Thanks for the thread! I saw something in the 5e thread about alignment still mattering for paladins. Can I still play a chaotic good Paladin of the People charged with bringing down the corrupt monarchy/theocracy/ Also, is it worthwhile to play a fighter? And most importantly of all: Can I play a brawler? ImpactVector fucked around with this message at 18:11 on Mar 20, 2012 |
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# ¿ Mar 20, 2012 18:05 |
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# ¿ Apr 24, 2024 19:19 |
fosborb posted:Fighters look interesting, with lots of attacks that you choose after you roll to hit based on how you rolled. Not sure on the brawler. That may require a bit of reskinning, but I don't know what mechanics you consider "brawler."
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# ¿ Mar 20, 2012 20:55 |
Evil Mastermind posted:(On the subject of Fate, it kind of reminds me of when my friends and I played Spirit of the Century, where you get 10 Aspects; once you got past the obvious ones for your character it got harder and harder to come up with new ones, and by the time they got to the last two people were pretty much out of ideas.)
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# ¿ Mar 21, 2012 22:57 |
Transient People posted:The problem with that is that it has 'unstable equilibrium' written all over it. You lose one fight, so next fight you lose harder, and next fight harder than that, and...it's a very tricky issue.
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# ¿ Mar 28, 2012 17:04 |
Mikan posted:More JRPGs - a genre as plagued by stasis as tabletop RPGs - just have everyone heal to full after every fight, so each fight you have all your resources available and they don't have to balance through attrition. It's a lot more interesting. Rexides posted:I don't see the problem if the only requirement for getting back to full effectiveness is making it out of the fight alive, and someone dropping bellow 0 HP is a kinda rare event. I think losing stuff until the end of the fight is a fine idea (and was basically what I meant when I pointed out Gamma World), but you still have to realize that you've just shifted the bounds on your pacing mechanic, so that instead of every five fights your reset is every fight and your release valve is running away. Then again I'm probably pointing out the obvious.
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# ¿ Mar 28, 2012 17:27 |
Transient People posted:I'm a huuuuuuuuge fan of this system. Lots of people balk at it (just check out how many people yell about regenerating health when it comes to FPS games), but properly done, it makes every battle tense except the ones that are deliberately easy. Death to Dailies! But if you were playing a sandbox dungeon delve game where your risk/reward cycle was a question of "how far should I push this trip?" things might work better the other way.
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# ¿ Mar 28, 2012 17:39 |
Good call. That sounds like a sweet setup. Maybe just toss in a way for players to influence Tilt as well (they're pushing hard between fights so increase by one, or they're taking it slow and cautious so decrease)? I really like the power unlocks at certain Tilt levels.
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# ¿ Mar 28, 2012 18:02 |
Transient People posted:Yeah, Impact's comment really got me thinking about the possibility of controlling Tilt - and I think that's a good way to go about it. Let every character have his own tilt, and adjust to taste - if you don't want to take risks, there's no reason why you should be the one to let your party down because you're afraid - you can just keep your tilt at 0 and roll with your baseline effects. Meanwhile, another character might want to rack his Tilt up to an insane degree, so he'll do stuff that boosts Tilt (like getting KO'd and maybe spending some sort of resource to inflate it further) and deal with the swingy combat. I could be wrong though. The devil is in the details.
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# ¿ Mar 28, 2012 18:43 |
They need a badge that says "I enjoyed the fact that others enjoyed that playtest" for those of us that wish we could have helped playtest.
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# ¿ May 3, 2012 04:10 |
I realize that you jerks probably can't talk about it, but I'm really interested to know if there are some good improvements in this version. I know some of you were riffing off the potential that you saw rather than some of the specific implementation. (Note: probably treat these as rhetorical since I'm not asking anyone to break NDAs) Like, is the to-hit/monster math better? Are there MM3 on a business card style guidelines for enemy creation? Is damage still a clunky buckets-of-dice/just take the average thing? If we're going to be sans tools, how much of a pain is making a character by hand? From what little I've seen so far a tight, easy-to-use mechanical framework is going to make or break whether I'll be interested in actually seeing this hit the table. I'll buy the book regardless if for no other reason than to import some of the cool ideas in it to other games though. Obviously no offense to you Pelgrane guys. But I figure it's best to be honest.
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# ¿ May 22, 2012 16:31 |
fosborb posted:Most of your questions have been covered elsewhere. And yeah, all that sounds pretty great. I think I'll resume lurking and just wait for the game to come out.
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# ¿ May 22, 2012 17:56 |
RSIxidor posted:Dex/con/wis are excellent stats in this game. Dex and con are used for three stats each (AC, MD, Initiative/HP) and wis is used for two (AC, MD). And now that I actually finally sit down and look at the meat of the game it lists rolling as the first method of ability score generation. Has anyone been working on any DTAS hacks for this? I've just about had it with ability scores from my last foray into trying to teach 4e. At a glance it doesn't look like it'd be too much work, and at least here there are no digital tools to worry about.
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# ¿ Aug 2, 2012 22:31 |
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# ¿ Apr 24, 2024 19:19 |
RSIxidor posted:They were preserving traditions while still throwing a lot of things out. Notice that they don't even agree on the method and don't say one is the 'official' method. I'm still not ecstatic about some of the fiddly-ness and the comments about the monk make me wonder if they've got the core math locked down yet, but I'll wait until I've seen it in action to comment any more. On the other hand, I love everything I've read about the Icons, backgrounds and the OUT. That is some seriously cool stuff that I can't wait to try out.
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# ¿ Aug 3, 2012 18:51 |