Jump to content

AndyDay303

Members
  • Content Count

    23
  • Joined

  • Last visited

About AndyDay303

  • Rank
    Member
  • Birthday

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Can you elaborate? I haven’t been able to play test this but from the looks of it, Samurai with armor will only take 1-2 damage per hit, and so the game could easily become a slog.
  2. I don’t like the concept of how the Edge of the Empire system works. I haven’t played it and have no interest in doing so. 5R5 has some similarities too it, I think. But it has the advantage of only needing 2 custom dice, and it doesn’t require dice to be passed around the table all the time (which wastes time). Reconfiguring dice pools for every roll is a chore that I find boring in other RPGs.
  3. This is the same problem that DND has with hit points. They don’t actually represent guys, generally. 5R5 fatigue is conceptually the same as hit points in DnD.
  4. AndyDay303

    Blades Vs. Blunts

    Agreed.
  5. I wouldn’t even consider the game if they used Genesys.
  6. Hi, I like the 1.0 change to using fatigue. This feels cinematic. However why would armor reduce the fatigue you take? Seems like it should reduce the severity of wounds. Just a thought. Andy
  7. AndyDay303

    Glory & Honor

    I just played a session of 4E and we had a great time with glory. In that system glory says how famous you are, and this is constantly relevant. We liked it a lot.
  8. What should be used? Linking to a specific stat would unduely favor that stat. As mentioned above, if air ring was used then air focused characters would be better. Perhaps link the defense bonus to the skill you’re being attacked with. If attacked with melee, add half your own melee skill. If attacked at range, add half your own ranged skill. This could lead to cinematic moments where the hero in the sword fight punches his foe (since his foe went into air stance and has a low unarmed skill), or a foe chooses to hurl a shuriken instead of attacking with his ninja-to (because the hero is in air stance and has a really high melee skill).
  9. Thanks for the overview! Can you mentioned one or two things that worked really well in the system? Just to give us some balance? I appreciate you explaining your perspective on approaches. As presented in the book, I didn’t fully understand how one would use a different skill with an approach. You have helped clear things up. After reading the rules for the game, my initial impression is that approaches just aren’t necessary. There are tons of RPGs that use Attribute + Skill dice pools, wherein you have to describe what you’re doing, then roll the appropriate skilltribute. This is exactly what 5R5 is doing as well. However, using the term “approach” and describing the many different interpretations of the approaches is… over-complicating what should be a simple issue. IMO. I really dread giving the character sheet to my players and then having to explain why each section of skills is broken down different. It seems like information that would be valuable in the book, but… I don’t know, maybe I’m over-worrying. As for Strife, there’s some good advice here on how to handle it well, and I’ll add just a little bit more. It is possible that your GM is asking his players to roll the dice too often. This happens a lot with scenes outside of combat. The GM should distill the details of the scene down into a single roll, for most out of combat stuff. If you’re familiar with Burning Wheel, the author speaks a lot about a rule called “Let it Ride.” This guideline basically says: don’t roll too much. I think it’s a great guideline that should be applied to all RPGs.
  10. I have a player in a 4E game who took Inner Gift and got this ability.
  11. Because that is who your character is.
  12. AndyDay303

    (Dis)advantages Bland

    I miss the ability to buy up status, glory and honor. I always liked the concept of making a really high status PC. Especially sincestatus is supposed to be fundamentally static. Combat boosting abilities can be handled with techniques. It’s the non combat stuff that I’d like back.
  13. I like this idea. I generally like increasing void flow. I liked this in 4E also. I’d say make characters start with their full Void, and they can earn up to Void X 2 or maybe Void + Rank. If you make a test to regain Void, you should not tie additional Void gains to opportunity. Opportunity is supposed to represent advantages gained that are unrelated to the test. Gaining more Void should be based on net successes. One way to handle a skill based Void regain is to make the amount of Void you get into a static number. Like, pass your roll and set your Void to 2 or 3 points. This will prevent spamming.
  14. AndyDay303

    (Dis)advantages Bland

    I agree that pricing was odd in some cases. Though I suspect that the group metagame would affect the relative value of any advantage, depending on the table you’re playing at. I just liked that (dis)adv made your character unique in a mechanical sense. I suppose techniques sort of do that in this edition, along with Your School. And that is good. But it still leaves a lot of room for sameness. Like, my Kakita duelist will end up a lot like Dan’s Kakita duelist. At least in 4E we’d have some little differences, the most interesting of which came from (dis) advantages. Imo
×