|
cadenza posted:Hello thread. I'm going to be in Tokyo next week and am super excited about checking out this Yellow Submarine store! I wondered if anyone has any other recommendations for me while I'm there. I should be spending some time in Kansai while I'm in Japan as well, so if people know any places in Osaka/Kobe/Kyoto then I'll check those out too! If you end up in Hiroshima there's a Yellow Submarine with a small assortment of RPG things. It was mostly waifu CCGs when I was in there about two weeks ago, but they did have a couple shelves of Japanese and western RPGs as well. It's on the way to the Peace Park from the train station, in a shopping arcade.
|
# ? Apr 21, 2014 14:40 |
|
|
# ? Apr 28, 2024 16:01 |
|
InfiniteJesters posted:How would a Kancolle RPG work, anyway? It seems like something that would work better as a strategy RPG or Warhammer 40k-style game than a straight up RPG. "In the grim darkness of the far future, there is only Wo."
|
# ? Apr 21, 2014 15:31 |
|
InfiniteJesters posted:How would a Kancolle RPG work, anyway? It seems like something that would work better as a strategy RPG or Warhammer 40k-style game than a straight up RPG.
|
# ? Apr 21, 2014 17:44 |
|
cadenza posted:Hello thread. I'm going to be in Tokyo next week and am super excited about checking out this Yellow Submarine store! I wondered if anyone has any other recommendations for me while I'm there. I should be spending some time in Kansai while I'm in Japan as well, so if people know any places in Osaka/Kobe/Kyoto then I'll check those out too! There are Yellow submarines in Kyoto and Osaka as well. The top floor of the Osaka one had a lot of good stuff from what I remember.
|
# ? Apr 21, 2014 19:03 |
|
mikeycp posted:There are Yellow submarines in Kyoto and Osaka as well. The top floor of the Osaka one had a lot of good stuff from what I remember. Fantastic, thanks! I am interested in maybe picking up something like the Alshard core book but I'm wondering if it contains furigana? I don't know many kanji so I'd be reluctant if I won't be able to understand a lot of it - stopping to look up every character I don't know (which will be a large, large percentage of them) doesn't sound too fun.
|
# ? Apr 24, 2014 06:09 |
|
So, in case anyone missed it, the PDFs for Double Cross and the Advanced Rulebook went up yesterday. I had somehow managed to miss all the discussion in here and had never heard of it, but I picked it up on a recommendation from Mikan and boy howdy do I not regret it. I'm still having some issues wrapping my head around Lois' and the structure that they want for scenes, but this thing is thematic as all hell and I love it. The two titles are #1 and #6 under Small Publishers, so hopefully they do well enough to get the translator to bring over more of the supplements and alternate settings. I don't have enough grasp of it yet to solo GM it, but with the way that it allows GM experience and switching out pretty well, if anyone is of the mind to work on co-GM'ing it with me just say something here or toss me a PM.
|
# ? May 1, 2014 14:22 |
|
Ver. Blue Entertainment said over on G+ that they're going to bring Public Enemies (the False Hearts sourcebook) over next.quote:We do intend to release Public Enemy as a PDF. We are currently waiting on confirmation from FEAR.
|
# ? May 1, 2014 14:26 |
|
Oh, and it looks like Ver. Blue just updated the PDFs with bookmarks, so get to redownloadin'.
|
# ? May 1, 2014 14:43 |
|
Potsticker posted:Well there was a two season anime recently where Nylathrotep, Hastur and others were kawaii animes who fell in love with a normal human boy. Yes. Haiyore! Nyaruko-san. Complete with bosomy boardroom Cthulhu and a cutesy shantak. Here is the OP. Basically all you need to know. Ggggh. Goat Bouillabaise fucked around with this message at 14:50 on May 1, 2014 |
# ? May 1, 2014 14:45 |
|
Goat Bouillabaise posted:Yes. Haiyore! Nyaruko-san. Complete with bosomy boardroom Cthulhu and a cutesy shantak. Here is the OP. Basically all you need to know. Ggggh. https://www.youtube.com/watch?v=twLhgk2S2ZM May be More relevant as the recurring line in the background is going "San-chi pinchi" which is roughly "SAN in trouble" which is for obvious reasons.
|
# ? May 4, 2014 00:22 |
|
I can't entirely hate that show after seeing a bit of an author interview somewhere where the creator admitted he wrote it basically to troll his old CoC RPG group.
|
# ? May 4, 2014 04:13 |
|
Is it just me, or is all of the power combination stuff in Double Cross not clearly explained in any one place? I've been going through the book for like 40 minutes and I still can't make heads or tails of it. I really want to like this game. So much of the setting is really cool, but there also seem to be a bunch of kinda lovely or underexplained systems that make me want to just import the cool stuff into Fate.
|
# ? May 4, 2014 10:26 |
|
I've always been curious about the Legend of the Galactic Heroes tabletop game(s?) I've seen pictures of, but I'm uncertain if they are RPGs, boardgames or straight up wargames. Anyone encountered those rules?
|
# ? May 4, 2014 16:19 |
|
mikeycp posted:Is it just me, or is all of the power combination stuff in Double Cross not clearly explained in any one place? I've been going through the book for like 40 minutes and I still can't make heads or tails of it. It's on page 300/301. The only real limitation is that the powers involved in the combo have to have the same Timing and Skill (but if the power was - as a skill, that power can combine with everything).
|
# ? May 4, 2014 17:08 |
|
mikeycp posted:Is it just me, or is all of the power combination stuff in Double Cross not clearly explained in any one place? I've been going through the book for like 40 minutes and I still can't make heads or tails of it. I just looked at those rules. drat, they sure are crunchy. I can explain them, but it'd be kinda involved. More concise than the original explanation, though. If converting to FATE, I'd want to find a way to port the encroachment system. Make it so that for every point of encroachment you can boost your action , impose an Aspect, claim a special benefit, or do something you normally couldn't. So for example 3 Encroachment to do an AoE (+1) attack that has a +2 bonus (+1) and gives the Entangled aspect (+1). You could describe this pumped-up attack as a combination of impaling rocks and entangling vines or other such description befitting your Syndrome(s). Or for a non-combat example, turning invisible (+1) and erasing sounds (+1). Or using Von Neumann's genius planning to give your entire team (+1) a +2 bonus (+1) for following your plan. Anything goes as long as it fits with your Syndrome(s). This kind of implementation does make the Syndrome powers quite powerful, but you pay the price in Encroachment after all. If you wanted to limit it somewhat, you could require Stunts, though those Stunts'd likely be more broad than Double Cross's Powers. You'd almost certainly need to give out a fair number of Stunts for this (like, every significant rather than major milestone). Though this would make it easier to balance tribreeds versus crossbreeds versus purebreeds--they just take broader or narrower varieties of stunts. Encroachment rate only goes down from having regular interaction with people important to you. And I also liked the bonus XP for high Encroachment, so I'd include some bonus like extra Fate Points for dangerously pushing it. For example, if we implement Encroachment as a Stress track (with higher number of boxes like 7 or 10, the balance point needs to be determined), you'd earn bonus fate points for marking Consequences. This's kinda a quick and rough implementation off the top of my head. Better implementations may exist.
|
# ? May 4, 2014 18:17 |
|
Evil Mastermind posted:It's on page 300/301. The only real limitation is that the powers involved in the combo have to have the same Timing and Skill (but if the power was - as a skill, that power can combine with everything). It didn't seem like 300/301 explained everything. I didn't see any explanation for the bottom bar of the combo bar, like how many dice you use. Also for whatever below and over 100% means. e: Though it could be that I'm just thick. Either way I think it's way too crunchy of a game for me. mikeycp fucked around with this message at 20:13 on May 4, 2014 |
# ? May 4, 2014 19:11 |
|
Below and above 100% refers to your encroachment rate - as it rises, you get more powerful in a few ways.
|
# ? May 4, 2014 19:13 |
|
How does it factor into the numbers you're supposed to fill in? Mainly dice and attack power.
|
# ? May 4, 2014 20:15 |
|
mikeycp posted:How does it factor into the numbers you're supposed to fill in? Mainly dice and attack power. At 60% and above, you get a bonus to your powers' die pools, and at 100% or higher you get bonus effective levels on your powers. It's on page 274. Don't take this the wrong way, but you know there's a pretty good index, right?
|
# ? May 4, 2014 20:29 |
|
Yeah I use the index. It is definitely good, but I was having trouble piecing the information together once I got to the page one part of it was on. Nobody else in my group could figure combos out either. I'm half tempted to drop the mechanic completely (and probably this entire system once we finish our current scenario).
|
# ? May 4, 2014 20:47 |
|
mikeycp posted:It didn't seem like 300/301 explained everything. I didn't see any explanation for the bottom bar of the combo bar, like how many dice you use. Also for whatever below and over 100% means. Combos look hard until they click, then they're dead easy. The easiest way to think of combos is you're adding extra powers to a skill roll from a power. Pick a power that has a skill roll attached. The skill used, difficulty, etc is all set by that. A lot of combos won't have difficulty (maybe it's rolling against something the GM sets, or it's opposed, etc, see page 301) or attack power (not an attack) or targets or what have you, because the skill that you're using doesn't involve any of that. Then you add in the extra powers, which modify the dicepool, give bonuses, allow additional targets, allow new uses for that roll, etc, and of course increase the encroachment cost. When everything is assembled and restricted according to the rules on 300/301, then you pay the entire encroach cost and roll once using that skill. edit: I can go through the entire charsheet combo box: Condition: Some powers can only be used above a certain encroach percent. If you include one of those powers in the combo, the entire combo is restricted in the same way. Combo: List the skills involved. Timing: All powers involved must have the same timing Skill: All powers involved must have the same Skill, or must have - or Syndrome as the skill. You must have at least one power with a Skill. Sometimes you houserule that you can combine powers into any skill roll power or no, I recommend doing this personally. DFCLTY: Pick Opposed if it's listed in any of the powers, otherwise pick the highest listed difficulty of all the powers involved. Target: Pick the smallest number of targets of all the powers involved, keeping in mind that some combo powers increase the number of targets. RNG: Pick the smallest range of all the powers involved. Encroach: Add the encroach cost of all the powers involved. Dice: Refer to the Skill for the base dice, some powers add dice. Crit Value: Some powers modify the crit value of a roll, by default it's 10. Atk Power: Some powers have an Atk Power or add to a combo's Atk Power, if there are multiple add them all up, some powers are not attacks, otherwise use your weapon's Atk Power. TheDemon fucked around with this message at 23:17 on May 4, 2014 |
# ? May 4, 2014 21:44 |
|
TheDemon posted:Combos look hard until they click, then they're dead easy. Ok, so then as an example: Comboing Light Bow[LV1]+Light of Destruction[LV1]. (Pg100) My <RC> and <Melee> skills are also LV1. Mind and Body are 3. Using a Knife, so <Melee> and ATK 2. Under 100% - Timing:Major; Skill:RC; Diff:Opposed; Target:Area(select); RNG:View; Encroach: 3; Dice:?; Crit:10; Atk:6 Over 100% - Timing:Major; Skill:RC; Diff:Opposed; Target:Area(select); RNG:View; Encroach: 3; Dice:?; Crit:10; Atk:8 --- Is this at all right? I'm still not sure how to calculate the dice, and how if at all the encroachment dice bonus factors in. e: I didn't see your edit before I posted this. e2: I guess dice for both is 3? e3: Also, you're saying that I could combine an <RC> with a '-' or <Syndrome>? Or <RC>+<RC> and <Syndrome>+<Syndrome>? mikeycp fucked around with this message at 22:13 on May 4, 2014 |
# ? May 4, 2014 22:07 |
|
mikeycp posted:Ok, so then as an example: Comboing Light Bow[LV1]+Light of Destruction[LV1]. (Pg100) My <RC> and <Melee> skills are also LV1. Mind and Body are 3. Using a Knife, so <Melee> and ATK 2. Light Bow + Light of Destruction: Firstly, neither Light Bow nor Light of Destruction can be used inside the user's Engagement (and only one power would have to have the restriction to restrict the whole combo), so you can't use them in melee with a knife. You certainly could throw the knife using this power though. Since the power specifically performs an attack and lists RC as the skill used, you use RC here instead of Ranged. Lots of powers are intentionally structured this way so you can use them to skill swap. For example, God's Eye lets you skill swap in Perception instead of Dodge to make a dodge, because it specifically says 'the user may perform a dodge'. Under 100% - Timing:Major; Skill:RC; Diff:Opposed; Target:Area(select); RNG:View; Encroach:3; Dice:3 (+1 after the roll); Crit:10; Atk:+5; Notes: once per scenario Dice is just the skill's dice. When you roll RC, you roll [Mind] dice, and add your <RC> value to the roll result. I usually record this as Mind+RC and refer back, but you could record it as say, 3+1 if your RC was 1, or just as 3 because the bonus is added on after the roll, not extra dice. Attack power for this is LV+2 = 3 for Light Bow, +2 for Light of Destruction, for a total of +5. I guess you could add in the weapon here too which would make it Atk:7. I don't do this when recording my combos though, in case I swap weapons. I guess you could also write down an Over 100% version of this combo, but it's not necessary to do so. That the section exists is a bit of an idiosyncrasy on the char sheet. Encroachment dice bonus is basically separate to the combo system, because you add dice to EVERYTHING you do if you're in the appropriate encroachment range. The chart to how much extra dice you get from encroachment bonus is on page 274. You start getting bonuses at 60%, so if you wanted to fill out the Over 100% section you'd add 3 to the dice, since if your encroach is 100% to 129% the dice bonus you get is 3. I'm saying you can combine an <RC> power with any number of '-' or <Syndrome> or other <RC>. Syndrome must be combined with a skill from a power in the same syndrome, so you can't do <Syndrome>+<Syndrome> unless you add in a power that has a specific skill, like <RC>. TheDemon fucked around with this message at 22:59 on May 4, 2014 |
# ? May 4, 2014 22:53 |
|
OH OK. I think I understand now. So, one last example to make completely sure I get it. Thor's Hammer(1) + Lightning Spear(1) + Lightning Attack(2) <RC> and [Mind] are 1 and 3 like before. Timing:Major; Skill:RC; Diff:Opposed; Target:Area(select); RNG:View; Encroach:7; Dice:2(+1); Crit:10; Atk:+16(Lightning Attack: 4; Thor's Hammer: 6; Lightning Spear: 6); Note: 1 use/Scenario. -1 die due to Spear (already factored in)
|
# ? May 4, 2014 23:37 |
|
Kaja Rainbow posted:I just looked at those rules. drat, they sure are crunchy. I can explain them, but it'd be kinda involved. More concise than the original explanation, though. I'd treat them like reverse Fate points. Lose one when you would normally gain points and gain them as an expenditure
|
# ? May 5, 2014 00:47 |
|
mikeycp posted:OH OK. I think I understand now. So, one last example to make completely sure I get it. I see no problems here. Looks like you've got it. I'll also note that the combo can't target characters in the user's Engagement, as Thor's Hammer & Lightning Spear have that limitation.
|
# ? May 5, 2014 05:39 |
|
unseenlibrarian posted:I can't entirely hate that show after seeing a bit of an author interview somewhere where the creator admitted he wrote it basically to troll his old CoC RPG group. less than five minutes into episode one
|
# ? May 5, 2014 05:50 |
|
AmiYumi posted:I would've never guessed. Yeah. The ED has them playing CoC as well iirc.
|
# ? May 5, 2014 09:23 |
|
For anyone who has played Double Cross, I was wondering about a houserule idea I had. Basically, I was thinking of disconnecting base Attributes and syndromes by having the players create 2 attribute spreads and then combining them to get their base attributes. In this house rule I was thinking of, each spread is made up of 4 points, distributed between each attribute however the players choose except with one rule. That rule being that one attribute cannot have more than 3 points placed on it in each spread. So, would that break anything as written?
|
# ? May 6, 2014 03:47 |
|
So I went to the Yellow Submarine RPG store in Akihabara last week and its actually really cool. They have a ton of secondhand books there - lots of old D&D material which is pretty nice to see, though I wonder how many people are actually buying them considering they're all in English. I picked up the first rulebooks for Sword World 2.0, Alshard Savior and Arianrhod, and its kinda fun just looking through at stuff even if I have difficulty reading the actual rules. Most of the skills and monsters and stuff are just transliterated in any case - I wonder what non-English speaking people envisage when they read Enchanto Bureido or Jaiantto Batto. I'm still in Japan for a while (currently in Kansai), but will be heading over to California soon - if anyone lives in the greater San Francisco area, I will happily pick up any JRPG books or materials that I can for you in exchange for letting me spend a night or two on your couch when I arrive!
|
# ? May 7, 2014 04:30 |
|
devilmaydry posted:For anyone who has played Double Cross, I was wondering about a houserule idea I had. Considering that there's literally a point-buy option for stats, I cannot imagine this breaking anything at all. The existing spreads exist more or less entirely to give a character solid levels in his syndromes' important stats.
|
# ? May 7, 2014 17:10 |
|
False Hearts is (hopefully) coming out late May/Early June.
|
# ? May 8, 2014 14:23 |
|
I'm really puzzled about how False Hearts works in an technical encroachment / Gjaum sense (as in are they/aren't they), so hopefully this will answer all my burning questions.
|
# ? May 8, 2014 14:37 |
|
I am mostly waiting for the book after it, with the 13th syndrome, and then the alternate setting stuff. Probably still pick up False Hearts, though.
|
# ? May 8, 2014 18:12 |
|
Those alternate settings look mostly fantastic:"Wikipedia posted:Demon's city - This setting is a blockaded city whose residents are mostly Overed as in s-CRY-ed.
|
# ? May 8, 2014 18:37 |
|
That's basically all my favorite ridiculous J-games right there, and DX is already two steps from Persona. Which is better for post-apocalypse Shin Megami Tensei? Demon's City or End Line?
|
# ? May 8, 2014 18:51 |
|
Demon City is literally the plot of Devil Survivor, so that's a decent place to start.
|
# ? May 8, 2014 20:04 |
|
So my GM and I, after much scientific study, have reached a conclusion: Tenra Bansho Zero is an amazing game but the gameplay balance is hosed. Plus side: You can make Sephiroth from Final Fantasy VII.
|
# ? May 11, 2014 05:36 |
|
I was honestly a little disappointed with the advanced rulebook, mainly because it was more expensive than the core and while the gameplay additions were top notch, a lot of the fluff seemed to be more or less copy/pasted from the core. Hopefully False Hearts is different in that regard.
|
# ? May 11, 2014 10:58 |
|
|
# ? Apr 28, 2024 16:01 |
|
Darksaber posted:I was honestly a little disappointed with the advanced rulebook, mainly because it was more expensive than the core and while the gameplay additions were top notch, a lot of the fluff seemed to be more or less copy/pasted from the core. Hopefully False Hearts is different in that regard. It fleshes things out a lot, though. It's disappointing to see it restate stuff but when I needed a go-to NPC when running it recently, it was pretty handy in regards to having the character I needed when I needed them. Memorial Blossom was probably the worst adventure of the ones I've run so far, though, mainly because though a lot of them rely on the PCs being somewhat ignorant or dumb, Memorial Blossom requires the PCs to be brain-dead not to yank the adventure off the rails. Of course, a lot of this comes down to the heavy-handedness in the way Double Cross is expected to be run, but it's the equivalent of putting a bomb in the PCs' lap and expecting them to just wait around for the villains to light the fuse.
|
# ? May 11, 2014 20:29 |