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  1. You could also narrate running out of strain to become disarmed and utterly helpless, but not unconscious. Then the player need to choose what to do with their defeated foe, knock him out? Kill him? Take him prisoner? Never turn down a good chance to learn something about the characters
  2. If you give a creative player a near unlimited toolbox stuff like this is bound to happen 😛 Remember though, you don't need to spend a story point to upgrade the difficulty of a check if you feel there is a fair chance something might go horribly wrong. Just try to be fair so the magic user don't feel like your targeting them because they are clever. In the specific case with the boat you could also have argued that the volume of water needed to be affected was far more than the boat itself which could have increased the difficulty further, but hindsight is 20/20 Remember that the core book states that in general, accomplishing something with magic that could be done with mundane skills should mostly be harder.
  3. I'd go with the last one, partly because it reinforces the impression of glancing blows, basing that on the brawn rating of the opponent makes more sense and it also let's you decide easily how much strain (wounds on minions and rivals) you should deal against NPC's who disengage without using a manuever. The other part is because using a fixed low amount of strain devalues the use of minions as tactical meat shields. Them being unalbe to pose a threat while defending a leader type NPC diminishes them, in my opinion at least, both in the narrative and in the game. As I mentioned earlier, free movement should come at a cost, one that the players really need to consider if it's worth it. You also have to balance it against other options, say for instance that you allow a spell to ignore engagement, then that costs 2 strain AND an action AND a successfull check; if the players have access to cheaper options than that, they'll always use those first.
  4. Yes, and with three ranks the pool would be two challenge dice, and with four ranks two challenge and one difficulty. If the player can downgrade the check after that, you turn red dice into purple and do nothing with the purple dice. In your example, if the mage had a talent that would let him downgrade the difficulty of the check twice, he'd only turn the one red die into a purple one, the pool would still have two purple dice in it.
  5. Personally, I'd give it only to a select few that it fit thematically. If you're going to use a tactic against players, it's only fair game that they can turn it around and protect THEIR backline. As an example: in Descent the boardgame no creatures can pass through an enemy square EXCEPT if they have an ability that specifically lets them do just that, like Goblins do. Some sort of cost is needed I believe, and probably a hefty one at that, as free movement and thusly positioning is basicly the most valuable thing to have in tactical combat. As a talent, Tier 4 might even be more apropriate as the diffrence between a 50xp investment and a 100xp investment might be enough to push it towards a "nice thing to have" instead of a "must pick for any melee combatant" The lack of AoO puts a significant limiter on the action economy as it forces you to use actions or manuevers to disengage, not only that, but a single attack in this system can be far more severe due to the way crits work. If you add them, your players need to understand that provokiong AoO can end REALLY badly for them, and fast. But all that said, nothing is stopping you from trying it if you think it'll make your game more fun
  6. Ok, so, provoking many AoO in DnD can certainly be deadly, but there are usually ways to get around it, and you could implement ways to get around disengagement. For instance, in DnD there is a spell that let's you move without provoking AoO, you could use the same kind of idea in Genesys with either an enhance spell or a talent. For instance Tumble (Improved) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Tumble talent to benefit from this talent. Once per round on your character's turn, they may suffer 3 strain to ignore any engagements from adversaries until the end of your characters turn.
  7. First thing that strikes me while reading this is that you'd have to change the Tumble talent (RoT p. 87) as that allows you to suffer 2 strain to disengage as an incidental, also some balancing of the grapple talent (RoT p. 88) which requires oppontents to use 2 manuevers to dissengage.
  8. If I'd said this to one of my players, I know they'd respond with something like: "Well if that's the case, I'd just fire while running all the time and the Orcs would never get to me! I don't wait my turn to start running away when they are bolting for me so unless they start in engaged range they can't catch me!" Wow, I can even hear him sying it... ? No game system I've ever played claimed that combat flowed linarly like a game, they all* admitted that combat is chaotic and messy so the've structured it into turns and rounds to make sense of the chaos, including this one. I allow such actions because I believe they are BOTH cinematic and realistic! Example of held/readied actions in cinema: Opening scene from LotR when the elves hold the lines against the advancing orcs. Example from real life? Warfare 101 you hold your action until command is given. In the orc sample above I'd have asked my player for a Cool vs Vigilance check against the orc as it came around the corner, a failure meant that they couldn't get their aim straight in time or the orc had time to react and swipe the crossbow away before the shot. A failure with enough advantage and I'd maybe let them get the shot of in enaged range if the weapon allows it. Cinematic and dramatic, and it doesn't punish the player for being smart and breaking line of sight. I don't make a fuss because you don't allow readied actions at your table Sir, it's your table and I respect that. I make a fuss about your explanation to why, as I believe it's full of contradictions. If you'd said you don't allow them because you don't like the tactical aspect they bring to the table then I'd understand that and respect it. That's likely why they aren't in the game to begin with. "Combat is streamlined so the players do not bog down gameplay with too many tactical decisions[...]" CRB p.96 *Except Dungoen World; Dungeon World don't give a s#¤%
  9. Great work! I have a few pointers. Redbrand Hideout: Do the Nothic's Rotting Gaze bypass soak? Otherwise it's probably not going to deal any damage at all as the probability of getting 3 successes on that check is like 13% Old Owl Well: The At any Kost spell refrences Iarno If you "penalize" players for not choosing a combat solution to a problem, you're fostering an agressive playstyle. It is my highly personal opinion that you should reward full XP for any solution to an encounter unless you want to activly reinforce a certain playstyle. Castle Cragmaw: No stats for King Grol and his wolf Snarl? Wave Echo Cave: No stats for the spectator in Area 15? General thoughts: Every XP cost in genesys is a multiple of five, so giving xp not divisible by 5 could leave players with "loose" xp, this might of course not be an issue and just me fussing over nothing. I'd add a line in the beginning saying something along the lines of "The XP rewards presented in this adventure is tied to certain progressions of the story or good roleplaying and are intended to be used along side the guildelines presented in the CRB on page 125." Just to clarify to any new GM's that they should award XP for each session as well, or their players might have a hard time towards the end. This is really solid work and I'm impressed by how fast you churned it out!
  10. Just handle it like in any other system. Or have the player make a cool check to see if they can pull it off. I've handled standoffs in Star Wars with opposed cool checks to great effect, but in a case like you're describing, I'd base the difficulty on how scary the monster is.
  11. Fair use can only be established in court. On a case by case basis. Charging money for something is not all that goes into consideration in a fair use case. All of the settings on these forums that use IP's that are not owned by the poster are copyright infringements, and if their respective holders decide to take legal action they are within their rights to do so. In such a case, the options available are basicly: comply, negotiate or take the issue to court citing fair use. This also includes the Genesys IP btw, since we don't have permission from FFG to publish any Genesys content outside these forums.
  12. Another option is to make magic in your setting ignore normal soak. That way it'll effectively deal a lot more damage, and it could fit thematically if armor and such doesn't protect against magic in your setting.
  13. Implements such as staffs add damage to the attack spell action.
  14. As a related unrelated note on this topic: Mike Schley, the artist of the maps used in this adventure, has them for sale on his website. It can be a great addition if you like to put stuff like that in front of your players, since the original adventure doesn't come with handouts.
  15. The cthulu mythos is regardes as public domain @FangGrip so it's not impossible we get to see it
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