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lbwoodard

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  1. The difference between "High" and "Low" magic settings is usually less about the difficulty and more about the scarcity or abundance of magic. If what you're talking about is supposed to be "super magic" then I'd suggest lowering the cost for activating additional effects. Many of them require 2 advantage to use, even if you successfully cast the spell. Otherwise, a talent or set of talents along the lines of what @Richardbuxton or @Archellus suggested above is probably the easiest way to go. In any case, if this kind of magic is more powerful, then it should almost certainly be limited by cost, either in strain or XP spent on talents. If you want to make things more customizable and more limited, you could make this a talent that gives access to a heroic ability or an ability tree of your own design. I'm doing something similar in a campaign I'm converting from Pathfinder that involves Mythic Abilities, which grants some god-like powers to players.
  2. What if known spells got an automatic Boost die? Or you could decide that known spells are basically Signature Spells, which get their difficulty reduced by 1. If you went that route, I'd remove the Signature spell talent from the setting.
  3. That's understandable. I haven't read or played 2nd edition, but I have listened to a few live play podcasts that showcased it, and it does sound a lot closer to Genesys in its design ethos. Thanks for all of the hard work you've put into this project and for sharing the fruits of your labor with us! I've had a lot of fun using your work as a guide for my own conversion of the Wrath of the Righteous campaign (Still in progress).
  4. I'd say it really depends on the kind of game you want to run. If you want a fantasy or sci-fi game, the choice is pretty easy. If you have something else in mind, then I'd ask what kind of tone you want the game to have. If it's going to be more light-hearted or a classic good vs. evil story, I'd go with RoT. If you want a grittier, more realistic feel with moral grey areas, I'd go with SotB. If you really can't choose, get the PDFs. Also, share your ideas with us! We all love this system because of the fun of creating new settings, so we'd love to hear about what you're doing. And, we'll have better suggestions if we know what lines your thinking along. There are also a lot of homebrew settings that have been shared already in the Genesys Master Resource List and the Your Settings subforum.
  5. I don't have any players using Summon very often, but this template might change that! This is fun, useful, and I'm thinking about using it myself for creating quick enemy stat blocks that still feel unique. Thanks for sharing your hard work!
  6. Is it possible it's just the resolution of the screen you're using? Or eye strain? I'm not wearing my glasses right now, but I have no trouble seeing the space between setback symbols.
  7. This is excellent! Thank you for sharing. I look forward to using this closer to Halloween!
  8. This is really wonderful. Thanks for sharing so much of your hard work everyone! ❤️
  9. Thanks for sharing! Your minis look great. Can't wait to see more! 😍
  10. They both seem fine, to me. The nice thing about the ranked version is it makes it possible to get to 3 divine spells per encounter, but only if the player is willing to spend a tier 5 talent on it. As a fan of having more options to play with and agonize over as a player, I'd enjoy that one more. As a fan of making my life less complicated as a GM, I'd probably prefer the tier 3.
  11. This sounds more like lightsaber crafting in SW, I think. The weapon is crazy good no matter who holds it. Their skill with it is going to be the determining factor for the effectiveness of the weapon. I don't have Keeping the Peace either, but the GCRB already has a spell with mechanics for additional effects: Barrier. If you want to rename it Ward, that's basically it. You may want to add an effect for permanence so the caster doesn't have to keep concentrating, or just increase the base difficulty by one or two depending on what you feel is appropriate.
  12. I really like your Fortify quality! I may have to steal that. Thanks for sharing.😃
  13. I'm still seeing the setting builder, strict seems to still be working, and there's no vehicle tab in custom data.
  14. There are a couple of community-created resources already:
  15. I'd say it depends on what the benefits of the magic items are. If they're primarily useful in combat, then it won't be a problem since that's not a focus for the campaign. If they have a big impact on social checks (helping with strain recovery or decreasing difficulty to cast Augment, for example) I'd stick with just 1 item. Another option is to just create your own items that do exactly what you want them to, no more no less.
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