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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Ryuutama, TBZ, Shinobigami and Golden Sky Stories all own bones.

Anima's pretty bad, for what that's worth.

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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Covok posted:

By Anima do you mean Anima or Anima: Beyond Fantasy?

Anima is, to the best of my understanding, a ~*brand*~ of faux-anime games. Beyond Fantasy is the RPG variant, and here's it's character sheet.



Action packed!

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Huh. I've seen it labeled as such in multiple places. Oh well, live and learn about terrible character sheets.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Cthulhutech.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
If you forget your Game Master's mask, it's gonna be real weird.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Serf posted:

Hence why they are The Best.

In terms of interesting species, I've always had a soft spot for the "monstrous" ones. Orcs, goblins, kobolds, bugbears etc. I always disliked how they were presented as acceptable targets for players to just kill without thinking. I remember reading the 3.0 Monster Manual in middle school and finding it odd that they given less intelligence and were always some flavor of evil. I guess the latter is more an issue with the whole alignment system, which is a dumb thing in general but even dumber to apply to a sapient species. Maybe it's just the contrarian in me, but I always thought that the "monstrous" species got a bad rap.

It's true.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
You can have my skeleton after I die, but you gotta catch it first.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Man, I hate the Bizarros.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

The Deleter posted:

Is there ANY fantasy/scifi that isn't creepy or rightwing bollocks though? Like, even Terry Pratchett's Discworld features a benevolent dictator who rules by dint of everyone being too scared for their own hides, okay with the status quo, or too stupid to take him out, and that's not even the most egregious example.

Goddamnit I'm really tired of seeing tepid military sci-fi and GRITTY DWARF NOVELS on the shelves.

Pretty much anything written by Iain Banks or any other Scottish author active during Thatcher's reign.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Lunatic Sledge posted:

And I read that as... well, uh, I read it wrong, let's just leave it at that

The reception's terrible, you constantly have to shout to be heard at the other end.

Ettin check your PMs

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
You can get a similar effect with bottle cap stickers. Having a hole punch is definitely easier than doing it with an Xacto knife or scissors, but it's workable. The stickers themselves are clear blisters with adhesive backing. You can get a hundred of 'em for about six bucks on Amazon.

If you're feeling really fancy and spendy/have access to a laser cutter, you can get the same effect with acrylic circles and some Mod Podge. Take your plastic, slap the glue on so that it's evenly coated, and then stick your printed-out monster, counter, PC portrait, whatever onto the bottom. It dries clear, and I like the weight you get from them better than just the stickers alone. The acrylic stuff will cost you more, however.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Evil Mastermind posted:

Man why can't we have an English version of Meikyuu Kingdom? :(

Caveat emptor.

I'm running the game Zero Count and ARB are in. It's more of a roll-dice-consult-chart simulator than an RPG. I think if you had the right group, in person, and were only interested in making numbers go up, it'd be pretty solid. As is, not doin' a lot for me.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Fragged Empire (and presumably its spinoffs) solve the problem of equal contribution pretty neatly. The game is compartmentalized in how it handles combat, non-combat, and vehicle scenarios, and during chargen you get to pick from skills a bank of options for each minigame - you pick your technical or social or whatever skills, a combat option, and what you do aboard a ship.

I'm a little surprised it's not a more common solution, since it's so brain-dead simple.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Yeah, but putting aside the shared context here, how often do you think Battle Century games focus on on-foot segments? I mean, you buy a game with a focus on giant robots to play with the giant robots, and everything else has to be a secondary concern to varying levels.

I could swear there's something else that I've played relatively recently that did a similar siloing thing, but damned if I can remember what it was.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Countblanc posted:

re: The Fury Warrior and MMO rotations, I think that sort of thing works in video games because there's a realtime component and execution requirement involved that makes otherwise fairly boring things interesting. And I don't mean that in a dismissive way, I love playing those sorts of games, but tabletop rpgs don't have that execution or visual spectacle (seriously, watch FFXIV Ninja do their rotation for a minute, it's really pretty, not to mention the various fight-specific spell effects) so it's a lot more boring to have those sort of pre-programmed attack order.

Basically, doing a combo in a fighting game feels cool because you're actually doing something that requires dexterity and practice, doing that same combo in a turn-based environment with each move coming out 5-15 realtime minutes apart is much less so. I remember making a monster for a 4e game who had an attack that did a basic thing, and then next turn he could use an attack that only worked if he hit with the previous one but it was a lot stronger, and then a third hit the turn after. It was really exciting to create, I felt like a genius at the time, but when I played it I could tell that doing that for more than a single encounter would have been really really boring and predictable. I think character powers in TTRPGs need to be more flexible and standalone without baked in combos to really be fun for anything more than a handful of combats.

What do you think of the Spellbound Kingdom combat system?

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
There are four discords, but you only need to eat three for the true ending.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
As a caveat to Battle Century and its expansion, make sure your GM is aware that they should avoid any kind of extra action or free disengagement powers for enemy characters, because it breaks the combat engine and it's unfun as hell.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
We tried, dammit.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Countblanc posted:

didn't it turn out to be more of a bad board game than an rpg? that was the vibe I got when someone posted about having played it here.

Can confirm. I dunno if it's fully bad as a board game, but Meikyuu certainly wasn't a good RPG.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
I too reckon my comparative level of horniness by the same metrics used by the Borg queen.

Which is to say, consistently have it bad for Patrick Stewart, and dissolving my flesh in engine chemicals to expose the clean, pure metal underneath.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Splicer posted:

Grassy gnoll?

Leave me out of this.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
If you can pay scale plus 50-200%, the actors don't care where the money comes from. I can assure you every one of those folks has worked on projects crappier than I'm Sad Murder Porn.

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grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Jimbozig posted:

Hey, since we were talking about reskinning, I'd like some ideas for a certain thing - the damage buff. In fantasy games, the cleric casts a spell to make you stronger so you hit harder and do more damage. How does that translate to a game where you are shooting bullets at enemies? How can a buffing class buff an ally's damage and have it "make sense"?

(The one explanation I don't want is "they point out the enemy's weak points" because that fits better with causing vulnerability or increasing the odds of critical hits, which are also cool buffs that the same class could have and having 3 distinct powers with the same fluff is dumb)

Temporal distortion allows your shooter to move slightly faster than their target, increasing relative velocity of the shot and decreasing the opponent's ability to get out of the way.

God miraculously guides your bullets straight and true.

The buffing character's powers work by tinkering with causality, shutting down entire paths of existence where the bullets did less damage.

An application of micro-sized contact-fuzed explosive coating increases damage when the slug hits.

The caster increases localized entropy around the bullet during flight, which aggravates any wound or damage it causes.

The engineer temporarily overcharges the shooter's railgun.

How does the original flavor work?

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