall bleeding will kill you at the end of the next round or in 5 minuets.
  21. Like
    yeti1069 got a reaction from Richardbuxton in Genesys Talents Expanded   
    How about: Toxic Blade: Whenever you hit with a poisoned weapon, you deal a minimum of 1 damage, regardless of soak.
    Nightstalker seems much too good. It feels like it's trying to deal with the D&D rules, where you move slower while sneaking, but since this system doesn't have that kind of rule, you went faster while sneaking undetected? Also, since "running" isn't a thing here, the talent is unclear. I suppose it would be (in structured combat), allowing you to move two range bands with one maneuver if unobserved, but that still seems much too good.
    Elaborate Planning feels weak. You give up an entire turn, and hope your opponents ignore you (or you spend one turn getting in position where you can be ignored before giving up an entire turn) to then have a better chance at succeeding on one skill check? Also, this feels like it will often just automatically grant 2 Success outside of combat: if time isn't a factor, you could always just stand there contemplating before taking an action.
    Marked for Death at least covers that last part, by making it a combat-only ability. I think trading your turn to deal double damage, or have someone else deal double damage is a better trade-off than Elaborate Planning. It still feels clunky to me.
    These almost certainly should be skill checks, I think. Maybe a Hard Perception check, or some kind of Knowledge check? Or a Leadership check for MFD if directing another character?
    It could be: Take the Elaborate Planning Action: make a skill check. If successful, add (something) to your next action. If you use a maneuver, or are affected by an opponent's skill check or ability, or take damage, your plans are ruined...or something like that?
  22. Like
    yeti1069 got a reaction from saethone in Let's make "spells"   
    New feedback after some consideration. I would rename Invisibility as Camouflage, granting the same effects, if only to allow for more flexibility in describing what the spell does. I do still want to find a way to make Invisibility available to Arcana casters, however... I was intending to add a new talent that grants a character access to one of the Magic skills, but specifies that they may only cast one spell using that skill per encounter. This seems like it would be perfect for those characters who care about such things...
    I think the Illusion effect for Skinwalker is inappropriate as a -D. Functionally, both the illusion and the standard effect do the same exact thing--make the character look like someone else. I suppose the illusion can be breached through certain sorts of interaction, but I'm not sure it's enough of a difference to essentially make the ability free.
    I am sold on adding this tech to Conjure to change your summons to illusions!
  23. Like
    yeti1069 got a reaction from O the Owl in What defenses apply vs Spells?   
    Those qualities are being defended against, to a degree. The inherent attack is being rolled against a difficulty, sure, but then most characters have some abilities for increasing the difficulty to hit them in melee or at range. We can add that to the system for magic, but that just looks like it's taxing resources too much. And for those qualities, you need to generate 2 advantage on a successful attack. For a lot of spells, you just need success in order to do the most harm. Scathing Tirade is a small effect, on the whole.
    My concern is with spells like Enchantment, or Curse, where you may be locking someone out of an encounter entirely.
    I do like the idea of allowing other characters' generated advantage or triumph being used to offer a lifeline to someone locked down under some form of crowd control.
     
    I think I'll try it without making changes at the moment, and see if tweaks need to happen, but my first session probably isn't happening for a month or two, as I want to do one or two sessions wrapping up my Star Wars game first.
  24. Like
    yeti1069 got a reaction from O the Owl in Dragonlance - D&D fantasy setting   
    Looks great! Wow!
    Don't think you need both Mechanics and Craft as separate skills.
    What is Operating for? Boats?
    What differentiation did you want to make between Ranged (light) and (heavy)? Is it necessary? I'll admit that I kind of want both, but really, I don't think the game needs it.
    That's a lot of Magic skills...would it be possible to have flavor variants on fewer skills, or are the different skills going to actually alter which spells are available, or how they work?
    Elven Weapon Training is too much, I think. If you look at the Star Wars species very few gain any combat-related benefits, and they're weighted very heavily. In addition, you're basically double-dipping for the elf on archery, since they already start with higher Agility. I also don't think it's necessary. I gave elves Keen Eyes, removing a Setback from Perception checks, but that may feel redundant with the inclusion of low-light vision. Not sure what I would replace this with.
    Kender's Fearless is waaay too much for a racial ability. That's essentially two ranks of the Confidence talent, which, at best, is worth 15 XP, but probably more like 25 or 45 XP, depending on where you rate Confidence in Genesys. I have it at tier 2, so that's 10+15 XP. Plus, since you're not actually granting the talent, it's ostensibly worth even more since a character could still buy the talent for its cheapest price.
    I kind of just glanced through the rest of the races after that, but the big thing jumping out at me as that you're giving every race too much for zero XP penalty. I would suggest reading through the section on creating races to get a better idea of what starting XP costs should be, keeping in mind that humans are basically the baseline, so if something is getting more than a human, they should be losing XP. The big ones are I see a lot of races getting a rank in two skills to start, which is 10 XP if those skills aren't tied to the characteristic they're good at, and some of them are definitely doubling up on those goodies.
    One of the strengths of this system is that it's less concerned with tons of minor abilities and bonuses, leaning more towards using one or two things to differentiate races. I'll admit, I wanted to port over all the racial abilities from Pathfinder/D&D 3.5 when I was trying to put together races, but I went back through them and deleted a lot of the stuff I wrote. My races conversion is here: https://drive.google.com/file/d/1UeRxFXCklpwXZOYvWE8xt0yy_SatT0-H/view?usp=sharing
    And while I still think I went a little overboard with a couple, I think I'm within 5 or 10 XP for the most part. I'm also trying to solicit feedback on those here:
     
  25. Like
    yeti1069 got a reaction from Richardbuxton in Genesys Talents Expanded   
    Good points.
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