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01011001
Dec 26, 2012

Cassa posted:

Aeternum and Fragged Hacked are popping into my inbox with drivethru rpg links.

Yep, they're all in! Looking good so far too.

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01011001
Dec 26, 2012

ProfessorCirno posted:

Yep, got mine! Curious - I didn't realize Fragged Kingdom doesn't have a bog standard human-ish choice.

Not that they’re 100% “normal” but I figure Corp were excluded because they make less conceptual sense given Kingdom’s conceits.

01011001
Dec 26, 2012

Ratoslov posted:

They might, but y'know, a species of greedy merchant types is a little more worrisome in a fantasy setting.

There's certainly that. My assumption was that in-universe if you had Corp it would imply the planet had meaningful outside contact but I'm not gonna argue against having less of those stereotypes around as well.

Subjunctive posted:

Yeah, I just don’t know why that set of racial attributes bothers me more in fantasy than in other settings.

There's a lot of historical precedent around persecuting people with those perceived characteristics in medieval times. It's pretty relevant in fantasy settings when you consider how most of those divide races by "role" to some extent or another.

01011001
Dec 26, 2012

ProfessorCirno posted:

I've said it elsewhere but one of these days I'm gonna (probably never) make a Shadowrun hack out of this system.

Seems like it wouldn't be too hard. The aforementioned race swaps, diversifying what you can get with Influence into a more generalized thing (for contacts, vehicles, boltholes, etc), and stealing FK magic traits/adding or refluffing stuff for cyberware would probably get you pretty much there. What other distinctions would you be looking for from it?

01011001
Dec 26, 2012

Evil Mastermind posted:

You're making the same mistake I did when I first ran the game: you're missing the level adjustments. Henchmen for "levels" 1-5 get lower armor.



Starting-stage henchmen should have Armor 2, not 3.

He should really just make the baseline 16/2 armor and add from there on that chart, it's pretty missable. Some of the traits also get an armor penalty on top of that.

In addition to that, though, you can use the Critical Boost strong hit to get past high armor if you have a wimpy weapon.

Ratoslov posted:

There are a lot of variations that reduce the resource cost of stuff. As long as you don't go hog wild on stuff that reduces your to-hit, you can get some good stuff out of there.

Especially worth noting on this front is the Particle variation for guns - it makes any Small Arms weapon pretty cheap for a penalty that, given the aforementioned armor reduction, isn't the biggest deal in the world at level 1.

01011001
Dec 26, 2012

It'll take a little fiddling to get it all to work together, it's not 100% plug-and-play because there are different subsystems/skillsets/etc that would jam together in weird ways. You might be better served just using and refluffing Fragged Seas or Fragged Kingdom alone depending on what you want out of science fantasy - Kingdom in particular is already fairly science-fantasy without much rework.

01011001
Dec 26, 2012

ProfessorCirno posted:

I've been DMing Fragged Empire, but there hasn't been a ton of the tactical combat simply because my group enjoys vague freeform with skill rolls more. When it HAS come up, though, I find it can often start to get irritating when non-henchmen just don't go down. Last game they managed to crit drat near everywhere until finally actually killing the fucker. Anyone else having similar problems? And like, yes, the answer is "guys, you can aim!" but, well, players gonna be players (and use every action to attack no matter what).

Late to this but if this is in the 1-5 resource difficulty range make sure you're reducing armor by 1 by default (to 2). A lot of players'll start the game with 3-4 crit weapons (or 2 crit if they don't grasp that the particle pistol sucks) which are pretty dicey as far as actually killing things against 3 armor quickly. Also keep in mind that crits still do endurance damage as well (because a strong hit is on top of whatever the original roll was), low-crit weapons usually have ok endurance damage so that'll get you there eventually if all else fails.

Is Analyze supposed to be hard to hit with? I don't think I've seen one land yet in the two sessions I've run so far.

01011001
Dec 26, 2012

I guess I’m not seeing much of a difference mathematically between that and spray/sighted shot (which is +per+skill), and those two typically employ weapons with an attack bonus or extra ROF or both.

01011001
Dec 26, 2012

The Hacked mech rules need a little tweaking to use as-is - he released an update yesterday that reduced Defense across the board by 4, but for similar reasons you should probably reduce the thresholds for non-attack rolled maneuvers from 12 to 8 and remove the NPC +4 to hit.

I'm a bit confused as to a good way to display parts/locations with weapons at a glance on the board. I guess I can fold some index cards around them or something?

Also I don't really like the initiative system but that's a problem that's been solved several ways in other subsystems so whatever.

01011001
Dec 26, 2012

Terrain or limited vision (like smoke).

Also, yes, armor only affects crit damage. That way it’s more possible to defeat high-armor enemies.

01011001 fucked around with this message at 13:09 on Aug 28, 2018

01011001
Dec 26, 2012

It's unfortunately a little more complicated than that because the Kingdom/Seas/Aeternum action sets draw far fewer distinctions between melee and ranged attacks - which is totally fine in the context of those systems but gets a little weird with Empire and its strictness regarding RoF, different kinds of each attack, etc.

01011001
Dec 26, 2012

Ratoslov posted:

Might be easier to start with Kingdom or Aeturnum and add in laser-guns.

Seas might be a decent starting point too because it has more ship-emphasis. But yeah, it’s really a question of what you’re looking for. The Fragged games are a little more granular and non-abstract than I’d probably think I’d want in a Star Wars game but all of the existing ones are gear porn for days so what do I know.

01011001
Dec 26, 2012

It takes two spare time points and 2 resources. In chargen you get I think 2+level spare time items/variations/mods of 14t or less - in this case you’d be using two of those.

01011001
Dec 26, 2012

Level 1 is a fine starting point, unlike D&D your stats don’t wildly increase over time. The biggest thing that leveling gives you are extra max resources/influence - if you’re aiming to advance them faster you might consider giving out more spare time opportunities if you want them to be anything close to caught up.

01011001
Dec 26, 2012

Bump from a main chat thread crosspost, I made a Fragged Empire -> Shadowrun hack:

https://drive.google.com/file/d/1WfLSmC7ZgMS883Bj0-c8-MGcMDYts5Cg/view?usp=sharing

I'd appreciate feedback on it if possible. If you'd rather not clog up the thread you can shoot any feedback you might have to fragged.shadows@gmail.com (or send me a PM). Gonna cross-post this to the FE thread in a bit too.

This does require you to have Fragged Empire (I wrote it in the referential style of Kingdom/Seas/Aeternum) so bear that in mind.

01011001
Dec 26, 2012

Sure, probably, though I'm slightly skeptical about discord for asynchronous stuff.

01011001
Dec 26, 2012

Edge is Edge because, well, that's what it is in (at least later versions of) Shadowrun and it fills the same role as Fate in FE. If I were to add an Influence-equivalent though it'd probably be Karma.

Riggers can be tricked out ride people too to some extent, there's at least one bit of cyberware for that! But yeah, in general making every basic archetype playable in infantry combat was a much more important priority so that's where most of their design thought went.

I considered adding the outpost stuff for that same reason but I couldn't get an implementation to stick that felt good to me so I dropped it. Nothing says it can't be plopped on top later though.

Regarding the Medicine idea I'm trying not to add too many other penalties to essence loss because it's already pretty nasty to have 4-5 skills be penalized but I've considered making it less of a hard "these skills" penalty and more of a soft "interpersonal stuff" penalty so that might be factored in for certain types of medical care (like extended/surgery).

Races are absolutely the bit I'm shakiest on because there wasn't a lot to work with in the base material. I might try to deviate a little from what the SR rulebooks say on that one because it's a pretty boring choice right now.

01011001
Dec 26, 2012

Yep. The issue is that FK races assume that you have both a race and background so the races are a little cut and dried to use as a starting point.

01011001
Dec 26, 2012

I think they make more sense for just-fantasy because of the more explicit social class component of a fantasy setting, whereas in Shadowrun you’re defined to some degree by how off the grid you are. I’m gonna aim to bring the metatypes up to the standard of Empire core for sure though, they’re a bit lacking in that regard.

Happy to hear you like it! My weekly group immediately jumped on board too so I’ll have some direct feedback from that as well. Aiming to have a 0.2.1 out sometime this week that includes some of the result of this (and their) feedback and adds a character sheet.

01011001
Dec 26, 2012

I considered the option and now Backgrounds are in (among other changes) - I used the Etiquettes from the Harebrained games as starting points for those. Also, as promised, there's a character sheet now.

https://drive.google.com/file/d/1C8Szmo9w1J0L2OWhiihl44Ngy8qWygp2/view?usp=sharing

01011001
Dec 26, 2012

Crakkerjakk posted:

Question: Why is Ready Attack melee only? Is there any other way to do an xcom-ish overwatch range attack?

It’s both unless I printed something wrong.

01011001
Dec 26, 2012

Gonna start running this for real today (if my group can get their poo poo together enough to finish chargen in a session).

Ratoslov posted:

How many Knowledges do you start with to buy spells and augmentations with?

4 Kn. This is something I swore I put in (because all of the pregens are built with it in mind) but now it's in for real (in addition to some other tweaks, v0.2.4 linked).

https://drive.google.com/open?id=1vLbaiI5icEFxFZqGk8V61-8sAfKJdpW4

Crakkerjakk posted:

And getting knowledge works just like Research, right? Spend a spare time point to study something appropriate to acquire Research Units/Knowledge on a 12 or less?

Nevermind. P68 of Kingdoms. Got it.

It's pretty similar to those rules on page 27.

01011001
Dec 26, 2012

neaden posted:

Has anyone played around with the mech rules yet? I'm contemplating the idea of using them with for kingdom for science fantasy mech adventures. Are they pretty workable and worth focusing a campaign around? Also are the rules in hacked sufficient or would the diselpunk game be worth picking up?

My group tried a few attempted combats with the mech rules in Hacked and they didn't feel great in my opinion. Mostly things just took too long because armor is pretty high, stability damage is pretty low for a lot of attacks, recovery is really strong, enemies don't just die at 0 to an attribute, facing is such a concern, and the various factors like stability, heat, individual damage, actions used for fast/slow turns, etc. got hard to keep track of. It looks like the rules in Dieselpunk are a little better because attributes are tied in a little mores strongly but they're largely similar.

Unrelated: here's FS v0.2.6, with some tweaks from a few sessions of playtesting and more to come. It's shaping up pretty well now. Once things have stabilitized tweak-wise I'll probably share it to the FE Discord or whatever to get a fresh set of eyes on it.

https://drive.google.com/file/d/1tL-aD_F34OMJYidZjh1lRmaqY5oBa067/view?usp=sharing

01011001
Dec 26, 2012

Pretty well! A big thing is that good armor being PC-accessible means you’ll have to use guns of 4+ crit for firearm crits to mean anything to PCs, I mostly consider that a feature but it bears noting.

It’s a little too easy to make a useless combat/assault spell which makes me sad. Not much to be done about it though.

Melee is pretty scary, I might tone some aspects of it down a bit because a skilled enemy with hand razors did horrific things to one of my PCs. I’ve started to draft out a 0.2.7 with some tweaks to things like damage and making surgery a little easier to use for cyberware (3+ spare time points to acquire the ‘ware and get work done is too much for practicality).

I’m gonna be trying to get them into situations where they fight less metahuman enemies so I can see how things like Spirits pan out. Also they’re getting into a car chase one way or another.

01011001
Dec 26, 2012

Yep, crit damage too low. My player went acid assault shotgun which is 1 crit...I’m considering putting a hard floor of 2 crit so they’ll usually do something.

I want to get things in better shape (and run it by the Fragged discord) before sending the source out for editing. fragged.shadows@gmail.com is up and running though, hit me up and I’ll hook you up with it when it’s ready.

01011001
Dec 26, 2012

Bumping with the most recent Fragged Shadows version because someone in the CSPAM game thread reminded me I haven't updated this thread with it in more than a month. Been playtesting it with my group and it's coming along nicely. Made very significant changes to Augmentations and Vehicles especially.

https://drive.google.com/file/d/1okQq3X18YYyzdqORrJz1NZZgel-gknKC/view?usp=sharing

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01011001
Dec 26, 2012

If I understood it right, most things stack unless specified otherwise.

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