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Tabulazero

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Everything posted by Tabulazero

  1. I really would like a v2 to do 3 things: - Address the activation inbalance. - Use the benefit of insight to rebalance the costs of upgrades - Revamp the squadron phase. On the squadron phase, my pet peeve is that it tend to slow down the game considerably. I think it has to do with all the measuring and careful positioning. A solution worth exploring is to introduce the concept of flight leaders which would be used to measure distances. They could of course be named characters. Move your flight leader using the ruler and re-arrange your squadron around it. Other squadrons would basically act as a pool of hp for your flight leader. it would speed up the game because what counts is the flight leader
  2. Wouldn't a simpler solution would be to introduce a 5th kind of order: Overwatch. So basically it is less effective that your traditional attack step (one arc vs two / half dice) so to let smaller ships have a standing chance when attacking large ship but it still let the defending ship retaliate somehow. Maybe the half dice is too harsh as a penalty. Could be replaced by "treat the target as obscured." Getting rid of the Demolisher (and therefore the Yavaris) are a given. Both are broken.
  3. I would love to see an initiative system like the one in Legion getting applied to Armada. That would refresh the game for me.
  4. Tabulazero

    soak....really?

    In a way, the term "Wound" might not be the most appropriate for what wounds are exactly in a narrative game. The way I understand Wounds now after reading this thread is that it represent your capacity to take punishment as opposed to Critical Wounds which represent debilitating injuries. Maybe “Grit” would be a better term (is "fightiness" an english word?) but this then raises another question: if Wounds represent your capacity to remain in the fight, why separate it in two pools (Wounds & Strain) ? The sight of your “Dear Leader” high tailing from the battlefield can be as devastating to your ability to fight as a sucker punch.
  5. Tabulazero

    soak....really?

    We did a one-shot with my group and liked it very much. The only thing that caused an issue is the fact that the fight fell a little too "heroic". It made using violence to solve the player issue a too tempting solution. We plan to do another one-shot focusing on other aspects of the game (magic for instance) before launching our homebrew campaign @GM81 Protocol Droid thanks for the analysis. Very useful. What you describe is pretty much the "feel" we want for our game. We want to play a pretty "grity" version of Genesys. Any ideas that help us achieve that are welcomed.
  6. Tabulazero

    soak....really?

    I am tempted to put soak to 0 and see how it goes.
  7. Tabulazero

    soak....really?

    I wish. What I like about Genesys is that its a game that put narration forward... but how do you reflect soak in the narration ? Near misses ? Parry ? but somehow damages still get through ?... weird isn't it. I understand why soak is there. It allows you to modulate easily the lethality of combat. However, I find it counter-intuitive to reflect its effect in narrative terms. What is exactly soak versus a blaster shot, a 50cal or a swing of an axe to the head ? You only get half lobotomized ?
  8. Tabulazero

    soak....really?

    I neither like the term nor the concept. Why do I always picture people throwing buckets of water at my characters ? I understand what "soak" does from a game design standpoint and why it is there. I simply find it inelegant.
  9. Tabulazero

    soak....really?

    That it looks too much like a mechanism to mitigate the lethality of the game which actually does not rely on or enhance the narration. It's clumsy but it is easy.
  10. It's also the UK's car capital. ... It must be a sight to behold to see the dreaded Sunderland Orcs charge their enemies while riding their Nissan Micra
  11. Yes. I agree with you. If you need to make some space then the motivation could go or you could just have the key words listed in an arc above the head of the character as a remainder with a full explanation on the next page.
  12. I wish I had the skillset to pull out a character sheet do that but I do not. That said, I can indeed extrapolate a little bit as to how an alternate character sheet may look like. I also take into account the comment of eldath. While having a clean character sheet is nice, it is true that there are a number of rolls you keep doing regardless of whether they are career skills or you expended XP. You might as well add them to the sheet. I went a little bit further an associated to each "core" skills (a.k.a. the kind of stuff you roll in combat) an icon so it is easier to find them on the sheet. Finally, what I really want to do is bring all the backround info, strength, flaws, ... etc on the first page so that it always sit in front of the player. You have to interpret a role as a player. You may as well be given upfront all the information you need. Genesis is about stories after all. So basically, this is how an alternate character sheet could look like: This is by no mean a finished product. It's just a very rough draft created in ppt. That said, I would really appreciate if someone more artistically oriented and technically savy than me takes over from here. The ideal product would be some kind of HTML code whereby you could change the character background to suit the universe in which you, play, were you could choose to display which skills and which ideally automatically calculate the pool and display it. You would just need to press print and voila.
  13. Ideally, it would be great if someone far more artistically and technically oriented could come up with a form filable character sheet. I would suggest: Spreading the characteristic across the page so to free space to put a full picture of the character Putting the skills close to the relevant characteristics because 99% of the time they go together and its handy to have one next to the other Only making the skills you have invested points appear so to free up space and de-clutter the sheet (debatable) Giving some sort of visual representation of the dice pool I hastily arranged something that would look like this to give an idea: PS: Done under 3 min in ppt because that is all I had handy.
  14. Wouldn't just printing in grey scale solve your problem ?
  15. Will melee combat be fleshed out more both in terms of mechanics and talents ?
  16. Me, I am hopping that someone artistically oriented will go beyond simply replicating the book's character sheet and come up with his/her own take on it. The official character sheet, while handy, really look like an excel spreadsheet. It reminds me of work.
  17. Pretty much. Has someone come up with a form fillable character sheet that follows the Gencon format ? It would be an improvement All I can find is links to the official character sheet.
  18. What follows is my personal opinion but I find the official character sheet for Genesys absolutely ugly from a design perspective. Appearances matter especially if you are trying to convert players to the game. Have you come across an alternative format, especially for a medfan game ? Ideally, I am looking for something : - That puts the picture of the PC front and centre to break the “wall of number” feeling I get from looking at the current sheet. - That hides the skills you have not developed so as to free up space to print some background info on the first page. The Gencon character sheet looked way better
  19. As it was mentioned before, the system you propose requires a large number of dice rolls and is likely to bog down the round. ... But I appreciate your idea to spice up initiative. I love the "anyone can go first" of the current system but I find its drawback is that it does not reward characters who invest XP in being quick (ie acting before others). In a cyberpunk setting that allows Reflex boosters or other games where "shooting first" is important, that's a bit of an issue. What I am going to try is to find a kind of compromise between the current floating turn order and the traditional fixed turn order. It would work as follows: - Everyone rolls initiative as usual but remember where they are relative to the other players. I already have a simple tracker for that that use a sheet divided by initiative number and some numbered and colored token to represent NPC and PC. - You can still play out of turn as usual. PC and NPC can trade initiative slots amongst their respective sides. - However, if you act before your nominal turn, you are deemed to be rushing and suffer penalty for that. You add one setback dice to your pool for every place in the initiative queue you jump. For completeness' sake, acting on or after your turn does not add or subtract dices to your pool. For example: I should normally be the third player to act in this round. However, I really want to be the first player to play for tactical reasons. I decide to use the first player slot and jump two places in the queue. I add to setback dice to my roll. You can toy with the system easily. If you want to make it harsher, base the number of penalty setback dices not on the number of slots you jump but on the initiative number you jump to and put a hard cap on the said maximum number of initiative number you can jump based on the black dices (4 max as per the rules). For example: I act at initiative number 4. The maximum initiative number I can jump to is 8 (if there is a player slot at this level of course) which will add 4 setback dices to my roll. I will never be able to play before a NPC at initiative rank 9 even if there is a player slot available at 10.
  20. I had gotten it wrong then. You need to treat the triumph separatly from the threat. which brings me to an additional question: doesn’t triumph count as one advantage as well (which would negate the threat) or do you remove it from the people once you interpret it separately ?
  21. Question to GM Hooly i was listening to your first session. I think the first skill check was a perception check. The check was successful and yielded 3 advantage and 2 threats. if I understand correctly, you the played the 3 advantages and 2 threats separately. Shouldn’t you have netted the threats from the advantage instead ? If not, have you defined a few house rules as to when you net and when you play separately ?
  22. Do you sometimes skip threat result for NPCs ? Have you expanded on table I. 6-3 ?
  23. Question: how to represent Soak in the narration ?
  24. A couple of thoughts: each demonic invocation should be a Talent. With a demonic invocation you can invoke a specific type of demon. There are different Tier of demonic invocation that depend on the stats of the demon. each demonic invocation takes one hour per level and requires a sacrifice. The level of the sacrifice is commensurate with the power of the demon. An animal for a lesser demon. One or multiple sentient being for a Greater demon. There must be blood. You suffer 1 Strain per half-hour spent invoking. At the peak of the ceremony, do a willpower vs willpower check. « Speak High-Melibonean » is a skill you can use. If successful, the demon will appear and you can give one simple order to the demon who will perform the task until the next Sunset. An order must be a sentence of less than 6 words. You can spend advantages to achieve the following thing: 1 advantage = give one additional order ( 6 words) 1 advantage = the demon remain bound for an additional sunset 1 advantage = half the casting time. You can accept some of the demon’s demand. If you do so, discard an appropriate number of threat (thus creating more advantages). demons have pretty weird demand ranging from trivial for low level demons (« I want to paint all your house in bright yellow ») to the terrifying (« I want to know your deepest and darkest secret ») for the most powerful. If you roll a Triumph, you can attempt to bind the demon. Immediately roll willpower vs willpower again with the demon having 2 raises (yes, demons hate being bound). If you fail, the demon will attack you If you succeed, the object you bound the demon gains a special property depending on the demon. However, you will be required to perform a specific ritual once a week to keep the demon bound (for example, you need to bath the your demonic blade in the blood of a sentient being). advantages allow you to extend the duration between rituals. A triumph postpone it permanently. threats mean one of your already bound demon attempt to break free or your demonic object has some kind of flaw/weakness you ignore. A disaster mean the demon will turn on you at some stage (GM spends a story point) The idea here is not to make invoking demons a simple mechanical system but rather something that create stories on its own ( demon’s demand, written contracts). I would recommend creating before the game a few demonic contract forms to speed things. Once it is written it is quite amusing to find all kind of interesting loopholes ( has the PC thought to add a « And After Do Not Pester Me » clause to the contract ?)
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