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Popdart

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  1. Your magic concept is interesting but I'm not entirely certain about the scaling B/SB dice if there is an appropriate "knowledge" skill. I'd be more inclined to use the extra boost as per your table but I would increase the difficulty by 1 instead of having a variable amount of SB. Having 3 extra B/SB dice on any magic roll where a "knowledge" would come into play might feel a bit messy, particularly with characters with less experience. All of that said though, I like the fact that there is only 1 magic skill and that certain types of magic aren't bound to seemingly arbitrary skills. Would you allow talents to substitute Willpower for another attribute such as Presence or Intellect?
  2. I'm looking forward to this for my own fantasy games but it's a shame that rules on crafting were kept entirely out of the core book. I would have thought that crafting is a feature that would be more useful in the general system book rather than just in a fantasy sourcebook. That small gripe aside, I'm looking forward to more monsters and more magic.
  3. @Cyvaris In EotE, everyone in a party has an Obligation with a specific value (usually 10 for a 4-player group). These values are then placed in a table of numbers from 1 to 100. For example: 1-10 = Player 1 (10 Obligation) 11-25 = Player 2 (15 Obligation), etc. At the start of every game session, the GM rolls 1d100 to see if Obligation comes into play. If the number rolled was within the range of a player's Obligation, their Obligation gets triggered for that session and somehow becomes an issue that needs to be resolved or addressed in that session. If a player increases their Obligation at either character creation or during play, the chances of their Obligation being triggered increases. An Obligation with a larger value tends to also be more important to the PC or carry more severe ramifications than a lower value Obligation. If the Obligation values for the whole party exceed 100 then the group as a whole must deal with their problems, debts, issues, etc as the combined Obligations have started to jeopardise or impede their current goals. In my experience, Obligations are best used when they add to any stories or plots that the PCs are currently involved in. Resolving or dealing with Obligations can be stories in and of themselves but are not really intended to form the core of a campaign.
  4. If you want to get around the limitation of only being able to sustain one spell with concentration, create a magic implement that allows you to sustain one spell for free without using a manoeuvre. It will likely be very expensive but I can certainly see powerful casters keeping a few of these implements on hand.
  5. I'm a big fan of splitting "knowledge" between practical and theoretical understanding. The practical skills (Mechanics, Piloting, etc) can be used to gain an understanding of something while Knowledge skills could be things that you are unlikely to ever use in a practical sense eg. History, Culture, etc. One Knowledge skill that I'm looking to include in my games is Study/Analyse. I haven't seen a skill that covers a situation where a character wants to read through books or scour ancient runes or something like that where they want to discover any relevant information. Perception could be used but I feel that Perception is already pretty useful without using it for any sleuthing.
  6. This is likely going to be what I do when I start my Genesys game. Opening the door to the players to contribute ideas and then building specifically for that helps to keep a relatively cohesive setting and tone for everyone. It also helps me because I'm ultimately lazy and I cannot hope to provide a comprehensive list of all of the options and ideas that my players will want to try.
  7. I think it makes sense to customise the rules to suit the setting or type of campaign that's being run. In this instance, exploring different landscapes and environments could be a core part of the experience so it might make sense to split Survival up. You could even be in situations where you need to hire an NPC to help guide you through a desert/swamp/etc if a group has never had any experience in these situations. If you don't want to have separate skills, you can always impose setbacks for unfamiliar terrain. Alternatively, create a talent (probably Tier 1 or 2) that grants a boost for a single type of terrain if you want to allow someone to specialise in a certain environment.
  8. Splitting it into light and heavy melee would work well in my mind although there isn't a huge variety of two handed melee weapons. It'll still work well enough to make the two handed Khorne cultist feel distinctly different. One idea I've had regarding corruption is to rejig a mechanic from the older WFRP. You could lift corruption straight from 3E but another idea would be to have a separate corruption pool that works similarly to strain. Once your corruption exceeds your strain threshold, roll on a "corruption critical chart" which could involve mutation or a blighted soul or something equally sinister. Your corruption would then reset to zero and you'd have to deal with the ramifications of your corrupted soul.
  9. It just clicked for me that this system would be perfect for those situations. This also works really well for cartoons in general for when a character fights on and pulls on a completely untapped well of energy and power at a pivotal point in a fight. It could work as a rather random "determination" mechanic. One example that works quite well in my mind is Dragon Ball. When the hero pulls off a powerful blast or a new technique out of nowhere that knocks the villain down, dice just exploded.
  10. I don't see how that's a problem. Little snippets of mechanics will tantalise people into buying the whole book and give some ideas to those of us who want to construct our own settings. "Something to work with" is still bugger all in the scheme of things and I would almost guarantee that no sales would be lost by showcasing the mechanics in more detail in articles. While I'm happy to wait for the full release, it has been a hard wait as there's been no real detail on how Genesys differs from SW aside from the very limited details about magic.
  11. Force dice appear to have been completely dropped in the transition from SW to Genesys. I'm inclined to hold onto them and continue using destiny points in Genesys if only to stop them gathering dust. Does anyone have any other ideas on what Force dice could be used for under the revised system?
  12. They'll probably have a Cthulhu sanity mechanic at some point but I'm really hopeful for a corruption or alignment mechanic. Morality in F&D was okay but it felt pretty weird trying to apply it to non-Force users. Some properly defined rules for all of this stuff would be a dream come true.
  13. True that. This system is relatively balanced in my experience and I don't believe that Genesys will screw the pooch by creating any super attributes. We still don't know how characters will be able to increase their attributes during play but I'm hopeful that min-maxing won't be that prevalent if attribute increases are staggered in some way. For Brawn-based magic, you could apply a penalty as you're casting using a far more physical attribute than the other examples from the demo. Maybe you could apply strain or increase the penalty if balance was a concern. I'd be inclined to let it play out because I'm a fan of the idea of beefy casters.
  14. I'm looking forward to rules to customise magic skills to fit all of the different settings and genres. If we can tag magic skills with any attribute, that would make me very happy. A Brawn-based mage would be wonderful.
  15. I personally hope it's not a tree system as that was my main gripe with Force powers. I understood the necessity of keeping the different powers as separate silos so that Force users didn't overshadow other characters but it still felt weird. Considering that using magic gets harder as you add more keywords, I'm hopeful that keywords can be universally applied to different spells once you acquire the basic spell form. Tying the keywords to specific spells just means that spellcasters will be either one trick ponies with a single awesome spell or just competent with a variety of spells.
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