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I don't really think this should be micromanaged any more, but if there end up being other requirements, one should be a ludography so we can see what people
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| # ? May 31, 2012 00:38 |
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| # ? May 22, 2013 16:44 |
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This sounds super fun, I'm in. Time to rock a 4e retroclone!
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| # ? May 31, 2012 00:55 |
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J. Alfred Prufrock posted:In the spirit of the One True Edition, all four of the classes will be martial. And here I thought I'd be clever when my four classes were Marshal (Leader) Mercenary (Defender) Miscreant (Striker) and Marksman (Controller).
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| # ? May 31, 2012 01:01 |
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Swagger Dagger posted:I don't really think this should be micromanaged any more, but if there end up being other requirements, one should be a ludography so we can see what people Ludography? Could we please have some sort of index in the first page (or on the TGWiki, like the FATAL and Friends thread)? In Mikan's design contest it got difficult tracking whose RPG's were abandoned/still in progress/in a particular stage of development. I kept waiting for one that seemed like a cool concept to update, only to realize the dude had only posted once in some lost page (and had to backtrack there to find his only post). I'm guessing we have to do a straight up RPG? No Boardgames or such?
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| # ? May 31, 2012 01:02 |
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A ludography is like a bibliography, but for games instead of books. The ludography for Monsterhearts and Dungeon World, for instance, pretty clearly starts with Apocalypse World.
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| # ? May 31, 2012 01:29 |
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I've been cheating at this contest for months! I officially present myself as the moustache-twirling villain of this contest. I'm going to swagger into the thread each day, and show off my slick, expensive looking design, while my 'team' stands behind me smirking with their arms folded. Which plucky, rag-tag designer will beat me to the gold?? Nobody, that's who! My game is Core Alpha, which draws on Fate and 4e. It is a military scifi game with a default setting of dimension hopping mercenaries, which can be adapted easily to other scifi settings. This idea has been around for a while, and games like Torg and Nexus touched on similar terrain. The core setting conceit is that each dimension is is a different genre. One week, core operatives might be battling killer robots in a postapocalyptic wasteland, the next, they're fending off zombies and vampires in a black and white colored version of the 1940's. Week after that, they're tracking a dragon across the skies of The Ancient Kingdom while their face-man tries to bribe enough local wizards to cast the reality-warping rituals to get all their fancy high tech weapons working. The system is 4e style bounded encounters. Everything is balanced by encounter, for easy plot aplication. Two encounter types exist: Combat, and Challenges. Combat is like 4e combat only it's not on a grid (?!?!?!??), and reskinning is common- vehicle rules as a combat mod are likely included in a final product. Challenges are like skill chalenges, only they work. There are 4 combat classes, and a skill system for everything else. As seen in my awesome experimental skill challenges, variance in skills puts people in different roles in the challenges- different people are the 'experts' ni different scenes. I am using a system caled Feat Points. It's meant to distinguish them from their parent, Fate points, because they work differently. Also, it's an effort to erase the idea of 3e style Feats from existance by presneting a rival lexicon. The upshot of Feat points is that they're the ONLY way you can get a reroll, or much of a modifier at all, when rolling them swingy d20's, making aspect style play a tempting option even for people not used to it. More later. I got another fultile project i'm working on today. I'll probably just put up another thread for this thing to avoid flooding this one.
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| # ? May 31, 2012 01:53 |
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Catastropost posted:fending off zombies and vampires in a black and white colored version of the 1040's. Best typo. PCs battling zombie and vampire IRS agents on a battlefield dimension that consists of an endless plane of yellowed, crackling 1040 forms. Vulnerable 5 (do you have that receipt), resist 5 (deductions).
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| # ? May 31, 2012 02:08 |
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I might get in on this. I have enough in the way of
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| # ? May 31, 2012 02:14 |
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Color me intrigued! I have nothing specific or "official" or set in stone yet, but it'll get my brain meat churning. Edit: Are we allowed to snipe from half-D&D games, like D20 modern or Star Wars Saga Edition?
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| # ? May 31, 2012 02:18 |
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ProfessorCirno posted:Edit: Are we allowed to snipe from half-D&D games, like D20 modern or Star Wars Saga Edition? I don't care if you put talents in you game, but for the love of God do a better job than either of those games.
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| # ? May 31, 2012 02:23 |
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Can I take inspiration from D20 Modern, ostensibly a D&D-esque product? What about Gamma World, which is directly inspired from D&D and 4E? edit: drat it Cirno But yeah I have some ideas based on stealing certain concepts, not mechanics.
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| # ? May 31, 2012 02:23 |
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If people keep asking all these questions I am going to have a lot of leg breaking to do.ProfessorCirno posted:Are we allowed to snipe from half-D&D games, like D20 modern or Star Wars Saga Edition? Laphroaig posted:Can I take inspiration from D20 Modern, ostensibly a D&D-esque product? What about Gamma World, which is directly inspired from D&D and 4E? Byers2142 posted:I'm so in. For when we submit our outlines/modules, where should we submit to? ZenMasterBullshit posted:Quick Question, Does Chainmail count as D&D for this competition? PublicOpinion posted:Throwing my hat in the ring. Is there a good source of free official adventures to convert? Rigged Death Trap posted:Can entries be straightfoward, information dense three page per module deals? Rasamune posted:Must we explicitly state which version of D&D we're cloning, or will our submissions' D&D-ness be determined by the panel? QuantaStarFire posted:Can we poach features from 5th, such as backgrounds/themes and such? NinjaDebugger posted:Is it acceptable to, for example, poach 4e's combat system wholesale and just rebuild everything around it, and just reference those rules instead of trying to retype all of them to avoid copyright?
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| # ? May 31, 2012 02:23 |
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Red_Mage posted:If people keep asking all these questions I am going to have a lot of leg breaking to do. To be fair, we are asking because of the criteria of: "Loyalty to source material: The game must have one or more of the versions of D&D as a clear ancestor. Marked superiority: The game must offer clear improvements, mechanically and/or flavor-wise, over its source game."
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| # ? May 31, 2012 02:26 |
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Laphroaig posted:Can I take inspiration from D20 Modern, ostensibly a D&D-esque product? What about Gamma World, which is directly inspired from D&D and 4E? I am not asking for a comprehensive ludography. You will be judged on the lineage of your game as it appears in the game, i.e. if it reads, plays, and operates like D&D. Make what you want to make! Be creative! Just make a D&D clone. Also, ignore Red_Mage. We're trying to get him to switch to decaf. Or tramadol.
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| # ? May 31, 2012 02:28 |
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If we're following from an edition that has Race as Class, then would we just have to make 7 Classes/races? Also, why do we have to remake an old D&D adventure?
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| # ? May 31, 2012 02:33 |
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Spiderfist Island posted:If we're following from an edition that has Race as Class, then would we just have to make 7 Classes/races? Probably yes to the first. The second is because this is to show that goons can outdo mike mearls in 1 month, and part of the 5e playtest was an old adventure.
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| # ? May 31, 2012 02:34 |
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Rigged Death Trap posted:Can entries be straightfoward, information dense three page per module deals? Dwarven. Your three races will be Mountain Dwarf, Cave Dwarf, and City Dwarf.
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| # ? May 31, 2012 02:36 |
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Red_Mage posted:Yes to the first. The second is because this is to show that goons can outdo mike mearls in 1 month, and part of the 5e playtest was an old adventure. You can stop ignoring Red_Mage for this post.
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| # ? May 31, 2012 02:37 |
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I'm going to remake Keep on the Borderlands by E. Gary Gygax just to be even more of an rear end.
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| # ? May 31, 2012 02:40 |
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I'm in! And I
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| # ? May 31, 2012 02:44 |
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The problem is that every edition of D&D reads, plays and feels differently so the goal sounds pretty nebulous but I guess that is by intent. Since I greatly dislike pretty much every thing that can be easily identified as common to most editions of D&D, this should be a... thing, if I get to participating.
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| # ? May 31, 2012 02:46 |
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Oh poo poo I am so in.
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| # ? May 31, 2012 02:50 |
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I hope the secret prize from Mikan is 13th Age related.
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| # ? May 31, 2012 02:56 |
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I will be attempting to submit an entry to this contest. I have never tried anything like this before except for an abortion of an attempt at a Harry Potter RPG that never got to the playtest stage. Expect something gloriously awful.
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| # ? May 31, 2012 03:10 |
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I'm going to get something going for this. It should be interesting! E: Interesting for me, that is. Quite probably not interesting for the rest of you.
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| # ? May 31, 2012 03:12 |
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Well, drat. On the one hand, I've got a notebook right here with a list of core principles of what I'd want out of my own personal D&D heartbreaker. On the other hand, I've got a stupid head cold and it hurts to think. I guess I should just suck it up and go for it anyway.
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| # ? May 31, 2012 03:23 |
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HitTheTargets posted:Dwarven. Your three races will be Mountain Dwarf, Cave Dwarf, and City Dwarf. That actually sounds simple enough for my procrastinating mind. Dwarven Dungeon Delving Squad is a go go. Face dangers as the Dervish, the Deadeye, The Daredevil or other exciting classes!
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| # ? May 31, 2012 03:35 |
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In like Flynn. Oh God this will be terrible...
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| # ? May 31, 2012 03:51 |
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Alright, gently caress if I know what I'm going to call it yet but I'll be doing a Basic mod with 4e elements. Unless Gau tells me not to I'll use a few takes on pre-existing concepts that are inspired by 5e ideas (specifically I really like the idea of some powers, namely SoD ones, working differently depending on how many HP you have left, and I think that there are cool things you can do with breaking up healing surges into something that you get more of as you level), but the core of the game will be around Basic's dungeon excellence. The big question I'm facing is how I should define its D&Dness. Do I try to make a game that would 'feel like D&D' to people who are really attached to the game's surface concepts, or do I just try to emulate the basic game-style? Or, in other words, do I junk Ability Scores for being horrible or do I just try to find a way to work with them? I'm torn on this issue.
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| # ? May 31, 2012 04:07 |
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Couple of random notes about my awesome game. Blasts Rather than a grid, the system used a Blast. Put simply, the blast is a universal measuring tool. Imagine a circular ring made of a few layers of strong cardstock, in which you could fit say, 4 miniatures in a row on standard 40k bases. The blast is applied to the combat map, for all measurements- you move in blasts, and force moves in blasts. A blast is your base AOE. Anyone in a blast with you is in melee with you. I've done this for three reasons. One, I want to see wether a 4e style combat system can be put in a sligtly looser format- one likely to save time, as well. There's heaps of precedent for this in miniatures games, which tend to be gridless. Two, since the setting is mainly military scifi, I want people to be able to use the resources they have. That means 40k terrain, floorplans from scifi mags, and anything else they can think of. In fantasy, there are a shitloads of gridded map resources. Scifi, not so much. The blast is essentially a portal grid that's laid down wherever it's needed. Three, it allows for a genuine mapless combat system as an alternative. Together with Sectors, Blasts forms a more detailed take on the Zone idea from fate. So in mapless combat, you move a blast to get to the edge of a sector. If there's a hazard in your sector, and you are forced move a blast, you end up in that hazard. The idea isn't to create a system where mapless and mapped combat are identical, but one where the balance hangs together in basically the same way in each version of combat. Defences 4e has too many defences. It's better than other takes but it's still too many, and worse, they're too arbitrary. It doesn't really matter what defences you choose to boost, because the range of monsters and targets means that at best the choice of defences can be arbitary, at worst, the DM just decides who's going to be hit by what their monsters are strong against. For Core, i'm fixing this by making defences vary by mission setting and genre. Put simply, each PC has a 'weak' and 'strong' defence value. They'd probably vary by about 3-4 points between them for most pcs. These will be quite uniform, although Tanks/Defenders might have less variance. Here's the fun bit. Whenever you go on a mission, you're going to be facing foes who have two types of attacks. For instance, if you're fighting Alien Xenomorphs, their attacks are either Chitin, or Toxic. Chitin will be fangs, talons, a crushing impacts, while Toxic will be spitting poison, acid blood, and so on. As soon as the first combat begins (or prior, if good intel is avilable), Each player decides which attack their PC's defences are weak, or strong against. One player might decide their pc is agile enough to avoid fangs and talons, but not heaily armored enough to deal with much poison or acidic blood. Another might have a strange alien physiology that can deal with molecular acid, but not a giant monster trying to bite their head off. Each player can explain their strong and weak defence however they like, and the fights are balanced so that both defences are in play roughly equally. This makes the variance in attacks really meaningful, but also makes it serve the key setting concept- that these Operatives go into all sorts of different, extremly dangerous situations. In a cyberpunk blockwar, they face Blasts, and Blades. In a zombie apocalypse, it's Crush and Rend. In deep space starfighter combat, it's Beams and Torpedos. Each new type of enemy puts the group in a different tactical situation, and each attack the enemy's make uses the same system, but has a unique set of risks.
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| # ? May 31, 2012 04:13 |
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To prevent all those repeating questions, y'all should clarify whether a "D&D clone" is either mechanical or thematic. I assumed that you meant thematic: it is a dungeoncrawl-based game with lots of randomness in regards to dice and a focus on fantasy tropes. Not, like, "must be d20 based, with the exact Attributes of a particular d&d version." I assume this 'cause you mention Dungeon World. Is this correct? If it is, then people can stop asking if they're allowed to use a certain splat or whatever.
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| # ? May 31, 2012 04:46 |
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Yeah, I'm hoping I'm safe as long as I include a) dungeons and b) dragons, with a healthy side of "kill things and take their stuff".
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| # ? May 31, 2012 04:50 |
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Maybe you guys should stop being so loving goony about the rules and just run with it.
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| # ? May 31, 2012 04:50 |
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Not a part of the guys running the contest, but I'm pretty sure that's the thing. It just has to "feel like D&D." Whatever that means to you. It's the same old argument type. Obviously, if it "feels like D&D!" then it's sufficient. I'll make a game that's actually fun, though, because D&D feels like wiping with coarse sandpaper most of the time to me.
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| # ? May 31, 2012 04:53 |
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Catastropost posted:Maybe you guys should stop being so loving goony about the rules and just run with it. Yeah, this was kinda exactly what I was trying to say
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| # ? May 31, 2012 04:59 |
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SO, the basic principles I want my game to have: Look to OD&D for aesthetics. You're not automatically heroes from level 1. You're adventurers. You're there to loot the tomb because it's there and hopefully full of money. Characters are largely disposable. From this, by extension, losing a character can't be too painful. Making a new character should be as fast as possible, and a new character should function just fine alongside old characters. No level treadmill. Yes, get better as you level up. But if you get +10 to hit from level, and monsters get +10 to defense from level, what's the loving point? Compress that poo poo down. Get the number spreads under control. Doing more damage at higher level is better for gameplay than gaining attack bonus. Death to ability scores. Well, not exactly. But always remember how badly they gently caress D&D, and don't let them do that. Binary results are dull enough. Binary results where failure means wasted time are loving boring. Botched rolls should lead to hard choices. Look to Apocalypse World for inspiration. Hah, here's one that the contest automatically handles for me: Organize the product like OD&D. First box is levels 1-3, etc. Every player gets equal agency in the game. No one should ever have to ask the DM's permission to be able to perform their role. Make things easy on the DM. Monsters should fit on an index card while still having interesting features. Monsters that can be condensed to a single line are even better. Monsters that can be invented in whole cloth on the spot without having to open the book are best. The design should support any number of PCs, and should handle PCs joining and dropping from adventure to adventure, or even session to session, without headaches. <- Can you tell I have an unreliable play group?
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| # ? May 31, 2012 05:36 |
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Since a lot of us seem to be basing our Heartbreaker on 4e, does anyone have resources for the underlying structure to point us to for tips? Stuff like how many hits does it take to kill a monster/PC on average?
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| # ? May 31, 2012 05:46 |
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Catastropost posted:Couple of random notes about my awesome game. Oh yeah, in my awesome game I have the following. (Note: Full credit to DirtyCajun for Funhavers ideas). Welcome to a land of wonder and danger. You are about to journey into worlds where magic and monsters are the order of the day, where Destruction and Order are forever at odds, where Adventure and Heroism are the meat and drink of all who would seek their fortunes in un-common pursuits. Welcome to New Thac0. All monsters and creatures have a Defense, which is the number you need to roll on a D20 to affect the creature. Most monsters have a defense of 11+, which denotes that you need to roll an 11 or higher on a D20 to damage the creature. This defense is used for both Combat and Interaction encounters, and does not change. All misses deal Half Damage. Damage is a static number based off of your level, it is not rolled. All half effects are rounded down. Damage subtracts from Heroic Perseverance Points, (HPP), a measurement of your grit, morale, energy, determination, toughness, mental fortitude, and general heroism. HPP increase with each level. Damage represents wearing down of a foe, with only an attack that reduces HPP to 0 or below actually representing a wound, demoralization, or some other more permanent effect on a foe. While Defenses remain static, HPP and Damage scale with level. A level 1 lovely Goblin has just as much a chance of bypassing the Defense of a level 15 Fighting-Man, but his Damage compared to the HPP total of the level 15 Fighting-Man renders his attack much less meaningful to an Epic Hero. A level 1 Corrupt Magistrate speaking vile rumours about a level 15 Burglar might deal 3 points of damage to the Burglar's HPP during a Social Interaction Heroic Encounter, but will not overly phase the Burglar due to their experience and composure. Being surrounded by a horde of lovely Goblins can still be dangerous for the Fighting-Man, as would being denounced by a large mob of angry citizens for the Burglar. Everything runs off the Improvisation Engine. You get 2 Combat Themes, 2 Social Backgrounds, and 2 Exploration Themes - one from Column A, one from Column B. You can do an improvisation at any time, and choose from a list of applicable effects to inflict, while being strongly encouraged to make up your own that is in line with the listed effects available for your tier (games goes 1-15 across 3 tiers). This occurs on a roll of 14+. If your chosen improvisation falls under your Theme or Background, it occurs on a roll of 7+. If it possible to inflict an effect, but not deal full damage, when comparing the result against the Defense of the target. Once per Heroic Encounter at level 1, Twice per Heroic Encounter at level 5, and Three times per Heroic Encounter at level 10, a player can choose to invoke Heroism. They declare their improvised action, and it automatically succeeds, dealing full damage if applicable, no roll needed. Ranged Actions provoke Opportunity Responses, (OR). An OR requires you to make a roll vs. the Defense of the target. On a success, you negate the action that provoked the OR. You have a Move action, to move a listed speed in meters, or to use an Improvisation Action based on your Exploration Theme and move a speed in meters. Move action Improvisations do not deal damage by default. Movement can occur at any time during your turn, before, after, or during your improvised actions, but an OR from leaving a square threatened by an enemy will negate your movement action if the OR succeeds. You have a Standard action, to make an attack, bellow a roar, belittle a foe, cast a spell, invoke the wrath of your god, throw caltrops under the feet of your foes -whatever you choose with your Improvisation. You can also simply make a D20 roll vs. listed Defense to deal damage, but all Standard Action Improvisations deal damage by default. A good insult can demoralize a foe almost as much as a sword blow! You have a Minor Action, which cannot generally be used to Improvise, but to effect the world around you, to draw and use a Consumable, and other minor actions. Minor actions do not by default deal damage. Engaging in a Heroic Encounter that causes you to lose HPP causes Fatigue, which is shared across the party. Fatigue increases the amount of Damage you take when you take damage by the current Fatigue amount. 1 hour of rest removes 1 point of Fatigue. Feat Noun: An achievement that requires great courage, skill, or strength. Feats are achievements. An example is to sustain 100 HPP of damage over the course of your career, earning you the Feat "Tough as Nails", which would grant bonus HPP. At 500 HPP sustained, you would earn "Nails wish they were as Tough as You", and at 1000 HPP "The iron from which the primordial nail was first wrought." Some feats are provided; the DM is encouraged to create his own as appropriate for the campaign and adventure. A Feat can even become a resource from which to fuel further Improvisations, allowing them to be made at a 7+ instead of the normal 14+. Magic items function as activated abilities you improvise with. A Frostbrand Sword would give you the "Magical Sword of Pure Cold" improvisation, allowing you to make an attack that attempts to freeze the marrow of an enemy, giving access to the Immobilized effect on the hit at Tier 1 (normally a Tier 2 effect), or to freeze the surface of a lake while making a Movement improvisation. Preparations and Consumables are generally activated with a minor action, and allow access to an improvisation during the battle (a Rune of Frost, for example, placed on a sword), allow healing of HPP with Potions of Restoration, give more Damage against a certain kind of enemy such as an Oil of Goblinbane, and so forth. Example Monster Stat Block Name (Defense, Level, HPP, Damage per attack, Combat Theme, Social Theme, Exploration Theme, Movement) [Movement in Meters] lovely Goblin (D 8+, L 1, HPP 3, DpA 1, CT Skirmisher, ST Minion, ET Spelunker, MV 10) Examples of Combat Themes (work in progress, not finished): Column A: Fighting-Man - Fights Magic-User - Uses Magic Burglar - Burgles Column B: Weapon Master - A master of weapons and their use Brawler - Master of unarmed fighting and dirty tricks Lord of War - A master of martial tactics Guardian - A protector of all under their care Magical Trickster - Augment what you do with magical tricks Stage Magician - uses mundane tricks to fool opponents Mage - Formal magical training in a magical discipline(s). Avatar of a God - A champion infused with the will of their deity Healer - Heals Laphroaig Note: Not 100% sure of this one yet, can probably restore HPP equal to how much their Standard Action would have dealt in Damage. Math so far does not assume there is a Healer in the party at all. Bandit - Brutal badass, scar optional, moustache mandatory Ninja - Sudden stealthy strikes the shadows / the cherry blossom softly falls / you get the idea Assassin - Trained killer Alchemist - Makes useful concotions Artificer - Makes useful inventions --- I intend to write the whole document in that style as I convert over Keep on the Borderlands. Getting the cadence right on these old modules is fun, and if you read the DM advice its still pretty applicable. It really takes reading of the original modules to understand just how wrong the grognards wanting a gritty and realistic play experience are - it never existed, and the modules loving tell you how to run them and communicate with the players.
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| # ? May 31, 2012 06:07 |
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Superstring posted:Since a lot of us seem to be basing our Heartbreaker on 4e, does anyone have resources for the underlying structure to point us to for tips? Stuff like how many hits does it take to kill a monster/PC on average? The answer for monsters attacking PCs is 4-5 with Monster Manual 3 math, but its subject to a lot of variance from monster to monster and with effects. A good Striker is killing .6 monsters per round, a Fighter is killing like .4 monsters per round, so you have to kinda average it out across the party. Basically, an encounter of 5 PCs at level 1 vs 5 Monsters is going to have the Monsters dropping a PC in about 3-4 hits, with the PCs killing the Monsters in 2-3 rounds.
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| # ? May 31, 2012 06:10 |
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| # ? May 22, 2013 16:44 |
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Introducing my City of Heroes / 4e mashup concept: Kingdom of Heroes (god I need a better name, someone help me out) Players are one of five classes--Killer, Subduer, Protector, Commander, and Lineman. Each of these classes has several class features--three to start out with. Each character selects two class features, but they don't all both to be from their own class. Default HP, defenses, and generic bonuses arise from the chosen class. Power selection comes from any class or feature--if you have the appropriate feature the power will be slightly better, but no power is useless in anyone's hands. Races provide access to certain racial powers. Again, anyone can take any of these at the appropriate level with no restrictions, but they will be slightly stronger than the default powers. There will be the classic six ability scores rolled as a guide to role-playing, but they will have no impact on the game's mechanics at any point, for any reason. All PCs will have an Origin, which is what they were before they became a hero. Explicitly forbidden will be scholastic militant backgrounds--the chosen ones were not chosen from orders of paladins or arcane academies. Allowed but discouraged will be generic backgrounds like Shitfarmer or Soldier. Allowed without reservation will be origins like Police Seargent or God or Regent's Bratty Son. Allowed and encouraged will be origins like, Block Of Wood Carved By An Artist With No Son, or A Man Who Cast Away Everything He Owned To Become Someone New. Heroes come from a heroic apothesis, not from going to heroic school and learning how to hero it up. In any case, the Origin will serve as the PCs skills, and will expand into the mundane talents the character can reliably invoke. All PCs also have a goddamn Superpower, which is only tangentially related to combat. One might have the ability to destroy the works of man with a blow, allowing him to tear his way through castles and bulwarks with ease. Another might be able to shrink at will, or cause thick fogs to roll across the land, or slowly create phantasmal duplicates of any object he can touch. These are not combat abilities, but are tools to achieve non-combat challenges. Weapons will have mastery bonuses, like a full selection of feats from 4e or mastery from basic, but the player will not have to specialize in any way to use them. If a PC picks up an axe, he can use the axe bonuses automatically. This is a simple way to differentiate weapons from one another. It will have hardly any Interrupts or Reactions, because we have poo poo to do in the morning, goddamn let me take this goblin's turn already. The release version of this RPG will be levels one through three, but the ideal game will cap at level 12... levels 1-5 are classic scrubby adventurer levels where the heroes will save towns from orcish armies and slay dragons for their treasure. Levels 6 through 9 are world-spanning adventures where the PCs shape the destinies of nations. And levels 10, 11, and 12 are high cosmic, where the PCs . The most notable difference between the tiers is that your superpower undergoes evolution at each tier. A tier 1 power of destroying constructed edifaces at a touch would become a tier 2 power to shatter entire castles and buildings, and a tier 3 power to destroy cities, organizations, beliefs, or concepts, leaving the populace to find new meaning, free from their constricting lives. Unfortunately, that is beyond the scope of the initial release.
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| # ? May 31, 2012 08:04 |



















