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Does Gamma World 7E need any of the fixes to D&D 4E monster math, or free player feats?
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# ? Jul 15, 2018 22:31 |
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# ? May 24, 2024 18:58 |
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Tuxedo Catfish posted:Does Gamma World 7E need any of the fixes to D&D 4E monster math, or free player feats? It came out around Monster Manual 3 so I dont think so
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# ? Jul 15, 2018 22:39 |
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After looking at the art of Degenesis, it makes way more sense that the writers went with "he" as the default, gender neutral pronoun for the rules. Goddamn.Serf posted:i've been kinda working on something like that in my spare time. taking a lot of inspiration from 4e and the book of nine swords. spells are already handed out for a lot of paths, it wouldn't take a lot of effort to hand out martial techniques Oh, that's neat. Hope to see it one day linked in the SotDL Discord or thread.
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# ? Jul 15, 2018 23:15 |
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I hear SotDL uses a clock system, is it something I could steal for my upcoming IRL 4e game? I'm trying to build a clock system for 4e in order to put pressure on my players to extended rest sparingly, and I was hoping to just steal already done work.Tuxedo Catfish posted:Does Gamma World 7E need any of the fixes to D&D 4E monster math, or free player feats? It does not.
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# ? Jul 16, 2018 00:10 |
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Moriatti posted:I hear SotDL uses a clock system, is it something I could steal for my upcoming IRL 4e game? I'm trying to build a clock system for 4e in order to put pressure on my players to extended rest sparingly, and I was hoping to just steal already done work. A clock is literally just a graphical representation of a timer. I'm not sure what else you think is involved but it's literally this simple: Draw a circle. Figure out these three things: 1. what causes the clock to tick forward? e.g. an encounter happens, a skill check is failed in specific circumstances, a rest is taken 2. what happens when the clock is filled? e.g. the town is attacked, the bad guy's reinforcements arrive, the ancient evil is unleashed 3. how many segments does the clock have? i.e. how many times can #1 happen before #2 happens Then divide that circle into that many segments. Multiples of two work well because it's easy to divide a circle that way. Feel free to have multiple clocks running at the same time, too. Lemon-Lime fucked around with this message at 00:58 on Jul 16, 2018 |
# ? Jul 16, 2018 00:52 |
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Moriatti posted:I hear SotDL uses a clock system, is it something I could steal for my upcoming IRL 4e game? I'm trying to build a clock system for 4e in order to put pressure on my players to extended rest sparingly, and I was hoping to just steal already done work. Shadow of the Demon Lord has: - random encounters based on passage of time + level of danger in the current area - buffs that run out based on passage of time - a rule that states you can only benefit from a rest once every 24 hours It also just kind of assumes you know what to do with these rules instead of explaining how to use them, which is the important part. (And something I'm still learning and experimenting with as I go.) I definitely would not look to it if you want something ready-made and easy to use even for the system it was written in, never mind porting it to another one. drrockso20 posted:It came out around Monster Manual 3 so I dont think so Moriatti posted:It does not. Thanks!
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# ? Jul 16, 2018 01:08 |
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^ Ah, ok, well, never mind then.Lemon-Lime posted:A clock is literally just a graphical representation of a timer. I'm not sure what else you think is involved but it's literally this simple: Ah ok, That's... That's basically what I was gonna do with 1 being "Extended Rest".
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# ? Jul 16, 2018 01:08 |
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Moriatti posted:Ah ok, That's... That's basically what I was gonna do with 1 being "Extended Rest". Honestly I would just tell your players that they get the benefits of an extended rest when they've fought enough encounters, and then fluff that however is convenient in-game -- actual opportunities to rest, being reinvigorated by defeating a powerful foe, immobile and finite sources of magical healing, a literal circle-of-light style save point, whatever.
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# ? Jul 16, 2018 01:10 |
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Tuxedo Catfish posted:Does Gamma World 7E need any of the fixes to D&D 4E monster math, or free player feats? Dazed Save Ends goes into a bunch of home-brewing that may be needed, but it seems fine without that. You can find lists of what the cards are, along with descriptions, if you want to run with a wider range of them without buying the from DriveThruCards/DriveThruRPG.
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# ? Jul 16, 2018 01:55 |
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Tuxedo Catfish posted:Honestly I would just tell your players that they get the benefits of an extended rest when they've fought enough encounters, and then fluff that however is convenient in-game -- actual opportunities to rest, being reinvigorated by defeating a powerful foe, immobile and finite sources of magical healing, a literal circle-of-light style save point, whatever. It's also a good idea to plan how you're going to handle things if the PCs get their asses kicked way worse than expected in the first fight of the day and it looks as if they're not likely to make it to the next scheduled rest. "Well, if they die, they die" is a valid answer if you like that style of play, but a lot of groups are going to want a way out, even if it comes at a cost. Thuryl fucked around with this message at 02:10 on Jul 16, 2018 |
# ? Jul 16, 2018 02:05 |
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Tuxedo Catfish posted:Honestly I would just tell your players that they get the benefits of an extended rest when they've fought enough encounters, and then fluff that however is convenient in-game -- actual opportunities to rest, being reinvigorated by defeating a powerful foe, immobile and finite sources of magical healing, a literal circle-of-light style save point, whatever. I thought about this but I like the idea of them being able to choose which encounters are easy and which are hard. Making those calls on their own in simple terms. It's the same reason I like putting skill challenges or roleplaying challenges that change the start conditions of the fight.
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# ? Jul 16, 2018 03:10 |
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Moriatti posted:Ah ok, That's... That's basically what I was gonna do with 1 being "Extended Rest". If you have a few clocks going at a time in one dungeon, you can have the DM check off one clock per short rest (or some other trigger) and check off all clocks on a long rest.
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# ? Jul 16, 2018 03:15 |
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Hot take: a 4e skill challenge that says "requires 6 successes before 3 failures" is basically one 6-segment clock, and one 3-segment clock. For every skill check that passes, you fill in one slice of the 6-segment clock. For every skill check that fails, you fill in one slice of the 3-segment clock. If the 6-segment clock gets filled first, the campaign goal is achieved. If the 3-segment clock gets filled first, a campaign setback happens.
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# ? Jul 16, 2018 03:22 |
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That take doesn’t seem even warm.
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# ? Jul 16, 2018 03:27 |
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Jimbozig posted:If you have a few clocks going at a time in one dungeon, you can have the DM check off one clock per short rest (or some other trigger) and check off all clocks on a long rest. Maybe, but I feel like pushing short rest out should be a rare thing saved for desperate situations. One of the reasons to run 4e is so your turns are more than "I attack" so I don't like limiting options unless the narrative calls for it.
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# ? Jul 16, 2018 04:03 |
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HP is just an enormous boring clock when you think about it.
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# ? Jul 16, 2018 04:15 |
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Moriatti posted:Maybe, but I feel like pushing short rest out should be a rare thing saved for desperate situations. One of the reasons to run 4e is so your turns are more than "I attack" so I don't like limiting options unless the narrative calls for it. I just really mean that you want a way to tick the clocks one at a time even if you are going to tick them all with a long rest, which I think you should. If you don't tie it to short rests, you'll have to come up with some other way to do it. (There are plenty of other things you could tie it into like skill rolls, skill challenges if you use them, etc.) The idea wouldn't be to dissuade them from short resting, just to provide a sense of urgency: as they make progress through the dungeon/adventure, the forces arrayed against them are also making progress. Every time you tick a clock, you foreshadow or reveal something to the players, or you change the conditions on the ground in preparation for when the clock runs out. During a short rest is a good time to do that narratively and in terms of what is happening at the table. You can narrate stuff like "the cave is noticeably hotter than before and you smell something unfamiliar" while the players tick off healing surges and reset their power cards or whatever.
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# ? Jul 16, 2018 04:35 |
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paradoxGentleman posted:There is a variant of Spellbound Kingdoms combat rules that works like that. this is insanely cool, thank you for posting this. player / dm duels are incredibly hard to do well but oh so satisfying when it works. basically if you can bottle baldurs gate 2 mage fights, that's my dream game
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# ? Jul 16, 2018 05:27 |
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Xiahou Dun posted:HP is just an enormous boring clock when you think about it. Yeah, a clock is just a linear notation of something's progress. The reason you draw a clock is because it's evocative. Whenever I make private clocks, I just write them down as fractions like HP anyway.
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# ? Jul 16, 2018 05:30 |
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Splicer posted:Zak S is going to have this person killed. Naw he'll just claim they have a mental illness on his blog and namedrop a trans person he made eye contact with once.
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# ? Jul 16, 2018 05:41 |
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Splicer posted:Zak S is going to have this person killed. the prevailing reaction that I've seen rather seems to be to cast aspersions on the author's credibility by claiming that they didn't read the book, followed by pages upon pages of OSRsplaining gradenko_2000 fucked around with this message at 06:18 on Jul 16, 2018 |
# ? Jul 16, 2018 06:16 |
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The author's write-up of the actual game they ran was interesting too. As was their analysis of Wtf was in the rooms
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# ? Jul 16, 2018 11:08 |
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clocks are good. going into our last score before the end of my Scum and Villainy campaign, this is what our clock situation looked like next time i run a Blades game i'm gonna save all the clocks i make on a separate page because they're very useful and it would be nice to have sort of a visual representation of all the rolls made in the game
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# ? Jul 16, 2018 11:38 |
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gradenko_2000 posted:the prevailing reaction that I've seen rather seems to be to cast aspersions on the author's credibility by claiming that they didn't read the book, followed by pages upon pages of OSRsplaining I wonder if the people in that thread defending the book know that Zak won't go out with them.
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# ? Jul 16, 2018 12:39 |
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Serf posted:clocks are good. going into our last score before the end of my Scum and Villainy campaign, this is what our clock situation looked like These are extremely good.
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# ? Jul 16, 2018 13:12 |
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Serf posted:clocks are good. going into our last score before the end of my Scum and Villainy campaign, this is what our clock situation looked like This is beautiful actually.
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# ? Jul 16, 2018 14:38 |
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Serf posted:clocks are good. going into our last score before the end of my Scum and Villainy campaign, this is what our clock situation looked like Is that in roll20? If so how did you handle shading in the segments? Just doodling over them with the freehand tool?
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# ? Jul 16, 2018 16:46 |
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Nuns with Guns posted:Is that in roll20? If so how did you handle shading in the segments? Just doodling over them with the freehand tool? there are lots of clocks ready-made to be used for mostly Blades games. the fancy-looking ones are from this pack on the Roll20 store called Time for Treachery, and they are super cool. basically you make/get a bunch of these images and use the rollable tables tool to assign each one to a numbered segment. you then drop the table into the game and mark it as not a drawing so you can give it a name, then use the side tool to change it to the right side whenever it ticks up or down decided to go looking and found some good free ones: these are nice and clean, with 6-12 segments in blue and yellow from the developer of the mecha-based Beam Saber hack, these are awesome sci-fi poo poo: https://twitter.com/Notaninn/status/988558212348686337 some old west themed clocks from the person making the Fistful of Darkness hack Serf fucked around with this message at 17:02 on Jul 16, 2018 |
# ? Jul 16, 2018 16:51 |
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If you designed a ttrpg that could be run in 30 minutes, what would it look like?
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# ? Jul 16, 2018 20:51 |
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Why? What are you looking to get out of an RPG in 30 minutes that you can't get out of a board/card game?
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# ? Jul 16, 2018 20:58 |
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DalaranJ posted:If you designed a ttrpg that could be run in 30 minutes, what would it look like?
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# ? Jul 16, 2018 23:06 |
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Zurui posted:Why? What are you looking to get out of an RPG in 30 minutes that you can't get out of a board/card game? Oh, my target time is actually 2 hours, I just though I'd get more interesting answers if I exaggerated to the point of absurdity.
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# ? Jul 16, 2018 23:39 |
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At 30 minutes, go for Four Sherlock Holmes and a Vampire.
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# ? Jul 16, 2018 23:50 |
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DalaranJ posted:If you designed a ttrpg that could be run in 30 minutes, what would it look like? If you're doing this as a hard time limit, not just a vague target of "game that plays quick," I'd personally advise looking at John Tynes's Puppetland, which is designed to be played in strict one-hour increments. Some design features that come to mind: * Quick, non-random task resolution, so action moves briskly and people aren't fiddling with dice (Puppetland does mostly narrative resolution by the GM but also has a clear-cut, non-random "compare stats" mechanic in place) * Straightforward tasks and stakes for the players to avoid dithering/confusion * Enough bite to the time limit to create a sense of urgency (in Puppetland, one hour is one story, and if the PCs haven't won by the end of that hour, they've lost; either way, the story ends definitively) * Focus on description and weight to character actions, so every action counts, and general GM leniency in letting characters do things that are even remotely plausible instead of arguing about it, wasting time setting difficulties, etc. * Having some kind of obvious timer on the table so the players know how much time they have left and can pace play appropriately Fair warning: Puppetland is an extremely weird game! But it definitely has some good design principles for time-limited gaming.
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# ? Jul 17, 2018 00:12 |
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Pollyanna posted:At 30 minutes, go for Four Sherlock Holmes and a Vampire. i am trying to get some irl friends to run this tonight over discord
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# ? Jul 17, 2018 01:06 |
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The Nightmares Underneath having fighters do full damage on a miss and double damage on a hit had already made a good impression on me, and then I got to inflation rules.
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# ? Jul 17, 2018 08:36 |
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Oh jeeze I hope you mean for gold...
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# ? Jul 17, 2018 10:43 |
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Cassa posted:Oh jeeze I hope you mean for gold... Yes. TNU has rules for bringing all your dungeon treasure and flooding the economy with new money.
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# ? Jul 17, 2018 10:47 |
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thefakenews posted:Yes. TNU has rules for bringing all your dungeon treasure and flooding the economy with new money. This sounds like one of those ideas which could either be real clever or real tedious depending on the execution, how do they work?
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# ? Jul 17, 2018 11:32 |
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# ? May 24, 2024 18:58 |
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Reminds me of my idea that the D&D economy only exists from the PCs' perspective. More powerful items are more expensive because all the gold they've been spending has caused inflation.
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# ? Jul 17, 2018 12:08 |