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BrickSteelhead

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  1. Like
    BrickSteelhead reacted to Bojanglez in Empire character adventures?   
    There's the Imperial Storm Commando homebrew stuff, that what you're after?
  2. Like
    BrickSteelhead got a reaction from JorArns in No D10???   
    Do you mean, like, using the 3d6 method that's been around for over a decade?
    That cutting edge, HashtagDisrupting notion?
  3. Like
    BrickSteelhead reacted to Scorpienne in Dice Stickers in color   
    I don't know about you, but I need help with these dice.  I've color coded them to help me remember what the symbols mean. (Colors stick better in my brain than shapes). Attached is a PDF file ready to print on 2"x4" label sheets. (Avery 8253 or similar).


     

    dice stickers color.pdf
  4. Like
    BrickSteelhead got a reaction from Degenerate Mind in "The Settlement of Cophrigin V" a Star Wars RPG   
    Pedantry.
  5. Like
    BrickSteelhead reacted to Bishop69 in OP PCs   
    OK. Word of advice from an older married guy. Ditch your buddy asap. If your wife is ready to walk out, you pretty much need to pick your battles... and that one just isn't worth even considering.
    Everyone involved is going to have more fun if your pal isn't involved, and if he's being that problematic, he most likely isn't enjoying it much either.
  6. Like
    BrickSteelhead got a reaction from EpicTed in "The Settlement of Cophrigin V" a Star Wars RPG   
    Pedantry.
  7. Like
    BrickSteelhead got a reaction from Togashi Gao Shan in No D10???   
    Do you mean, like, using the 3d6 method that's been around for over a decade?
    That cutting edge, HashtagDisrupting notion?
  8. Like
    BrickSteelhead got a reaction from kaosoe in No D10???   
    Do you mean, like, using the 3d6 method that's been around for over a decade?
    That cutting edge, HashtagDisrupting notion?
  9. Like
    BrickSteelhead reacted to marshzd in No D10???   
    You make rolls based on your ring, and your skill. You keep the ones you want, which now not only has an impact on success, but the story. That sounds exactly like respecting the old system while bringing something more to it.
    This makes total sense to me. Actually, I see this as a potential improvement because of the nature of Rokugan and the focus on roleplay.
    Just my two cents!
  10. Like
    BrickSteelhead reacted to whafrog in Ingame time gap between two story arcs: How to handle XPs and Credits?   
    Key point.  Unless your players know the system well, dumping a bunch of XP on them will only result in them not knowing how to use what they bought.  The exception might be Skills, since it's pretty easy to see the dice pool (especially if you use a tool like OggDude's that prints the dice pool on the sheet), but Talents and Powers are easy to forget about.
  11. Like
    BrickSteelhead got a reaction from RLogue177 in "The Settlement of Cophrigin V" a Star Wars RPG   
    Pedantry.
  12. Like
    BrickSteelhead got a reaction from whafrog in Ingame time gap between two story arcs: How to handle XPs and Credits?   
    I reckon that chunk should be small.  A session's worth, maybe.
     
    [I've given out XP too fast in my games, and I'm generous with giving XP to folks when they miss a session.  What I notice is that players don't have time to get comfortable with their current Talents/Powers before they are ready for an upgrade, and some of them approach new-Pathfinder-player levels of analysis paralysis.]
  13. Like
    BrickSteelhead got a reaction from themensch in Ingame time gap between two story arcs: How to handle XPs and Credits?   
    I reckon that chunk should be small.  A session's worth, maybe.
     
    [I've given out XP too fast in my games, and I'm generous with giving XP to folks when they miss a session.  What I notice is that players don't have time to get comfortable with their current Talents/Powers before they are ready for an upgrade, and some of them approach new-Pathfinder-player levels of analysis paralysis.]
  14. Like
    BrickSteelhead reacted to korjik in Transitioning GM to a player...   
    1) give him a chance, he may be good at it
    2) dont put up with BS when it is BS. 
     
  15. Like
    BrickSteelhead reacted to ThreeAM in Dawn of Rebellion Sourcebook   
    Cannon (Rogue One) would have you believe it was not stupidity, but a master stroke of genius from a man bent on revenge.
  16. Like
    BrickSteelhead got a reaction from Endersai in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    Worth a longer think, but my gut check: more linear campaign styles, such as those you see in 5e and similar gamist/simulationist RPGs, can fill adventure books with more fleshed-out details because the players are much more likely to move the story along predictable paths.
     
    I'll take EotE's host of "Spending Adv, Suc, Tri, Thr, Fai, Des in [insert scene, environment, or encounter]" sidebars any ol' day.
  17. Like
    BrickSteelhead reacted to Andreievitch in NPCs...PCs...Monsters...n stuff...art   
    I came across this last night.  This picture alone will be the basis of my next game

  18. Like
    BrickSteelhead reacted to Archlyte in FFG SWRPG wins!   
    I put up a poll for my local gaming store asking which game they thought would be the best system to use for beginning players getting into the hobby. FFG Star Wars won, with Dungeons & Dragons coming in second. I though this was pretty awesome. I feel like this game has such an awesome mechanic in the Narrative Dice as well as being Easy to learn and hard to master. 
  19. Like
    BrickSteelhead reacted to whafrog in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    One additional factor...the D&D modules are fairly level-constrained.  So if the PCs run through CoS, they are about 1/2 way through the life of their character and every quest has to be about bigger and badder things.  As far as I know, everything kind of ends at level 20...plus, for me anyway, the power level gets over-the-top ridiculous, so I'm not planning on running anything past 10th anyway.
    The SW game is a lot more grounded.  Stormtroopers never stop being a threat, especially if you up the minion-count.  You can spend a LOT of XP, and while you can quickly make a one-trick pony, if you go for breadth it takes a while to be well-rounded and useful in more than one or two contexts.  Just MHO, but I feel like that gives more room for a longer running campaign without the PCs ending up demigods of the galaxy.  So, very different flavour and end goal...
     
  20. Like
    BrickSteelhead reacted to whafrog in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    The games do not play the same at all.  This is not really about the modules, and more about the narrative dice.  I will say I've gotten a lot out of each module, but I've never run any of them as-written, they almost never fit my story, tone, flavour, etc.  They are idea-mines, and little more.  (I say the same for D&D...reading through Curse of Strahd right now.)  So if you've already been running your own stories, I think you'll find the same kind of value from the SW modules.
    For the GM, an EotE session is both easier and tougher to plan for.  With D&D, if you stick with the DM Guide for encounter building (which all the published modules do), you will be pretty much guaranteed a specific outcome at a specific level of play.  This is useful, but you have to do your homework.  And it means a lot of combat if you want your players to feel the tension of their PCs skating a razor's edge.  With EotE, so long as I have the basic story I can be up and running in less than 1/2 an hour.  If the players zig and I expected a zag, I don't have to worry about suddenly coming up with a new challenge...the power curve is a lot flatter, so whether it's zabrak thugs here or a duro street gang there, there's a little more wiggle room for changes.  However, it's easy to overdo it, especially early on in the PC's career than with the more structure and guaranteed outcome of a D&D session.
    I do think, as noted, D&D is a lot more linear...yes I'm reading through Curse of Strahd right now, and it's quite open ended, but it also cautions the GM about a preferred order as far as levelling goes, and the PCs will know pretty quickly (like, they die) if they are outside their comfort zone, so some kind of sequence is enforced unless the GM is prepared to do a lot of work.  And Strahd is an anomaly, most D&D modules are tightly controlled (I don't have Tomb of A, but I do have all the rest*), for the reasons outlined above.
    As for BtR, I wouldn't call it linear.  There are three acts, but they are separated by time, distance, and information, so it's only natural they follow a sequence.  Act 3 only really makes sense if you've done Act 2.  Within each act though you have considerable free reign.  (I confess I've never played through Act 3, I didn't like it on reading either.  However, I'm a sucker for creepy wilderness adventures so Act 2 was pretty long.)
    Honestly (and I say this all the time) I think you'd be best served by getting a beginner box.  Yes, that's very linear, but it showcases the rules very effectively, and you will immediately see how the play style will be different.  The beginner boxes have a free PDF followup that is much more open ended (the AoR one is the best of these).  The benefit here is your players will have a much better understanding of the rules and the choices they can make for building their character if they play the beginner box first than if you launch into some long campaign before they really understand what they are doing.  Meanwhile, you'll get a much better idea what it takes to plan for an EotE game.  Plus you get a set of dice, which you'll need anyway.
    *Edit: one thing I'm quite sick of with D&D is the total lack of "ecosystem".  You have a room with monsters, and the next room has some slime, and the next might have a demon...and they hardly seem to know each other exists.  This seems to be true for Strahd and all the others I've read.  I don't recall seeing any of that in the SW modules.
  21. Like
    BrickSteelhead got a reaction from gdotbat in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    Worth a longer think, but my gut check: more linear campaign styles, such as those you see in 5e and similar gamist/simulationist RPGs, can fill adventure books with more fleshed-out details because the players are much more likely to move the story along predictable paths.
     
    I'll take EotE's host of "Spending Adv, Suc, Tri, Thr, Fai, Des in [insert scene, environment, or encounter]" sidebars any ol' day.
  22. Like
    BrickSteelhead got a reaction from whafrog in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    Worth a longer think, but my gut check: more linear campaign styles, such as those you see in 5e and similar gamist/simulationist RPGs, can fill adventure books with more fleshed-out details because the players are much more likely to move the story along predictable paths.
     
    I'll take EotE's host of "Spending Adv, Suc, Tri, Thr, Fai, Des in [insert scene, environment, or encounter]" sidebars any ol' day.
  23. Like
    BrickSteelhead reacted to owenmead in I Built A Dice Rolling App - Solves Hangouts Dropping Apps   
    Just added the ability to add set outcomes to rolls now. You can add any amount of advantage/threat/... to any roll by clicking "extras" to expose the extra dice buttons. Will show you the person did it in the dice pool, and it automatically summarizes it for you as previously. Closing the extras tab will automatically remove them for future rolls, so you don't get auto advantage out of nowhere for example.
    Been good to hack on this again.
  24. Like
    BrickSteelhead reacted to owenmead in I Built A Dice Rolling App - Solves Hangouts Dropping Apps   
    Hey all,
    Been a while since I had a chance to hack on this thing. Made a couple improvements:
    Sorting!! Added the ability to sort rolls. This great for say determining initiative.
    Click user portraits to select the rolls you want. Top of the screen a bar should come down with a "sort" button. Click it and it will give a quick dialog showing the sorted list.
    Small Change: Triumph/Despair now at the left most side of the summary. Easier to read.
  25. Like
    BrickSteelhead reacted to awayputurwpn in Starting PCs - Crafting items?   
    My big problem with "crafting" beforehand is that this game is a narrative dice system. If you divorce the dice from the narrative—if you remove the narrative grounding from the rolls—you've just started the game off with min-maxing, and unconsciously set a precedent for future expectations. 
    I had a game once where I worked up a starting "montage" with my players, where they introduced their PCs to the table by describing a short scene. One of the PCs was crafting a weapon in the montage. And it worked fine; we were able to use the dice to the best cinematic effect, complete with the PC accidentally setting his hair on fire. The rest of the session he got some weird looks, and teasing from the other players, and imposed setbacks on social checks
    But that kind of stuff doesn't happen if you resolve your rolls outside of table time.
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