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Bedlamdan
Apr 25, 2008

Xarbala posted:

I just can't go back to kotor, I'm sorry

Because you are playing the vastly superior KOTOR II of course.

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Plutonis
Mar 25, 2011

I'm still doing my semi-psycho semi-reasonable evilguy run on restored 2

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


This is it.



The worst map I've ever seen.

Plutonis
Mar 25, 2011

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Lurdiak posted:

This is it.



The worst map I've ever seen.

You're supposed to cut it out and wrap it around your head to view it.

Zarick
Dec 28, 2004

Andrast posted:

rtwp is always garbage

So many games would be like ten times better if they'd just have the guts to be turn based. I still can't bring myself to play Pillars of Eternity because of loving rtwp

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
RTwP is terrible but people using KotOR as an example of where it works are insane. KotOR combat is slow and clunky as hell, it's just also hilariously easy, which makes fights go faster. But it's really, really slow when you aren't in a fight. Trying to actually GO anywhere in either of those games takes eons.

Bedlamdan
Apr 25, 2008

ProfessorCirno posted:

RTwP is terrible but people using KotOR as an example of where it works are insane. KotOR combat is slow and clunky as hell, it's just also hilariously easy, which makes fights go faster. But it's really, really slow when you aren't in a fight. Trying to actually GO anywhere in either of those games takes eons.

Which is why you keep pressing the Y button to spam cool flourishes nonstop while you’re headed to your goal, you drat noob :colbert:

Blockhouse
Sep 7, 2014

You Win!
I'm not using it as an example of anything, just that it didn't bother me enough to put me off of those games when I tried to replay them recently. I couldn't tell you why it's not a dealbreaker there while it is for me in so many other games (including the first Dragon Age).

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Is Traveller worth reading? Influential, has interesting components, well-written, cool setting? If so, which edition?

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Subjunctive posted:

Is Traveller worth reading? Influential, has interesting components, well-written, cool setting? If so, which edition?

I wrote a lot of words about Traveller. Very influential, good components, mostly very well written, cool setting. Mongoose is the active edition, all of them had tons of supplements which generally play well together.

http://projects.inklesspen.com/fatal-and-friends/mllaneza/traveller/

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

mllaneza posted:

I wrote a lot of words about Traveller. Very influential, good components, mostly very well written, cool setting. Mongoose is the active edition, all of them had tons of supplements which generally play well together.

http://projects.inklesspen.com/fatal-and-friends/mllaneza/traveller/

Awesome, thanks. Time to turn back the clock to roll-straight-down-the-line chargen!

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

Subjunctive posted:

Awesome, thanks. Time to turn back the clock to roll-straight-down-the-line chargen!

Traveller is the first game to feature lifepaths. (I think?)

Plutonis
Mar 25, 2011

What the hell is a weenie hut

senrath
Nov 4, 2009

Look Professor, a destruct switch!


A Spongebob reference.

NorgLyle
Sep 20, 2002

Do you think I posted to this forum because I value your companionship?

ProfessorCirno posted:

RTwP is terrible but people using KotOR as an example of where it works are insane. KotOR combat is slow and clunky as hell, it's just also hilariously easy, which makes fights go faster. But it's really, really slow when you aren't in a fight. Trying to actually GO anywhere in either of those games takes eons.
KotOR's combat was so slow paced and methodical that it never really felt RT at all, pause or no. Between the time consuming attack animations for every possible weapon and combination and the buckets of health compared to damage that everybody had in the game every combat round seemed like it would take weeks and you had plenty of time to manuver into whatever position that you might want with no in-game opportunity cost.

JohnnyCanuck
May 28, 2004

Strong And/Or Free
Hey, did Holden ever kick Morke to the curb? Because if not, this is super hypocritical:

https://twitter.com/HoldenShearer/status/967686170401492994

Bedlamdan
Apr 25, 2008

JohnnyCanuck posted:

Hey, did Holden ever kick Morke to the curb? Because if not, this is super hypocritical:

https://twitter.com/HoldenShearer/status/967686170401492994

The last few months of my arguments with posters here has taught me that there is absolutely nothing hypocritical about being super woke, while also simultaneously being relaxed and chill when the people you support keep doing lovely things.

Zarick
Dec 28, 2004

JohnnyCanuck posted:

Hey, did Holden ever kick Morke to the curb? Because if not, this is super hypocritical:

https://twitter.com/HoldenShearer/status/967686170401492994

Pretty sure he doesn't need backup to be hypocritical on that account. Wasn't he the one that was like "it's not hold them down and stick it in rape" about those horrible Abyssals charms on these forums?

Bedlamdan
Apr 25, 2008

Zarick posted:

Pretty sure he doesn't need backup to be hypocritical on that account. Wasn't he the one that was like "it's not hold them down and stick it in rape" about those horrible Abyssals charms on these forums?

Yes, approximately half a decade ago.

Blockhouse
Sep 7, 2014

You Win!
Him being a hypocrite is inconsequential when the dude's already a shithead to begin with

Plutonis
Mar 25, 2011

https://rpg.stackexchange.com/questions/117158/how-to-stop-players-from-making-the-game-x-rated

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Do Not Pass Go, Do Not Engage in Class Warfare - Inside the world of socially-conscious board games.

FishFood
Apr 1, 2012

Now with brine shrimp!
I can't seem to find a thread for it, so I'm going to ask here. Is there a goon consensus on Modiphius' 2d20 system? I bought the Conan and Star Trek RPGs, because I can't help myself, but I'm wondering if anyone has any experience with them. On reading they look like a cool compromise between the crunch I crave and the narrative I need, kind of in line with FFG's Star Wars system. Am I off the mark? Any traps to watch out for?

slap me and kiss me
Apr 1, 2008

You best protect ya neck
:siren: New blogpost is up for Let Thrones Beware

Today's topic: Beating Back the Darkness and Restoring the World

The last part of my examination of the theme of hope vs. fear, this week's blog post looks at the trauma suffered by the indigenous inhabitants of Argohex and how the heroes can overcome the horrors inflicted by the Kingdom of Man.

Beating Back the Darkness and Restoring the World

Mycroft Holmes
Mar 26, 2010

by Azathoth
i can't see a savage worlds thread, so i'll ask here. are there any good pulp supplements for savage worlds? I'm going to run a zeppelin pirates game so i need some stuff. i have the pulp gm guide and the pulp toolkit but i can't find anything else useful.

dwarf74
Sep 2, 2012



Buglord

Mycroft Holmes posted:

i can't see a savage worlds thread, so i'll ask here. are there any good pulp supplements for savage worlds? I'm going to run a zeppelin pirates game so i need some stuff. i have the pulp gm guide and the pulp toolkit but i can't find anything else useful.
Isn't that basically the default for Savage Worlds?

Mycroft Holmes
Mar 26, 2010

by Azathoth

dwarf74 posted:

Isn't that basically the default for Savage Worlds?

yeah but i'm looking for vehicle creation and air combat stuff. there is a supplement that handles that but i was wondering if there was any more.

remusclaw
Dec 8, 2009

Thrilling Tales is the two fisted pulp supplement but it looks to be for an older edition of Savage Worlds, though it should be pretty decently compatible anyhow if you can get it affordably.

Edit: Drive thru has it POD.
http://www.drivethrurpg.com/product/64454/Thrilling-Tales-2nd-Edition-Savage-Worlds

Also Weird War 2 has alot of Vehicle porn.

Foglet
Jun 17, 2014

Reality is an illusion.
The universe is a hologram.
Buy gold.

Mycroft Holmes posted:

i can't see a savage worlds thread, so i'll ask here. are there any good pulp supplements for savage worlds? I'm going to run a zeppelin pirates game so i need some stuff. i have the pulp gm guide and the pulp toolkit but i can't find anything else useful.

Go for the "Daring Tales of Adventure" series.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The topic of "super speed" came up in the TG Kickstarter thread, and I had a thought:

In the context of a turn-based game, and particularly one that's "mechanically complex" such as d20-era D&D, could you not abstract the concept of "haste", at least in terms of attacks, by applying it as a percentage bonus to damage?

Instead of trying to represent haste as literally more actions, "translate and abstract" 50% more attacks into 50% more damage. Of course, I understand that loving with percentages could be just as, if not more fiddly than more actions, but I wanted to sanity-check if the basic concept was sound.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


gradenko_2000 posted:

The topic of "super speed" came up in the TG Kickstarter thread, and I had a thought:

In the context of a turn-based game, and particularly one that's "mechanically complex" such as d20-era D&D, could you not abstract the concept of "haste", at least in terms of attacks, by applying it as a percentage bonus to damage?

Instead of trying to represent haste as literally more actions, "translate and abstract" 50% more attacks into 50% more damage. Of course, I understand that loving with percentages could be just as, if not more fiddly than more actions, but I wanted to sanity-check if the basic concept was sound.

I don't see any problem with that in theory, but it depends on the level of abstraction. Something like that wouldn't raise any eyebrows in something like a CCG, but in a roleplaying-heavy game it might seem weird that going fast doesn't just make you go fast.

Kai Tave
Jul 2, 2012
Fallen Rib

gradenko_2000 posted:

The topic of "super speed" came up in the TG Kickstarter thread, and I had a thought:

In the context of a turn-based game, and particularly one that's "mechanically complex" such as d20-era D&D, could you not abstract the concept of "haste", at least in terms of attacks, by applying it as a percentage bonus to damage?

Instead of trying to represent haste as literally more actions, "translate and abstract" 50% more attacks into 50% more damage. Of course, I understand that loving with percentages could be just as, if not more fiddly than more actions, but I wanted to sanity-check if the basic concept was sound.

I mean this is how you can handle it in a lot of effects-based games, yeah. A number of superhero games, for instance, don't let you take Multiple Actions as a power but tell you that if you want to represent your speedster punching a hundred times in one second to just build it as some sort of special attack that does X more damage or maybe hits over an area instead of literally allowing you to take multiple attack actions in a row.

Lurdiak posted:

I don't see any problem with that in theory, but it depends on the level of abstraction. Something like that wouldn't raise any eyebrows in something like a CCG, but in a roleplaying-heavy game it might seem weird that going fast doesn't just make you go fast.

"Being able to run really far really fast" is never the problem, it's games which represent enhanced speed in ways that break the game's action economy. Anything which lets you get more actual actions in a game where the default assumption for characters is having a set, limited number of actions per turn should be regarded with suspicion, because it's probably easy as hell to exploit.

Kai Tave fucked around with this message at 06:45 on Mar 13, 2018

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Kai Tave posted:

"Being able to run really far really fast" is never the problem, it's games which represent enhanced speed in ways that break the game's action economy. Anything which lets you get more actual actions in a game where the default assumption for characters is having a set, limited number of actions per turn should be regarded with suspicion, because it's probably easy as hell to exploit.

Yes, I understand that, but if you cast a speed spell in, say, Dungeons and Dragons, and the result is that the target hits harder, it's going to be met with some confusion.

Elfgames
Sep 11, 2011

Fun Shoe

Lurdiak posted:

Yes, I understand that, but if you cast a speed spell in, say, Dungeons and Dragons, and the result is that the target hits harder, it's going to be met with some confusion.

by idiots

Kai Tave
Jul 2, 2012
Fallen Rib

Lurdiak posted:

Yes, I understand that, but if you cast a speed spell in, say, Dungeons and Dragons, and the result is that the target hits harder, it's going to be met with some confusion.

I believe you could solve this easily enough with sufficient application of naturalistic language.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Lurdiak posted:

Yes, I understand that, but if you cast a speed spell in, say, Dungeons and Dragons, and the result is that the target hits harder, it's going to be met with some confusion.
I think confusion is the wrong word, but yeah. It comes down to whether your game is a game that primarily builds powers out of descriptive components, or a game where you primarily build powers from numbers then flavour after. If your game has a "super strength" power and a "super speed" power it'd be weird if they both gave identical flat damage bonusses. If your game has, say, a flat modifier and a damage roll mechanic, then you could have super strength give a flat bonus + die size increase while super speed gives you multiple dice but no static increase.

Splicer fucked around with this message at 10:24 on Mar 13, 2018

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Possibly because I’m an idiot, I would expect a speed spell to increase my movement speed, not just attack damage.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Subjunctive posted:

Possibly because I’m an idiot, I would expect a speed spell to increase my movement speed, not just attack damage.

I think people's primary objection is to multi attack advantage. If haste doubled movement squares and gave a small boost to melee attack damage it'd probably be fine.

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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Action economy is the worst of it but multiplication in any form is dangerous in RPGs.

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