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player966703

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  1. player966703

    Genesys Ancient Rome Campaign

    In addition to adding the lorica, I would expect to see stats for a pilum and a net (especially if you envision gladiatorial combat, which the trident leads me to believe). I would give some thought to adding divination to the magic system, as it was a pretty important part of Roman thought. It could be as minor an effect as giving a single setback or boost die on an upcoming check after trying a religio or superstitio test. Great stuff.
  2. player966703

    Wealth Rules

    Getting your players focused on something other than acquiring wealth is 90% of the struggle. If the PCs have clear non-financial goals you can avoid bookkeeping altogether, and players will be less apt to try and break an easily-breakable system (my answer to players asking Fuzzyursa's first question would be 'if you want to buy crap, play &^%$ Monopoly'). The other factor to consider is whether you are going to use the narrative power of the dice to your benefit. What exactly can advance/threats & triumph/despairs convey to make an interesting story on a wealth roll? The example of Firefly is a good one, because I could see all sorts of interesting complications. Being in debt is a good way to bring in the Challenge die, with a Despair meaning someone like Badger has come a-knocking....a Triumph might mean a new patron with an interesting job off-world.
  3. player966703

    The Sol System 2088: A hard sci-fi setting

    Pretty neat. It's mostly setting so there's little to Critique. The AI skill needs to have an ability linked with it, Intellect being the obvious choice. What exactly do AIs do in the setting, though? Do they help with any skill checks. Based on the hints, I would also expect a "race" for Centillion and any others that will surprise the players. If you envision a lot of physical action in space - Agility is the only thing that's affected in your writeup, but obviously the strength-based concepts of Brawn should be modified - maybe you need a Zero-G talent or even a combat skill? You could also consider some weapons or weapon qualities that would function well in Zero-G (Recoilless).
  4. player966703

    Mentalism/Psionics

    For the split of 3 skills, I would do something like Ergokinesis [energy manipulation], Psychometry [involving the senses], and something to do with the body.
  5. player966703

    Genesys Core Magic vs Spell Lists (aka. Vancian Spells)

    Ars Magica has the best and most comprehensive magic system of any game. It has both set spells and guidelines for the use of raw magic (basically, the effect a caster is going for determines the spell level). There are ten form skills (representing the things you affect, like fire, air, animals, et c.) and five technique skills (representing what you do to them, like create, destroy et c.). Genesys would handle it really well. The process of building dice pools is very similar to the process in Ars Magica.
  6. player966703

    Group skill checks

    I'd even make an unskilled piggybacker upgrade the Difficulty, so you have a chance of a Despair.
  7. player966703

    Genesys Master Resources List

    http://www.d20radio.com/main/alien-genesys-setting/
  8. player966703

    Vacuum Rules: No, no, no, no, no!

    What bugs you, the length of 3 rounds or the description of holding breath? If it's the latter, the functional effect is the same if you read it "the character suffers no damage for 3 rounds." If it's the former, just change the number.
  9. player966703

    Genesys Master Resources List

    Phillip Krzeminski posted a pretty looking Alien universe conversion at d20radio, also available at the G+ site.
  10. player966703

    Skills weirdness in Genesys

    You can swap out the three magic skills for yours. You don't need Astrocartography. Depending on the role of computers in a steampunk setting, the Automata skill might substitute for Computers, and depending on what vehicles can be flown, Aethertech might substitute for Pilot and/or Operating. Plus, you are scrapping Mechanics for the subskills you mention (Alchemy plus the 5 above). You can add Discipline to Resilience if the horror in your setting is minimal. Arguably you could combine Athletics and Coordination. The book suggests folding Riding into Survival, so if you can't envision using the former, make that change. Maybe make the same calculation with Driving (treat carriages as Riding and Steamtech for powered cars). Likewise, you can go with Melee as a single skill, removing the Light & Heavy subskills. Decide whether enough of your vehicles have weapons that would require the Gunnery skill. Theoretically, that's up to twelve skills you can drop - a net of seven, given the replacements for Mechanics.
  11. player966703

    Skills weirdness in Genesys

    I agree that there is weird overlap, but sometimes that makes sense in games. For one thing, you don't want a situation where only one skill can move the plot forward, and for whatever reason the PC who has it is unavailable. If you pare down the list of skills, be wary about PCs looking too much like one another. Also, at some point the amount of build points needs to be reduced to compensate for the loss of choice.
  12. player966703

    Modern Campaign Resources

    If you make the players worry about money, they will do that to the detriment of solving mysteries. Are you worried about them trying to get the best gear, for example? What if you had something like a Style level that measures how well a detective fits in with a crowd - which could work against a rich detective whose trying to blend in at a street corner crap game, too. The greater the difference between the PC's Style and the place she's visiting (I'm visualizing Jessica Jones at the golf club), the more Setback dice are added to many social tests. If you wanted high Style to translate to some financial clout, I would probably require an upkeep roll in between mysteries to make sure the PC kept up with the Joneses.
  13. player966703

    Mass Combat Help

    If the players don't roll, why bother rolling at all? The GM is the only person interpreting the result in either case.
  14. player966703

    Mass Combat Help

    Your LotR writeup is the only place I've seen mass combat rules for Genesys, as opposed to Star Wars. This discussion shows that they may not be suitable for other genres. Given the other neat stuff you put in the mod, I have no doubt you could make something more interesting for mass combat. I'd also like to hear your thoughts about the players rolling.
  15. player966703

    Mass Combat Help

    Even if the PCs are playing a minor role in the fight, the commanders' Leadership shouldn't be the only skills that influence the battle. Your list in the LotR mod includes Perception, Stealth, Riding, Vigilance, Siege, and Skullduggery - all of which a clever player could invoke to make a difference in a fight. Part of letting the PCs shine is ensuring that players have opportunities to have them make a difference. With this in mind I would let the players roll the check - even if PCs are not leading the battle, getting to roll always makes these types of encounters seem more momentous.
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