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c__beck

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  1. Like
    c__beck got a reaction from Spartancfos in A weapon mechanic idea I have been considering   
    It honestly sounds better as a ranked talent than a weapon quality.
    Spray And Prey
    Activation: Incidental
    Ranked?: Yes
    Before making a Ranged (Heavy) or Gunnery combat check, you may have your character suffer 2 strain to use this talent. If they do so, you may replace a [boost die] in the dice pool with either a [success] or [advantage]. For every [success] added, reduce the base damage of the weapon by 1.
    You may change out a number of [boost dice] equal to ranks in this talent.
     
    Of course, trying to fit an entirely new talent in the game is a might bit problematic. So a weapon quality does make that a lot easier. So a new quality:
    Spray: Before making a combat check with this weapon, you may replace a number of [boost die] no greater than the rank of this talent in the dice pool with either a [success] or [advantage]. For every [success] added, reduce the base damage of the weapon by 1.
     
    This is all off the top of my head, so playtest would be a good idea.
     
  2. Like
    c__beck reacted to GM Hooly in [THE FORGE: A Genesys RPG Podcast]: EPISODE 4 - Always on the Mooove   
    EPISODE 4 - Always on the Mooove
    This episode we begin a new irregular series focusing on building archetypes for your settings. For our first installment, we are heading for the chopper, with two snakes heads...like this [ok, so we know visual gags don't really work]. So if you love the brutish and the mean, the big and the nasty, then look no further than developing your BRAWN based archetypes and species with us on the podcast - we even build one live on the show!
    We also get to talk talent groups in Die Casting - creating 2 Talents in the process - and sit down to speak with Chris Hunt about the Power of the Vril. To finishing it off, we showcase the latest releases from the Genesys Foundry and answer a couple of rules questions.
    So if you want to "move it, move it", come and join your hosts GM Hooly and GM Chris as they get to MOVE IT! in a bumper 3 hours episode of The Forge!
    CONTACT US:
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    The Forge: A Genesys RPG Podcast is a proud member of the d20 Radio Network. For more information about the network visit www.d20radio.com.
    SHOW NOTES:
    00:00:00 INTRODUCTION
    00:02:24 STOKING THE FIRE
    00:02:41 PODCAST OF THE WEEK - Eberron Renewed
    00:04:03 STOKING THE FIRE - News & Announcements
    00:12:45 DIE CASTING - Talents: The Good, the Improved, and the Supreme
    00:58:56 THE FURNACE - The Brutes are Comin'
    02:23:46 BREAKING THE MOULD - Power of the Vril (with Chris Hunt)
    02:53:25 UNDER THE HAMMER
    02:53:50 Q1 - Martial Knowledge Skill
    03:01:22 Q2 - Its an Ambush!
    03:08:53 WRAP UP
  3. Thanks
    c__beck reacted to GM Hooly in [PODCAST]: The Forge: A Genesys RPG Podcast - Episode List   
    EPISODE 4 - Always on the Mooove
    This episode we begin a new irregular series focusing on building archetypes for your settings. For our first installment, we are heading for the chopper, with two snakes heads...like this [ok, so we know visual gags don't really work]. So if you love the brutish and the mean, the big and the nasty, then look no further than developing your BRAWN based archetypes and species with us on the podcast - we even build one live on the show!
    We also get to talk talent groups in Die Casting - creating 2 Talents in the process - and sit down to speak with Chris Hunt about the Power of the Vril. To finishing it off, we showcase the latest releases from the Genesys Foundry and answer a couple of rules questions.
    So if you want to "move it, move it", come and join your hosts GM Hooly and GM Chris as they get to MOVE IT! in a bumper 3 hour episode of The Forge!
  4. Thanks
    c__beck reacted to GM Hooly in [PODCAST]: The Forge: A Genesys RPG Podcast - Episode List   
    The Forge: A Genesys RPG Podcast
    EPISODE 1 - Welcome to The Forge EPISODE 2 - It's Narrative Dice Baby! EPISODE 3 - Testing Your Metal EPISODE 4 - Always on the Mooove EPISODE 5 - TBA EPISODE 6 - TBA EPISODE 7 - TBA EPISODE 8 - TBA EPISODE 9 - TBA EPISODE 10 - TBA EPISODE 11 - TBA EPISODE 12 - TBA Contact Us:
    E-Mail: forgegenesys@d20radio.com
    Website: www.forgegenesys.com
    Social Media:
    Facebook: www.facebook.com/forgegenesys
    Twitter: www.twitter.com/forgegenesys
    Listen/Watch:
    Podbean: http://forgegenesys.podbean.com/
    YouTube Channel: https://www.youtube.com/channel/UCY8uvOLDq0_GlZZqC_zdt7w
    Google Podcasts: http://shorturl.at/DR023
    RSS Feed: https://feed.podbean.com/forgegenesys/feed.xml
    Review:
    iTunes (US) | iTunes (UK) | iTunes (Australia) | iTunes (Canada) | iTunes (Ireland) | iTunes (Germany) | iTunes (NZ)
    Don't forget to drop us a review on Facebook, iTunes, YouTube or send us an e-mail.
    The Forge: A Genesys RPG Podcast is a proud member of the d20 Radio Network. For more information about the network visit www.d20radio.com.
  5. Like
    c__beck got a reaction from GnosisNoise in Carnival Row   
    Well, there is the official Cypher System game you can pick up for inspiration. Haven't had a chance to look at it yet, though.
    There's about 15 pages of lore.
  6. Like
    c__beck got a reaction from GnosisNoise in Zephyr Knights: An Aeromancer Supplement   
    I am proud to announce my first Foundry submission:
    For today and tomorrow only, it's on sale for US$0.99! Grab it while you can!
     

     

     
    A super special thanks to @drainsmith for his work on the Affinity Publisher template and @Korlall for his help on the front and back pictures! You both are a community treasure!
  7. Thanks
    c__beck got a reaction from HorusArisen in Carnival Row   
    Well, there is the official Cypher System game you can pick up for inspiration. Haven't had a chance to look at it yet, though.
    There's about 15 pages of lore.
  8. Like
    c__beck got a reaction from kaosoe in Carnival Row   
    Well, there is the official Cypher System game you can pick up for inspiration. Haven't had a chance to look at it yet, though.
    There's about 15 pages of lore.
  9. Like
    c__beck got a reaction from Varlie in Upgrading checks question   
    That’s inaccurate, as @Tramp Graphics posted above. If you run out of dice to upgrade, then you add another die. But downgrading only changes the die type, but won’t remove and dice.
  10. Like
    c__beck reacted to Donovan Morningfire in House rule - downgrading movement-based Action checks to Maneuvers?   
    Firstly, so it's clear, any time a skill check is called for, it's an action for the person rolling the positive dice pool.  That's explained in the book a couple of places, though with how things are laid out it can be overlooked.  But in short, a skill check being made reflects that the acting party is doing something that requires a fair amount of focus and concentration.  It's also important to note that unlike some other RPGs, a skill check here should only be made if the results could have a notable impact on the story or if the prospect of failure could itself enhance the story; otherwise, just let the character do the thing and get on with the story.
    As for "downgrading" to a maneuver, there's a number of talents that tend to sit in the 4th and 5th rows of specs that allow a character to do just that, but for one specific skill.  So this house rule would in effect undercut a number of "Master" talents.
    It also very drastically changes the action economy in this system.  In the example you gave, it provides the melee-based character a whole host more mobility options; though in that situation since he was just jumping down and not from (presumably) a very great height, I probably wouldn't have called for a skill check and would at most have given him a setback die on his attack check after letting him "jump down" as just a maneuver.
  11. Like
    c__beck got a reaction from GnosisNoise in Casting Spells through Weapons   
    Minor nit pick, @Archellus, but it should be Activation: Active (Incidental). Passive talents are always on, no choice in the matter (Grit, Toughened, etc). When there’s a choice it’s always Active. Otherwise it’s a solid talent.
     
    Personally, though, I would have it mimic Two-Weapon Combat and only allow one hit from the melee weapon instead of treating it like Auto-Fire. But again, personal opinion. As-is it’s a good starting point for playtesting.
  12. Haha
    c__beck reacted to Jareth Valar in Custom Skills   
    Daeglan....don't type when you're tired......😋
  13. Like
    c__beck reacted to Donovan Morningfire in Custom Skills   
    Which is something the entire system is built around, trying to condense the skill lists as much as possible while still letting the skills have some degree of individual specialism.
    Under the logic you're pushing to validate your custom skill, Ranged (Light) and Ranged (Heavy), both of which cover a very broad array of weapons, shouldn't exist and that there should be Ranged (Thrown), Ranged (Pistols), Ranged (Rifles), Ranged (Grenades), and Ranged (Bows).  Same with the Melee skill should be broken down into a whole slew of separate skills as each weapon type uses vastly different techniques.  Even Brawl could be broken down as you've got "hard" combat styles (Boxing, Tae Kwon Do), grappling-based combat styles (Olympic Wrestling), and "soft" combat styles (Tai Chi, Aikido) at the very least.
    The social skills could again be broken down even further under the logic you're pushing to differentiate, such as various methods of intimidation (physical threats, implied threats, torture) each having its own skill.
    Even the Knowledge skills have aspects of this.  Knowledge (Outer Rim) and Knowledge (Core Worlds) both cover a whole lot of detail for wide swaths of the galaxy, things that realistically should be by planet.  Same with Knowledge (Education) covering a wide and diverse array of topics.
    Frankly, you're trying to hard to push a custom skill as a good idea when at the end of the day, it's not needed.  Besides, there's specs in the AoR splat for Commanders which feature talents that let the character use something other than Knowledge (Warfare) for Mass Combat, which renders a lot of your concerns about Knowledge (Warfare) being "too good" for a very specific thing moot.
  14. Like
    c__beck got a reaction from bblaney001 in Upgrading checks question   
    That’s inaccurate, as @Tramp Graphics posted above. If you run out of dice to upgrade, then you add another die. But downgrading only changes the die type, but won’t remove and dice.
  15. Like
    c__beck got a reaction from whafrog in Upgrading checks question   
    That’s inaccurate, as @Tramp Graphics posted above. If you run out of dice to upgrade, then you add another die. But downgrading only changes the die type, but won’t remove and dice.
  16. Haha
    c__beck got a reaction from Tramp Graphics in Aim description for Melee   
    Yeppers. I've even seen someone say, "I can't describe my character dodging an attack because they don't have the Dodge talent! This games sucks!" 🙄
  17. Haha
    c__beck reacted to Stan Fresh in Aim description for Melee   
    If you don't believe aiming plays a role in melee attacks, you've never seen drunk people fight.
  18. Haha
    c__beck got a reaction from P-47 Thunderbolt in Aim description for Melee   
    Yeppers. I've even seen someone say, "I can't describe my character dodging an attack because they don't have the Dodge talent! This games sucks!" 🙄
  19. Haha
    c__beck got a reaction from Rimsen in Aim description for Melee   
    Yeppers. I've even seen someone say, "I can't describe my character dodging an attack because they don't have the Dodge talent! This games sucks!" 🙄
  20. Like
    c__beck got a reaction from Mark Caliber in Aim description for Melee   
    Yeppers. I've even seen someone say, "I can't describe my character dodging an attack because they don't have the Dodge talent! This games sucks!" 🙄
  21. Like
    c__beck reacted to Tramp Graphics in Tractor Beam House Rules?   
    If necessary? Yes, on both counts. But is it really necessary for an X-Wing to have a Shield Rating of 4? No. 
  22. Like
    c__beck reacted to Donovan Morningfire in Parry blaster bolts   
    The text of Improved Reflect also says that what can and can't be deflected back is up to the GM, with only blaster bolts directly being called out "these can be deflected back."
    Granted, it's probably more of a CYA so that any weird ranged attack types we might see in later media that either do or don't get deflected back doesn't send FFG scrambling to do an update to the next, thus avoiding the issue that WotC had with their Revised Core Rules version of d20 Star Wars RPG where the rules had no means of covering Yoda's nifty little trick of stopping and then reflecting Dooku's Force lightning with his bare hands.  Or if in a later bit of Star Wars media we see a Jedi (or Sith) actively deflecting back stun bolts from a blaster, at which point it could just easily be chalked up to Ahsoka not having that particular talent (don't recall if it's in her stat blocks in either Dawn of Rebellion or Collapse of the Republic, and am away from my books so I can't go check).
  23. Like
    c__beck reacted to KRKappel in Concussive too powerful?   
    Also consider adopting the squad and squadron rules for your bad guy, he can redirect the hit to a minion attached to him, and keep fighting as normal. 
  24. Like
    c__beck got a reaction from Eoen in Parry blaster bolts   
    I'm not sure where this is coming from. The rules explicitly allow this. The talent say, "When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check…" you can reduce the damage. A blaster set on stun is still a Ranged (L/H) combat check, so it fits within the guidelines. 
    Nothing in the Stun setting description that says it can't be reflected. As far as I can recall, the only "evidence" we have of parry not working is from Tim Zhan's Heir to the Empire trilogy. I can't think of anything else that says "you can't parry stun bolts". And, as @EliasWindrider mentioned above, we do see Ahsoka doing it in what is considered canon now-a-days. 
    So rule-of-cool says you can. Rules-as-written says you can. Hêll, even Lucas Film/Disney says you can. The rules don't say you can't because you can.
  25. Like
    c__beck got a reaction from P-47 Thunderbolt in Aim description for Melee   
    The "official ruling" can be found on pages 201 and 204 of EotE CRB.
    201, Aim manoeuvre: "Aiming provides…[boost die] on the next combat check."
    204, Perform a combat check: "A player makes a combat check when he uses a combat skill to attack a target."
    Because aiming provides a boost to the next combat check, and Melee, Lightsaber and Brawl are all combat skills you can aim with melee attacks.
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