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-Loki-

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  1. Like
    -Loki- reacted to JohnChildermass in Pathfinder System [Project is dead]   
    Pretty impressive.
    But may I ask one question: the document looks like you are trying to convert the system and not the setting. Basically, you are taking everything that makes Pathfinder such a cumbersome system and convert it into Genesys. For a setting conversion, I would just stat up the races as species/archetypes, the classes as careers, add some talents, get a basic list of equipment, then convert the monsters according to the rules in the Genesys core book, and that is enough. I would get rid of the complex spell system, and instead use the Magic system presented in Genesys. That's exactly designed to handle fantasy magic. Also, the monsters don't need half their qualities from Pathfinder. Instead build them as minions, rivals and nemesis according to the Genesys book. 
     
    All in all, Pathfinder is simply an iteration of an OSR clone. Thus, converting monsters might be better off starting with OSR bestiaries that use simpler notations. Orcs, Goblins etc are clearly minions. Then you have more powerful critters like Owlbears, Ogres, etc that are rivals, then iconic monsters like Mind Flayers, Dragons etc are nemeses. 
  2. Like
    -Loki- reacted to DarthGM in Fallout Genesys - Chems DLC Update   
    Hey Wastelanders!
    As promised, I've started adding more material for my Fallout theme. This first update focuses on Chems; those powerful, potent, yet risky drugs that can help your wasteland wanderer survive in post-apocalyptia, or have them succumb to addiction to said chems. If you do become addicted, I've added rules to try and break the reliance, either by medical detox or by going cold-turkey.
    Also included are rules for healing Radiation damage with Medicine rolls, something I overlooked on the original document.
    These documents are available for download through my Fragments from the Rim blog.
    Enjoy!
  3. Like
    -Loki- got a reaction from DarthGM in GM Phil's Fallout Theme   
    Well done DarthGM, I read over this earlier today and I'm very happy with what I see, it looks like a blast. I'm glad I told my friend  (who was on the verge of a fallout conversion for a while now) about this a told him to wait. I look forward to getting radiation poisoning. Never thought I would say that.
    Unrelated, but is the adventure FFG put up with the character sheet the gencon module?
  4. Like
    -Loki- reacted to DarthGM in GM Phil's Fallout Theme   
    As promised.
    As foretold.
    Here you go, folks. Hope you enjoy it. 

    Fallout Theme for Genesys (Updated 2/4/2018)
     
  5. Like
    -Loki- reacted to DarthGM in Supers in Genesys   
    The way I'll rule it is if you choose Brawn as your super stat then I, as the GM, and going to say that your Brawn of 3 or 4 is totally sufficient to try and pick a car up over your head and set an appropriate difficulty. If someone with a 3 or 4 in Brawn but without it as their super stat tries, I'll flat out tell them "Impossible".
  6. Like
    -Loki- reacted to Tom Cruise in Finding the Tone Article, now with Supers   
    Do you really want to run a tabletop campaign with Superman tier heroes, though? It'd be hard for a GM to realistically challenge the party without getting really contrived, comics have to bend over backwards with awkward narrative justifications to challenge their more powerful heroes. And that kinda stuff would often feel like combatative GMing in a game.
    I'd think more middling or low-tier heroes would make more sense for an RPG campaign. Plus, RPGs are about progression, and a Superman level character doesn't really have anywhere to spend that XP.
  7. Like
    -Loki- reacted to Gallows in Finding the Tone Article, now with Supers   
    I like their description of horror and super heroes and two very different tones. It seems like Genesys is a very complete toolbox. 
  8. Like
    -Loki- reacted to TrainedMunkey in Supers in Genesys   
    Woot!! Woot!! 
     
    Looks like we are getting a Supers system. Color me excited. 
  9. Like
    -Loki- reacted to Dragonshadow in Finding the Tone Article, now with Supers   
    I think this preview finally pushed me fully into believing (instead of merely hoping) that FFG is going to produce something special with Genesys.  They really are exposing various adjustment levers and letting the group decide what works for the setting.  "Tone" is appropriately vague as a term, but it encompasses any rule add-on needed for general checks in a setting (from fear/sanity effects to superpowers, in the article).
    The article really didn't look much more crunchy than the other ones, but it felt like there was more info to be gleaned from it, although it again achieved the effect that the magic article did of teasing more potential than it actually commits to providing.  Still, this was a welcome article at a time when I thought we'd have nothing but dead air.
  10. Like
    -Loki- reacted to DarthGM in Your Fantasy Flight Games Pre-Order is Shipping Soon!   
    Looks like it's going to be a nuclear winter holiday season!

    #GMPhilsFalloutGenesysTheme
    #Coming11/30/17Apparently
  11. Like
    -Loki- reacted to TrainedMunkey in Supers in Genesys   
    I have played a few generic RPGs. The benchmark is always Supers for me. Classless is the ideal for Supers, i.e. Champions, Mutants and masterminds, Savage Worlds, GURPs. These systems do have templates you can buy into but don't limit what you can buy. I find classes in Supers a little annoying, i.e Heroes Unlimited, Cypher. I hate being limited and having to multi-class to pick up other skills/talents.
    From what I can tell from the couple previews, we will get classes, or Careers as they call them.
    "We provide two types of careers in Genesys. The first are general, role-based careers that are suitable for any setting. The second type are some examples of setting-based careers that only fit into a few different settings. After all, you’d seldom see a Starship Captain in a steampunk setting, any more than you’d see a Wizard in a modern or futuristic setting (unless you’re running an urban fantasy game, of course)."
    I am hoping that we will be able to build our own careers, "setting based careers." That would be acceptable and has been done well in Mutants and Masterminds. And would be excellent, so long as you can purchase skills and talents out of career without having to multi-career, even at an increased cost. If they go the Star Wars route with having to be in a particular career to access a talent tree, that would make it much more challenging to do a Supers game. Since they have setting based careers, I am guessing there will be some "bank" of talents that you can use to design careers.
  12. Like
    -Loki- reacted to Big Head Zach in Supers in Genesys   
    I can easily see power sets being included as career trees, and acts involving "supered" stats requiring the equivalent of Force points.
    I don't think anyone would argue that, just that trying to balance a game that features both supered and nonsupered characters will inevitably have moments where the mundanes can't hang. #BlackWidow #Hawkeye
  13. Like
    -Loki- reacted to Dragonshadow in Supers in Genesys   
    In a comic book or movie, relative power levels are irrelevant.  Hawkeye and Black Widow (and to a large extent, Cap) fight against Chtauri warriors, not against the leviathans or against Loki (with a few assists against the latter).  These set piece scenes happen because the writers give each character room to breathe and to shine.  The story is on a rail that the writers have devised and we are an audience passively watching it play out.  Neither movies nor comic books are RPG's where the players are doing their best to outfox the GM.  I think the superhero genres really only work when the GM tries to maintain a sense of scale for each party member.  It's up to the players to steer fragile PC's out of the way of the huge threats, but it's up to the GM not to throw cars at characters who will simply die if they can't dodge, or at least make sure the PC has plenty of opportunity to get themselves out of harm's way (at a certain point the only cure for stupid is getting hit by a flying car).
    Frankly, a mix of power levels works best in a system like Fate that has fewer rules to quantify what's happening in the story (i.e. it's not simulationist AT ALL).
  14. Like
    -Loki- got a reaction from TrainedMunkey in Supers in Genesys   
    Well I'm glad to hear that you wouldn't discount the game if it couldn't do the genre. But I do think it will be able to based on what has been said about it so far. But everyone has made a lot of assumptions and the only way to really know is to wait and see when it comes out. 
    Thinking on it, I do actually really hope it can do the super hero genre as well, because the more it can do, and more varied genres it can cover, the better. And the super hero genre does have an incredible variance so it would be a good sign. That and just because I'm not currently interested in a super hero game (likely thanks to the current over saturation in the media) doesn't mean that I won't want to try it eventually
  15. Like
    -Loki- got a reaction from Dragonshadow in Supers in Genesys   
    Well I'm glad to hear that you wouldn't discount the game if it couldn't do the genre. But I do think it will be able to based on what has been said about it so far. But everyone has made a lot of assumptions and the only way to really know is to wait and see when it comes out. 
    Thinking on it, I do actually really hope it can do the super hero genre as well, because the more it can do, and more varied genres it can cover, the better. And the super hero genre does have an incredible variance so it would be a good sign. That and just because I'm not currently interested in a super hero game (likely thanks to the current over saturation in the media) doesn't mean that I won't want to try it eventually
  16. Like
    -Loki- reacted to Gallows in So is this the lazy answer to more FFG RPG's?   
    Your example is very good. Just go look it up and talk to some actual surgeons. You'll find that what really seperates the great surgeons from the average ones is amazing hand eye coordination and a perfectly steady hand
  17. Like
    -Loki- got a reaction from TrainedMunkey in Supers in Genesys   
    It seems like a strange benchmark to me to judge a universal rpg based on whether it can do one specific genre right as opposed to how many it can get right. By that metric, most universal systems are a bust, as I don't think there is one that can do every genre successfully. Either way I'm not convinced that Genesys won't be able to do a super hero game. It may take another book to go over some more genres but I think that's quite likely to happen. They couldn't fit every genre in the core rule book, and I'm quite happy with the six we're getting. 
    As a side note, since Genesys was announced I've been doing a lot of tinkering and homebrewing with the narrative dice system. It's quite rewarding and fun to create content for, even without Genesys. That said I know I could create fun super hero rules within the scope of the narrative dice system if I wanted to, as could many others.
  18. Like
    -Loki- got a reaction from DarthDude in Supers in Genesys   
    It seems like a strange benchmark to me to judge a universal rpg based on whether it can do one specific genre right as opposed to how many it can get right. By that metric, most universal systems are a bust, as I don't think there is one that can do every genre successfully. Either way I'm not convinced that Genesys won't be able to do a super hero game. It may take another book to go over some more genres but I think that's quite likely to happen. They couldn't fit every genre in the core rule book, and I'm quite happy with the six we're getting. 
    As a side note, since Genesys was announced I've been doing a lot of tinkering and homebrewing with the narrative dice system. It's quite rewarding and fun to create content for, even without Genesys. That said I know I could create fun super hero rules within the scope of the narrative dice system if I wanted to, as could many others.
  19. Like
    -Loki- got a reaction from Popdart in Touch of Magic Article   
    While I do enjoy the idea of the almighty fist wizard using a brick as their magic implement I'd be hesitant to use such a thing in my games as Brawn is already arguably the best stat 
  20. Like
    -Loki- reacted to Dragonshadow in Touch of Magic Article   
    Yeah, part of reskinning is renaming.  I do like that the default skills encompass 4 out of the 6 characteristics.  Only two of them overlap for Int, and Arcane and Runic are coming from very different directions.  Lots of avenues into the magic system.
    In my Starfinder conversion, I'm likely to swap out Runic for something tech-based like Fringe Science (for the mechanic, but using Int to cover everything from bot building through biotech).  Arcane will become Technomancy (for the Technomancer, using Int also).  The mystic will get Divine renamed as Mysticism.  The Solarian will get Verse renamed as...well, heck, not sure what to call it...Stellar?  Cosmic?  Solar?  The last is most obvious, but also doesn't sound right.  It would still use Presence.
    I gotta admit, there's part of me that wants to really shake the tree (pun intended) by allowing quite a lot of freestyle actions among the careers with varying degrees of access to the magic system's building blocks.  I've read that a recent game called Hyperlanes (5E as Space Opera) has no "magic" but allows all classes to perform "gambits" which tend toward spell-like effects that are simply flavored by how each class would pull off such shenanigans.  The risk of such an approach is watering down the specialness of true casting careers, but frankly I'd rather err on the side of balance than creating uber careers once characters attain a critical mass of power (i.e. oldschool wizards in D&D).
  21. Like
    -Loki- got a reaction from DarthDude in Touch of Magic Article   
    Not sure about bionics,  but Willpower seems the best suited for psionics.
  22. Like
    -Loki- got a reaction from arMedBeta in Touch of Magic Article   
    While I do enjoy the idea of the almighty fist wizard using a brick as their magic implement I'd be hesitant to use such a thing in my games as Brawn is already arguably the best stat 
  23. Like
    -Loki- reacted to Silverfox13 in Touch of Magic Article   
    Here is a summary of what was garnered about the magic system from the GenCon event. I think it helps paint a bigger picture of what the magic system is like in the game. Hope this helps.
    Magic Actions 
    Attack
    Effects: Blast, Close Combat, Deadly, Empowered, Fire, Manipulative, Range

    Barrier
    Effects: Additional Targets, Range, Reflection

    Augment
    Effects:  Additional Targets, Haste, Range

    Heal
    Effects: Additional Targets, Range, Restoration
     
    Spell List (Remember that named spells may be GM or setting specific, or simply there to remind the player of commonly used spells.)

    ARCANE SPEAR (SIGNATURE SPELL) 
    Magic Action: Attack 
    Additional Effects: Deadly, Empowered, Range 
    Arcane spear is a magic attack, and follows all the normal rules for a combat check. Leoric chooses a target at short or medium range (but not engaged) and makes an Average Arcana check. If the check succeeds, the attack deals 8 damage+ I damage per*, with a Critical Rating of 2 and the Vicious 3 quality. 
    ADDITIONAL EFFECTS 
    Leoric cannot add any other effects to his signature spell. 
    IMBUED STRIKE 
    Magic Action: Attack 
    Additional Effects: Close Combat, Deadly 
    Imbued strike is a magic attack, and follows all the normal rules for a combat check. Choose a target Leoric is engaged with and makes an Average Arcana check If the check succeeds, the attack deals 4 damage + 1 damage per success, with a Critical Rating of 2 and the Vicious 3 quality. 
    ADDITIONAL EFFECTS 
    Before Leoric casts this spell, you may choose to add any of the following additional effects, increasing the difficulty of the check correspondingly. 
    Fire(+1 Difficulty): The attack gains the Bum 3 quality. 
    Manipulative (+1 Difficulty): If the attack hits, you may spend an advantage to move the target up to one range band in any direction. 
    SHIELD OF KNOWLEDGE 
    Magic Action: Barrier 
    Additional Effects: Range 
    Select one target within short range of Leoric (which may be himself) and make an Easy Arcana check. If the check is successful, until the end of Leoric's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncancelled * * beyond the first. 
    ADDITIONAL EFFECTS 
    Before Leoric casts this spell, you may choose to add any of the following additional effects, increasing the difficulty of the check correspondingly. 
    Additional Target(+1 Difficulty): The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending an advantage each time). 
    Range (+1 Difficulty): Increase the range of the spell by one range band. This effect may be selected multiple times. 
    Reflection (+2 Difficulty): If an opponent makes a magic attack against an affected target and generates three threat or a Despair on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.
    RIGHTEOUSNESS OP THE CITADEL
    Magic Action: Augment
    Additional Effects: Haste 
    Select one target, Alys is engaged with (which may be herself) and make a Hard Divine check. If the check is successful, until the end of Alys's next turn the target increases the ability of any skill checks they make by one (in effect this means they add +1 ability to their checks). In addition, targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still only perform two maneuvers a tum). 
    If Alys performs the concentrate maneuver during her next turn, the spells effects last until the end of her following turn instead. The spell can be sustained indefinitely by performing the concentrate maneuver in subsequent turns. 
    ADDITIONAL EFFECTS 
    Before Alys casts this spell, you may choose to add any of the following additional effects, increasing the difficulty of the check correspondingly. 
    Additional Target (+2 Difficulty) The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending an advantage each time}. 
    Range (+1 Difficulty): lncrease the range of the spell by one.
    MERCY OF KELLOS 
    Magic Action: Heal 
    Additional Effects: Restoration 
    Select one target Alys is engaged with (which may be herself) who is not incapacitated and make an Average Divine check. Upon success, the character heals 1 wound per success and strain per advantage. In addition, select one ongoing status effect the target is suffering. which immediately ends. 
    ADDITIONAL EFFECTS 
    Before Alys casts this spell, you may choose to add any of the following additional effects, increasing the difficulty of the check correspondingly. 
    Additional Target (+2 Difficulty) The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an advantage to affect one additional target within range of the spell (and may trigger this multiple times, spending an advantage each time). 
    Range (+1 Difficulty): Increase the range of the spell by one range band. This effect may be selected multiple times. 

    Implements
    Magic Tome 
    When Leoric uses a magic attack, he can add both the Range and Deadly upgrades without increasing the difficulty
    Talents
    Signature Spell 
    Reduce the difficulty of checks to cast the character's signature spell by one.
    Additional Mechanics
    Casting a spell costs 2 strain (possibly setting specific).
    Magic Actions may be tied to the spellcasting skill the career provides. Arcana gets Attack and Barrier while Divine gets Augment and Heal. 
  24. Like
    -Loki- reacted to Klort in Touch of Magic Article   
    From what I read about the gencon demo, there is a concentration maneuver, which lets you keep a spell going until the next round. If I understood correctly, you can keep up a spell indefinitely by performing concentration every round, but you have to suffer 2 strain if you want to move and such.
     
    I like that it gives the players creativity on what they actually do. You could cast a generic damage spell and narrate it however you want, and however it fits your character. Also, I'm curious how the itemzation works out with what they describe, as thats often a problem with casters in my experience. A mage without a spellbook or wand seems to be the equivalent of someone having to brawl with their fists.
     
    I can't talk for Genesys, but I would definitely allow someone who can throw fireballs to light a campfire with an easy arcane check etc. Just be careful to not go overboard with what a character can do without training (though a story point might allow more). I'm more interested in how they're handling specific archetypical spells that don't have much "genericness" to them. Unless there's a generic transformation spell, I'm not sure how a druid's animal form would work, for example.
     
  25. Like
    -Loki- reacted to Blackbird888 in Touch of Magic Article   
    It's probably been stated already, but I think the book will provide building blocks. It will have a set of stats simple called "Attack Spell" or similar. It will have the base difficulty, damage, range, etc., a list of upgrades and how they modify the difficulty, and a list of suggested flavors, like "fireball," "icicle," "thunderbolt," and so on.
    If the GM wants to create three or four attack spells, they all use the same basic template (attack spell), but then pick and choose which modifiers go with which spells. So fireball may get Burn and Blast, while ice may get Pierce or Concussive, while thunderbolt may get Stun and Ensnare, as examples.
    Wash, rinse, repeat for the other spell types (healing, buffs, defense).
    It's not an example of a player saying "well it's in the book, so I can buy it," but it's whatever the GM designs and allows in the game.
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