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P.d0t posted:New blogpost for The Next Project is now up. Is really good
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# ¿ Sep 13, 2017 00:36 |
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# ¿ May 15, 2024 07:27 |
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I am not looking forward to the inevitable murder-suicide.
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# ¿ Sep 15, 2017 15:19 |
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Rules Compendium, Monster Vault/MM3, Offline Char Builder
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# ¿ Sep 21, 2017 00:37 |
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Countblanc posted:i dont get that reference and i'm 30 Put down your keyboard and go watch The Crow
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# ¿ Sep 24, 2017 22:20 |
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Countblanc posted:who the heck holds their keyboard Weirdos who haven't seen the Crow
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# ¿ Sep 24, 2017 22:32 |
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One thing that's always bugged me about random hit locations is that it is not especially difficult for a practiced combatant to hit what they're aiming at.
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# ¿ Sep 28, 2017 18:57 |
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They could have easily broken out talents in alphabetical order.
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# ¿ Oct 16, 2017 15:02 |
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Moriatti posted:Mario + Rabbids: Kingdom Battle Map features are especially important to make an encounter dynamic. Put a trap or hazard(s) into the encounter and let both sides take advantage.
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# ¿ Oct 20, 2017 19:55 |
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P.d0t posted:So I'm in the process of getting ready to do a major re-draft of my heartbreaker, The Next Project, and as such I'll be looking for feedback, and people I can bounce ideas off of regularly. I've had a discord server set up for a while now, but it's been kinda slow as of late. pd0t is making rpg gold, and you should all be jumping in to that Discord.
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# ¿ Nov 7, 2017 21:28 |
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Definitely something that I encountered when I was writing introductory CYOA adventures - put all of the rules for everything into a single encounter, and it was way too much to learn all at once
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# ¿ Nov 8, 2017 21:17 |
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Nuns with Guns posted:Alexander Macris ... used his position at a gaming magazine to promote his OSR game. It's about ethics in game journalism.
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# ¿ Nov 10, 2017 15:44 |
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Hi Chat Thread, https://www.lookingforgm.com/ lookingforgm.com posted:Find the perfect Game Master.
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# ¿ Nov 13, 2017 04:40 |
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Plutonis posted:How much are talking I'm not signing up, you sign up. fakeedit: Under minimum wage, I bet.
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# ¿ Nov 13, 2017 04:46 |
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It's Tuesday, and that means it's time for me to write a bunch of words on improving the non-combat system in Let Thrones Beware. Where there was once an elaborate but boring collection of pre-written set-piece non-combat challenges, there's now a dynamic roleplay-driven approach that emulates the style of Ocean's 11 heist-style planning and execution.
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# ¿ Nov 14, 2017 18:05 |
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If you're not RPing as members of a drow house on the message boards of a browser based web game, I don't know what you're doing with your life. (You're wasting it)
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# ¿ Nov 15, 2017 05:19 |
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Splicer posted:That's easy to do in a pure skills or class based system, but once you throw ability scores into the mix it all goes pear shaped. EotE is the only ability scores + skills system I've seen where you're rewarded for having a high skills/stats combo without meaningfully penalising low stats in a high skill. And in a swords and sorcery setting this still doesn't address the spellcasting verbs issue. Everyone applies their top ability score mod to their trained skills. No class restrictions on skills. Arcana is a knowledge skill, not a casting skill. Done.
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# ¿ Dec 12, 2017 16:02 |
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Splicer posted:Except now Strength is even more useless, because you can max your Athletics by maxing Intelligence or Dexterity and spending a single skill point in Strength's sole noncombat skill, while also getting a bunch of decent secondary skills. It's a bit of a catch 22. Not an unsolvable one, but it's not that easy. Why would strength be useless? It'd allow a fighter with beefed up strength to apply that bonus to any of the game's skills. E: if you're worried, just say that 1/2 your max attr. bonus is what gets applied to non-trained skills. slap me and kiss me fucked around with this message at 16:33 on Dec 12, 2017 |
# ¿ Dec 12, 2017 16:30 |
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If you've a better idea for making skills equitable in a game that's built around ability scores and mods, I'm all ears.
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# ¿ Dec 12, 2017 16:49 |
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Splicer posted:If I've come across as jumping on you it was not intentional and I apologise. I'm not attacking you, I'm having an enjoyable discussion about a subject that I've put an unhealthy amount of thought into. The difficulty inherent in making a high stat OR training viable while leaving a high stat AND training desirable is a pet topic of mine. Not at all. I'm starting a 4e game in the near future, so I'm actually quite curious about the best ways to make the skill system more equitable. In making LTB, my approach to this problem was to eliminate ability scores entirely, and abstract the skill system such that any species/background/class combination could tackle any problem using a collection of choice-derived non-combat powers.
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# ¿ Dec 12, 2017 17:09 |
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The Grimspace is extremely grimdark and grimcold. No-one can hear you grimscream.
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# ¿ Dec 19, 2017 04:29 |
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There's also the oft-forgotten The Game Writing Workshop: Let's make (and finish) our game projects! thread
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# ¿ Dec 21, 2017 19:04 |
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Gotta be faster than that if you hope to beat the master of "working from home."
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# ¿ Dec 21, 2017 19:10 |
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I would much rather aspire to be a PTBA Chad than I would a Starfinger Incel.
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# ¿ Dec 21, 2017 20:11 |
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Halloween Jack posted:For one, so much of the game is customizable that it takes a long time to read through and digest. I find myself having this problem with a lot of newer, better-designed games, including Fragged Empire and Let Thrones Beware. They are easy to reference but difficult to chew through and fully digest. A public compliment? This is fuel for literally months more of development! Can you unpack what you mean by difficult to chew through? I'm sure interested in hearing stumbling blocks so I can make it easier for people to pick up.
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# ¿ Dec 22, 2017 20:49 |
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From 2e:
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# ¿ Dec 27, 2017 23:33 |
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Haystack posted:Has any game really managed to tackle the broad vs narrow problem with freeform skills? Heroquest technically has rules that are supposed to penalize really broad abilities, but I've always felt like they put the GM in a bad place. Yo
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# ¿ Dec 29, 2017 22:23 |
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Haystack posted:Mind breaking it down for me, or at least pointing me at the relevant blog post and/or rule? Sure - System One: I started out by giving players a few set skills based on class and background, and then letting them choose the rest. They'd get a range of +X values to match up, based on where they wanted the character's strengths to be. I discarded this system because it was total crap. System Two: Going back to the drawing board, I gave skills a complete rethink. My inspiration was the old Conan movies. "Have you ever," I thought to myself "seen a movie where Conan isn't able to do the thing he needs to do?" The answer is no - Conan might not achieve his goal the same was as the gnarled old sorcerer or sneaky rogue will, but he'll always be able to do what he needs to do. With that in mind, I decided to do away with making the focus of the skill system the names of the skills - Sneak +3 vs Smart +2 is super dull, in retrospect and especially long-term, why shouldn't my high-level hero be able to sneak or barter effectively? He's got more experience haggling for goods than anyone in the entire city! Going forward, anyone could tackle any obstacle. I took a page from the attack/counter/interrupt system I use for combat, and gave each class and background a suite of non-combat powers that can be used against any type of obstacle. I also added special features to backgrounds - now, your criminal isn't sneaky because she has "Sneak +3" written down, she's sneaky because her background feature allows her to bypass mechanical blocking zones included in non-combat challenges. Likewise, your merchant isn't a merchant because his character sheet says "Haggle +2" - literally any hero can haggle with merchants. Rather, he's effective because his background feature grants him bonuses managing party resources.
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# ¿ Dec 30, 2017 01:14 |
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# ¿ May 15, 2024 07:27 |
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funmanguy posted:whats the first book ever published that contained both dungeons and dragons? The Legend of Huma, but word of caution, it's an erotic dragon.
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# ¿ Jan 1, 2018 02:19 |