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I'm going to put down so much money for this game I'll never play I am ashamed of myself.
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# ? Feb 24, 2016 13:59 |
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# ? Jun 4, 2024 19:35 |
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Hugoon Chavez posted:I'm going to put down so much money for this game I'll never play I am ashamed of myself. It's ok. I'm sure you won't be alone in that.
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# ? Feb 24, 2016 15:50 |
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As rpgmancers we get minor charges by collecting game books without collecting friends to play them with.
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# ? Feb 24, 2016 16:01 |
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So the Reign Enchiridion explains how to build new Esoteric Disciplines, Spells and Spell Schools, and monsters. But try as I might, I can't find any guidance on building new Martial Disciplines/Paths. Has anyone seen anything like this?
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# ? Feb 24, 2016 16:16 |
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Either it's in one of the free First/Second/Third Year of our Reign supplements, or Stolze said that he mostly made them by eyeballing it and trying to apply the same logic from Esoteric Disciplines...I'm honestly not sure which.
Halloween Jack fucked around with this message at 16:41 on Feb 24, 2016 |
# ? Feb 24, 2016 16:38 |
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No, Greg pretty much admits that there's no rules for martial paths beyond "eyeball it". I think it's because the utility of combat moves is more situational than non-combat skills.
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# ? Feb 24, 2016 16:42 |
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inklesspen posted:So the Reign Enchiridion explains how to build new Esoteric Disciplines, Spells and Spell Schools, and monsters. But try as I might, I can't find any guidance on building new Martial Disciplines/Paths. Has anyone seen anything like this? I'm sure that you could reverse engineer a Build Your Own Martial Paths system but it wouldn't be easy. I've cranked out 7 Martial Paths for the ORE Homebrew I'm working on, and they're all pretty much based around the idea of "do these at least seem like they are relatively balanced against the core Paths?"
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# ? Feb 24, 2016 16:47 |
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Ok, sounds good. I'm going to have to make some wushu martial paths shortly, so I wanted to gather all available guidance on doing so. Thanks!
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# ? Feb 24, 2016 17:52 |
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inklesspen posted:Ok, sounds good. I'm going to have to make some wushu martial paths shortly, so I wanted to gather all available guidance on doing so. Thanks!
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# ? Feb 24, 2016 18:37 |
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Here's one I just finished, by which I mean I have five discipline abilities which have had absolutely no playtesting and need to have costs assigned. Currently codenamed "serpent style"; it's based loosely on Sky (from Hero, played by Donnie Yen) and is designed to be used with Coordination + Weapon: Spear.
The precise wording is a work in progress; feel free to suggest improvements if you want, but know that I know it needs improvement. Also feel free to suggest names for any of the techniques.
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# ? Mar 6, 2016 23:15 |
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I think the second and third techniques could be switched, as the second power is actually pretty powerful in that you can pretty much shut down a fighter's ability to escape a fight completely; especially when combined with the fourth technique, where you can do it with extra speed. The path itself is good, though. It's definitely capturing a the wuxia style that you're going for, where it's all about speed and flashy movements, with the fifth technique representing extreme precision. I can actually picture a kung-fu film where the spear fighter is gradually stripping away his enemy's armor as it goes on. Very evocative. I wonder though if that last skill is a little underpowered. There are plenty of lower-level techniques in other paths can ignore or negate armor and deal full damage. You could instead make it like Shield Riving, the 3-Point technique for the Broadcutter's Path in the firsts Reign supplement. That deals no damage but destroys Width in armor. Since this is a 5-Point technique, you could probably get away with it dealing Shock as well as Width in armor destruction. That's just my thought process though. How about instead of Serpent Style you go with something like Scorpion Style? The techniques you've made to me might evoke a scorpion's tale striking rapidly better.
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# ? Mar 8, 2016 04:17 |
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Well, that's why it's a codename. (I have another style codenamed "scorpion"; it dual-wields jian and revolver.) Also, like I said, they don't yet have costs assigned so they're not yet in order. (Also the fourth technique explicitly doesn't stack with the second one; how can I make that more clear?) I do think the feinting one ought to be on the cheaper side.
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# ? Mar 8, 2016 04:59 |
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I'd say go Feint, Mook Blocking, Interpose, +Speed and Armor Stripping. As far as language for +Speed, all you need to say is "This technique doesn't affect the speed of any other martial techniques along this path", in the same way that you largely already have. Here's a Path I've put together that I'm somewhat uncertain about. It's a path for heavy or great weapons that isn't particularly picky about what kind of weapon you use, as long as it's real big. As a result it uses Body + Weapon instead of Coordination, as strength is as important if not more so than dexterity. I'm just wondering here if I'm making this path too damaging. It's mitigated somewhat in that most of the techniques have a -1 Width for timing purposes penalty, but it may be overpowered still. Full Swing (1 Point): A Full Swing attack trades speed for damage. During the Resolve phase, your attack acts as if it has one less Width for speed purposes, but one more Width for damage. Unstoppable Cleaving (2 Points): As Full Swing. In addition, you won’t lose a die from your Set when you’re hit by an enemy attack. Follow Through (3 Points): As Full Swing. You can Declare two targets for your attack. This differs from performing Multiple Actions because you use the same set for both victims. You need to specify who gets hit first: if the first target successfully Blocks your attack, the attack will fail against both foes. Giant Impact (4 Points): Any attack you make with your heavy weapon penetrates up to AR1. If your attack is successfully Blocked, your opponent will take 1 Shock to the hit location that sustained the block. When using Full Swing, you can penetrate up to AR3, and inflict Width in Shock when your attack is Blocked. This technique’s penetration only affects armor provided by equipment. It’s not effective against armor granted by Martial Techniques. Cut Them Down to Size (5 Points): As Full Swing. As long as you’re facing a foe of equal or greater size to yourself, you can squish your Body + Weapon Set’s Height downwards, at a rate of 2 Height for 1 Width. This has the effect of allowing you to turn any attack (against a foe with conventional hit locations, at any rate) that would normally hit an enemy in the torso or head into an even more powerful attack against their arms or legs. Since this technique can only be used when you’re Full Swinging, it will resolve one Width slower than it normally would, but it allows you to rack up truly immense sums of damage. Here's the fluff: quote:Titanomachy
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# ? Mar 8, 2016 20:49 |
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Sorry for the double posting: I'm really looking for some input on these rules I wrote for Spacecraft Construction in REIGN. Dropbox Link. The overall idea is actually a mix between REIGN and Monsters and Other Childish Things. You start with drawing or choosing a picture of your ship and figuring out its hit locations, then how well built, big, and crewed it is and how far it can go, and then what each of its locations does. Beyond that, a Craft is built like a character: they don't have Stats but they do have Systems (Skills), which you roll along with a character's Flight Skills (like Pilot, Engineering and Combat). They also have Features (Advantages) and their own Problems, which I'm currently working on. Thoughts? Input? I definitely need to flesh out the Problems some more but I'm pretty happy with what I have.
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# ? Mar 16, 2016 19:27 |
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The Unknown Armies 3e Kickstarter is live. $100 gets you all three books in physical and digital format. The drafts are available in the first update.
Evil Mastermind fucked around with this message at 21:17 on Mar 30, 2016 |
# ? Mar 30, 2016 21:13 |
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The same admonishing text at the beginning of the combat rules, I can't wait to see a whole new generation of people complaining about it.
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# ? Mar 30, 2016 21:41 |
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Swagger Dagger posted:The same admonishing text at the beginning of the combat rules, I can't wait to see a whole new generation of people complaining about it. quote:<hs1>The Trigger Warning</hs1>
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# ? Mar 30, 2016 21:49 |
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Oh boy just from reading a few the first pages, anybody who has a stick up their butt about tone, or being 'talked down to', is going to have a major problem with one. "If you don’t want to play a game about supernatural assassins trying to hunt down the Secret King of the CIA, don’t pick that. I know people are going to pick bad objectives and then whine about it like it’s the game’s fault they couldn’t commit to anything worthy of sustained attention. You don’t have to be one of them."
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# ? Mar 30, 2016 22:11 |
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To be fair - none of these are wrong. UA is, in fact, quite disturbing at times. It's what makes it stand out and be memorable - it's a horror game of actual, genuine horror. Not "ooh skeletons!" or "Boo, it's a thing with tentacles on it!". It's "You know that guy down the street from you? He actually raped, murdered and ritually devoured three high school kids." Which, unfortunately, does happen sometimes.
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# ? Mar 30, 2016 23:39 |
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Swagger Dagger posted:The same admonishing text at the beginning of the combat rules, I can't wait to see a whole new generation of people complaining about it. Does it still have the "before murdering other humans, have you considered (talking to them, calling the cops, running away)"? Also backed it for the books because I gotta have my Compleat Stolze
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# ? Mar 31, 2016 00:14 |
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Jenx posted:To be fair - none of these are wrong. UA is, in fact, quite disturbing at times. It's what makes it stand out and be memorable - it's a horror game of actual, genuine horror. Not "ooh skeletons!" or "Boo, it's a thing with tentacles on it!". It's "You know that guy down the street from you? He actually raped, murdered and ritually devoured three high school kids." Which, unfortunately, does happen sometimes. Of course it's not wrong to have a thing in your game stating "hey, sometimes people get uncomfortable about certain disturbing subjects, if the game is making them uncomfortable they're free to say so and you should try to keep things fun and comfortable for everyone" but you know this is going to result in a million snide blog posts about "Ugh, now RPGs have to come with trigger warnings for the tumblrinas."
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# ? Mar 31, 2016 00:22 |
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Evil Mastermind posted:The Unknown Armies 3e Kickstarter is live. $100 gets you all three books in physical and digital format. The drafts are available in the first update. 52k and a Kickstarter "projects we love" badge. Not too shabby. I'm getting it all. Echophonic fucked around with this message at 00:27 on Mar 31, 2016 |
# ? Mar 31, 2016 00:23 |
So how are the mechanics changing in this edition?
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# ? Mar 31, 2016 02:29 |
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SunAndSpring posted:So how are the mechanics changing in this edition? The one that jumps out at me is that the core stuff seems more like FATE or 13th Age approaches and stunts/aspects than a normal crunchy percentile skill system. So you have your UA stress tracks (Violence, Helplessness, Self, Isolation, and Unnatural) and your fallback 'skills' are based on your open and hard marks in said tracks. Each has an upbeat and a downbeat ability. Violence, for example, has Connect based on open marks and Struggle for hardened. So you get worse at dealing with people like a normal person as you get more inured to violence and savagery. At the same time, you have 2-4 identities that can be used in place of a specific ability and grant other perks, like protecting gauges and knowing how to shoot/forge/electrician your way out of problems. Like, if you're a Lawyer, you can use that to obfuscate, inveigle, and deceive instead of Lie (which is based on hardened notches in Self). Or you can say "of course I can fast-talk my way through this, I'm a lawyer" and just get away with it for more basic stuff. In addition to your basic abilities and identities, you have relationships with people and organizations. These are typed (mentor, guru, favorite, etc) and can be used to protect gauges and the like. This also includes most interaction rolls with said person. I'm not as deep into UA as a lot of folks to talk about the real deep differences, but this definitely seems like a much cleaner system. Echophonic fucked around with this message at 03:02 on Mar 31, 2016 |
# ? Mar 31, 2016 02:59 |
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Kai Tave posted:Of course it's not wrong to have a thing in your game stating "hey, sometimes people get uncomfortable about certain disturbing subjects, if the game is making them uncomfortable they're free to say so and you should try to keep things fun and comfortable for everyone" but you know this is going to result in a million snide blog posts about "Ugh, now RPGs have to come with trigger warnings for the tumblrinas." What's funny is that I've seen this advice in several games already and nobody complains, this is just the first time I've seen it explicitly use the term "trigger warning," which is what's going to bring out the crazies.
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# ? Mar 31, 2016 03:35 |
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Maybe it's sacrilege but I kind of wish he'd just ditch the ORE for this and do the damned thing in FATE. Then again, perhaps if the best setting of all time and the best system of all time were to collide the universe would hit peak fun. Future fun would be harder and harder to get at, as all of the easy to reach would have already been had. The price of fun would skyrocket and the world's poor would have to choose between fun and dinner on the table. Oh well.
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# ? Mar 31, 2016 03:58 |
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Unknown Armies is a percentile dice system; the only thing it has in common with ORE is that they both use d10.
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# ? Mar 31, 2016 03:59 |
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inklesspen posted:Unknown Armies is a percentile dice system; the only thing it has in common with ORE is that they both use d10. Ahh, it's been ages sense I read it. I was really taken with the ideas of lunatic wizards and incorporated a lot of it into my own games but never properly played it.
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# ? Mar 31, 2016 04:05 |
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Swagger Dagger posted:The same admonishing text at the beginning of the combat rules, I can't wait to see a whole new generation of people complaining about it. Anyone complaining about a paragraph of text talking about the consequences of combat in a game subtitled "A game of power and consequences" is an actual idiot. also seven ways to stop a fight is legitimately one of the best sections in any rpg.
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# ? Mar 31, 2016 06:43 |
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Echophonic posted:52k and a Kickstarter "projects we love" badge. Not too shabby. 77k already and same I think I'll update to the deluxe once they add the reward level (I guess they got funded too quickly lol)
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# ? Mar 31, 2016 08:27 |
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Elfgames posted:Anyone complaining about a paragraph of text talking about the consequences of combat in a game subtitled "A game of power and consequences" is an actual idiot. I admit the very first time I read it, it came on a little strong for me...but when I reread UA for my F&F entry on it I really came to appreciate what that entry was trying to express and how well done it was. It was trying to point out the many ways that UA is not your typical RPG (and not in the "oh, we're so innovative and creative, it's not for you sheeple" way) and that this was not the game for playing Ash, or Buffy or even superheroes with fangs. It was a game about human beings...just human beings. Not humans fighting monsters, not monsters fighting worse monsters. It was all about humans...and if you make a habit of killing other human beings there are consequences: physical, psychological and social. That said, I think that the last sentence may have come on a tad strong and perhaps is where a good deal of the "Don't you judge me Stolze!" stuff comes from. In many ways, I think UA is a game that benefits a lot from reading it, then putting it down for a while and then reading it again. The tone and themes of the game became so much clearer to me on a second reading and I began to understand that many things I initially took as odd clashes were not. For instance, my first reaction to adepts like the Pornomancer or the Dipsomancer was "hah, look at this weird magic! Drunken master wizards!" On a second reading it really became very clear to me just how deeply hosed up the material being presented was (in a good way, if that can be said) and that none of it was meant as wacky or goofy. Maybe I just grew up a bit between the first time I read it and the second, or maybe the second reading really hit me a bit stronger. Not sure.
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# ? Mar 31, 2016 09:16 |
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Anything known about magick schools/bringing the setting out of 90s?
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# ? Mar 31, 2016 09:18 |
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Yeah, they look pretty sweet. There's GNOMON, the adept school based on being Anonymous; Fulminaturgy, which is based on 2nd Amendment gun fondling; Cameraturgy, aka "you idiots with your digital cameras don't know what photography is really about"; Cinemancy, aka "This Troper". You get the picture. (Edit: There's also guidance for constructing your own adept schools.) inklesspen fucked around with this message at 13:33 on Mar 31, 2016 |
# ? Mar 31, 2016 13:28 |
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Lichtenstein posted:Anything known about magick schools/bringing the setting out of 90s? So every magick school is completely new, and most of the avatar paths are also new - for example there's no Pornomancer in the book but you can be a full-fledged avatar of the Naked Goddess instead. Here's the new schools:
Agrimancy's really cool to me, although I can imagine its effectiveness really varies depending on campaign pace. Overall I think the power of adepts to get ridiculous levels of mojo by risking everything has been somewhat toned down, and where it does occur it does so in interesting rather than game-derailing ways. I like a lot of the new schools and it's interesting to see the similarities between these and the old ones - Cameraturgy's very similar to bibliomancy, Sociomancy takes a few cues from Personamancy and Cliomancy, and Cinemancy is in many ways a 'fixed' version of Videomancy - they explicitly call out why TV shows don't work for this school. Flavivirus fucked around with this message at 14:16 on Mar 31, 2016 |
# ? Mar 31, 2016 14:12 |
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Lichtenstein posted:Anything known about magick schools/bringing the setting out of 90s? All of the flavor text reads like it was written last week, so in a decade it's going to be dated to right now just as hard as 2e is dated to the early 00's. The "GM Secrets" book has an entry on ASMR, of all things. Also, all of the old adept schools are referenced in the book, and the text implies that they wouldn't need much converting or anything, although I haven't taken a close look to see if that's actually the case.
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# ? Mar 31, 2016 14:31 |
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Swagger Dagger posted:All of the flavor text reads like it was written last week, so in a decade it's going to be dated to right now just as hard as 2e is dated to the early 00's. The "GM Secrets" book has an entry on ASMR, of all things. Yeah, I'd definitely agree with this - the setting and the magick has definitely been updated to modern culture, which is awesome but comes with significant drawbacks. On the other hand the system's a lot more flexible and customisable now, and the system for building your own magick school looks pretty robust. The actual mechanics of how adepts and avatars work seem pretty identical to 2e and 1e, so I'd imagine that they could be ported across with only the balance problems they had already.
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# ? Mar 31, 2016 14:36 |
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I actually kinda love Cinemancy, because yeah it's TVTropes: The Magic School, but at the same time it's a brilliant idea to have a school of magic based around exploiting how everyone "knows" things work because "that's how it works in movies". It's like that old saw about how people in car accidents getting injured worse because people pull them from the wreck, because everyone knows that cars that crash can catch fire and blow up. e: and the whole "hacking is just typing really hard" thing reminds me of one of my favorite Onion articles.
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# ? Mar 31, 2016 14:39 |
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I remember QI discussed this in one episode - the main reason people fall down when they are shot? Because they've seen it on TV, in movies and everywhere else. They just know that when you're shot you fall over, because that's what happens. And in a lot of cases, people who have been shot (and it hasn't killed them on the spot, obviously), but don't know it yet remain standing...until they notice they've been shot, and fall over.
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# ? Mar 31, 2016 14:45 |
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Flavivirus posted:So every magick school is completely new, and most of the avatar paths are also new - for example there's no Pornomancer in the book but you can be a full-fledged avatar of the Naked Goddess instead. Here's the new schools:
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# ? Mar 31, 2016 14:50 |
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# ? Jun 4, 2024 19:35 |
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Evil Mastermind posted:I actually kinda love Cinemancy, because yeah it's TVTropes: The Magic School, but at the same time it's a brilliant idea to have a school of magic based around exploiting how everyone "knows" things work because "that's how it works in movies".
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# ? Mar 31, 2016 15:00 |