Jump to content

adairhammer

Members
  • Content Count

    34
  • Joined

  • Last visited


Reputation Activity

  1. Like
    adairhammer got a reaction from TheGMSource in Looking for a new genesys Facebook group.   
    I did not get banned but I Think I will leave that group based on how the admin is acting.  Thanks for a link to the new facebook page.
  2. Like
    adairhammer got a reaction from drainsmith in Looking for a new genesys Facebook group.   
    I did not get banned but I Think I will leave that group based on how the admin is acting.  Thanks for a link to the new facebook page.
  3. Like
    adairhammer got a reaction from Norr-Saba in Looking for a new genesys Facebook group.   
    I did not get banned but I Think I will leave that group based on how the admin is acting.  Thanks for a link to the new facebook page.
  4. Thanks
    adairhammer got a reaction from SkyJedi in Looking for a new genesys Facebook group.   
    I did not get banned but I Think I will leave that group based on how the admin is acting.  Thanks for a link to the new facebook page.
  5. Like
    adairhammer got a reaction from emsquared in Shadowrun Conversion Thoughts   
    againstI'm not even sure you need to have the effect in Genesys as it's not a deadly as Shadowrun. burning edge in Shadowrun is normally only used in rare cases. I'm not sure if we want this the same when it moves to Genesys or modeling as spending all your luck for the moment.  It's most common use I have seen is saving you from dying. the balancing of the burning edge is the cost in XP and less luck in the short term(next session). I think it is normally a mistake to make anything besides advancement based off XP as this make the effect that players never want to use. it becomes something that only used if there is no other choice.  the other issue I see with burning edge in Shadowrun is for one-shots there is almost no reason not to spend them as its only long-term consequences.
    here some alt ideas around how to model burning edge without changing how story points works or only changing it slightly (ie group pools).   Unless its a bonus to getting xp like how you get heroic abilities.  some of these could be changed to last more then one session to model longer term effects.
    any of these, edge can be spent to auto-succeed or save your life, perhaps other effects. 
    1) players must spend all story points in their pool (min 2). (shows spending all their luck for the moment)  
    2) spend a (2?) story point now and declare they are burning edge. next session the gm start with one extra story point(from the player pool or the pool is larger), spending you luck now for less luck later. (trading the effect for now for luck being against you later.)
    3) remove story point from the pool till next season or perhaps next time the gm spends a point its removed from the pool (less luck to go around)
    4) some sort of system where the spending, receiving between gm and players becomes out of balanced
    (example, there is an extra pool I will call 'burned' for now between pc and gm,  when a player spends a story point, 'burned' is cleared into gm pool. if a gm spend a story point the 'burned' less then the number of edge burned it goes into 'burned' else it goes to players.) (more extream less luck to go around)
    5) everyone gets a number of edge points as they earn xp, they can spend them as ie 'burn' them to save their life or auto-succeed,  they only get a new one at XP thresholds.   (this is more true to how Shadowrun does it.. but the one I like the least) 
    could also be a combo of the ideas listed here.
     
     
     
     
     
     
  6. Like
    adairhammer got a reaction from c__beck in experience points deflation   
    I did mean Heroic Abilities. that's my dyslexia getting the better of me. 
  7. Like
    adairhammer reacted to Dragonshadow in Genesys mechanic used in 5E / d20   
    No offense, but building the pool to represent the different factors in the roll is exactly the strength of the narrative dice system.  It's part of telling the story of the roll itself, and which components made the difference.  Trying to actively cut back on the dice is missing much of the point.
    That said, your idea still sounds like more fun than just a boring d20 roll, so there's that.
    As an interesting side note, d20 is all about static bonuses and penalties and then uses completely random damage rolls, so you can "crit" for minimum damage.  NDS is about dice pools and then uses damage values that are primarily static (random only in terms of #successes, which generally contribute much less than the base).  If you get hit, and there's more damage coming in than you can soak, it's going to hurt, and a crit is going to hurt a lot.
  8. Thanks
    adairhammer reacted to Direach in Conjure spells - summoning of creatures   
    Table III.2-8 for Conjuring Effects on page 217 covers how many creatures you summon, and of what adversary category.
  9. Thanks
    adairhammer got a reaction from ESP77 in Genesys Talents Expanded   
    bug:
    Sneak Attack(Improved) and (supreme). says you need to take sneak attack. That is listed as deprecated in the classic talent list and not at all in the graphical version. these should be deprecated as well or reworded to reference the talent it was replaced by. guessing that is backstab but not sure.
    Request: as talents are replaced like this can we list the talent it deprecated for. this is handled in the change logs it seems.
    also, thank you for the work on this. 
  10. Like
    adairhammer got a reaction from TheSapient in Genesys Talents Expanded   
    bug:
    Sneak Attack(Improved) and (supreme). says you need to take sneak attack. That is listed as deprecated in the classic talent list and not at all in the graphical version. these should be deprecated as well or reworded to reference the talent it was replaced by. guessing that is backstab but not sure.
    Request: as talents are replaced like this can we list the talent it deprecated for. this is handled in the change logs it seems.
    also, thank you for the work on this. 
  11. Like
    adairhammer got a reaction from sedgetone in premades ROT characters   
    just saw that the pre-mades characters are on listed on
    https://www.fantasyflightgames.com/en/products/genesys/
    (was added middle of last month so perhaps I'm the only one that did not know)
  12. Like
    adairhammer got a reaction from Farnir in premades ROT characters   
    just saw that the pre-mades characters are on listed on
    https://www.fantasyflightgames.com/en/products/genesys/
    (was added middle of last month so perhaps I'm the only one that did not know)
  13. Like
    adairhammer got a reaction from Richardbuxton in premades ROT characters   
    just saw that the pre-mades characters are on listed on
    https://www.fantasyflightgames.com/en/products/genesys/
    (was added middle of last month so perhaps I'm the only one that did not know)
  14. Like
    adairhammer got a reaction from SavageBob in save or fail   
    thanks for all the feedback.  how I was thinking about handling this in the first post was spending threats while attacking the basilisk to give out tokens or something that gives a disadvantage (despair is 2).   build up to many (thinking 5) and you turn to stone maybe with an action or maneuver to shake it off before becoming stone.
    perhaps with some upgrades, if you wish to just not look to remove the chance to turn to stone.
     
  15. Like
    adairhammer got a reaction from ZorinIchiona in Group skill checks   
    I'm about to start running my First genesys game soon.  wondering how some of you are handing group skill check.  the book has a way to combine two or more players but it seems to be for skills only the best person matters( like pick locks ).  not something like stealth where if one person fails everyone does.   how is this handled at your tables?
     
    what I was thinking about this I would have highest skill dice in the group + lowest sat in the group for the roll.
    ( skilled person telling everyone else what they are doing (or selecting a path, so on) wrong but it up to there sats to internalize how it happening) 
     
    also when you guy are having people search a room would everyone roll or just have a group check with high skill + high sat?
     
  16. Like
    adairhammer got a reaction from DarthDude in Terrinoth PDF   
    looking at the history only they won't say till its out.  also based on history It will be at least two weeks and it will be out. 
  17. Like
    adairhammer got a reaction from twincast in Terrinoth PDF   
    looking at the history only they won't say till its out.  also based on history It will be at least two weeks and it will be out. 
  18. Like
    adairhammer got a reaction from DarthGM in Terrinoth PDF   
    looking at the history only they won't say till its out.  also based on history It will be at least two weeks and it will be out. 
  19. Like
    adairhammer reacted to Absol197 in Terrinoth... still On the boat   
    I can't believe I'm the first one to notice that Terrinoth just changed status to Shipping Now...
  20. Like
    adairhammer got a reaction from Souppilgrim in How deadly is combat in genesys   
    Wondering from people that have played EOTE/Genesys how deadly is it.  I get the feeling that it is pulpy by default.
    If you wanted a game that was more deadly ie. call of Cthulhu or less. what would be the best levers to pull without changing the whole system?
    I was thinking you could change default soak? or perhaps mess around with crit rate?
×
×
  • Create New...