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# ¿ Feb 16, 2016 04:40 |
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# ¿ Apr 28, 2024 10:25 |
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fool_of_sound posted:For real though, I've only glanced and Numanera. What's bad about the system? Balance reasons aside, it's boring and undeveloped.
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# ¿ Feb 16, 2016 18:14 |
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ProfessorCirno posted:I cannot wait for that game to be loving awful. The beta's out, and by all accounts, you don't have to wait.
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# ¿ Feb 17, 2016 15:44 |
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TheHoosier posted:Should I be ashamed that I demo'd D&D Attack Wing tonight and thought it was okay? Shame on you for having fun. Shame!
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# ¿ Mar 9, 2016 17:02 |
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Ominous Jazz posted:13th age sticks to tradition by having the monk barely be playable. It's not quite that bad, just kind of a disappointment given that it turned out worse than it was in playtests.
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# ¿ Mar 30, 2016 22:56 |
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Harrow posted:Obviously this is on my mind as I think about anything but work at work: What are primary defining qualities of what you're calling hit points? That's a pretty nebulous question otherwise.
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# ¿ Jun 2, 2016 21:11 |
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Gotcha. In that case ImpactVector covered the big one - it avoids situations where emphasis is put way more on the first successful hits than later ones because of wound effects. A secondary advantage is comparing it to something like the way you described Savage Worlds, in which a "successful" hit can still possibly not do something - unless there's some subtractive defensive thing going on, a successful (and sometimes unsuccessful depending on the system) attack always moves the ball forward. Wound penalties vs. not really depends on what you want the flow of combat to look like, how easily you can replenish your store of whatever you're calling your not-HP, and so on. e: I didn't see the Hyper Light Drifter bit. Be careful about using action games that rely on player reflex as your metric compared to a random number generator. It's pretty different in practice, what may seem reasonable and challenging in one can seem cheap in the other. 01011001 fucked around with this message at 21:30 on Jun 2, 2016 |
# ¿ Jun 2, 2016 21:28 |
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In theory it was solved by healing abilities being a thing at all, it's just that healing surges/recoveries are a considerably more elegant way to do it and aren't dependent on one guy propping everyone else up.
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# ¿ Jun 2, 2016 21:37 |
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Kwyndig posted:Wait, I thought 1s already weren't automatic failures on saving throws, or did they change that at some point and I just ignored it because it's a dumb rule. 1's auto fail and 20's auto succeed on saves and attacks.
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# ¿ Jun 20, 2016 17:26 |
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Kai Tave posted:You can ignore that side of things completely and the Knight is still pretty underwhelming even for a 3.X martial class. Pretty much. It was a well-intended start that fell short.
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# ¿ Jun 22, 2016 00:12 |
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Kwyndig posted:No, ban all Imp Zone posters and close the forum. Rude.
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# ¿ Sep 16, 2016 00:43 |
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FactsAreUseless posted:How can I encourage other players in a game to roleplay more? I joined an in-person game for the first time in years, but nobody else seems to be interested in the roleplay part, and the GM isn't doing much to encourage it. It's very dependent on the GM and group. A lot of groups and players really don't want to stretch that hard mentally and just want to kill orcs and whatever and that's completely fine but it's important to know what you're getting into.
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# ¿ Oct 4, 2016 19:09 |
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FactsAreUseless posted:A salami and cream cheese calzone is not medication.
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# ¿ Nov 4, 2016 15:43 |
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# ¿ Apr 28, 2024 10:25 |
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Hopefully he maked a trip to get some cough syrup too.
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# ¿ Nov 4, 2016 15:44 |