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16  Products / Mistborn Adventure Game / Re: Exploding nudges (houserule) on: July 15, 2012, 11:13:14 PM
This means that even someone with a very small dicepool has the chance to get very lucky
and achieve great success. (or success at all)

I don't see the need for exploding dice. As it stands, you goal is already accomodated for in the system.

MB has a very small difficulty scale from 1 to 5. It doesn't keep on going up like all the systems you mention that use exploding dice. With 2 dice you can get a 5. With 2 dice you can beat someone with 10 dice.

Nudges are a seperate feature and represent even greater success as much as additional benefits. By trying to use them for something the system already does, you are just adding unnecessary noise to what is a very slick mechanic IMO.
17  Products / Mistborn Adventure Game / Re: Mistborn Hardcovers are in...and so is the unboxing video! on: July 12, 2012, 09:37:35 PM
Just need to line up getting a clear cover for the dust jacket Smiley
18  Products / Mistborn Adventure Game / Re: Readied Actions on: July 09, 2012, 05:41:33 PM
Not by the rules.

It wouldn't be hard to allow such in the game though, where it made sense, but given the overall design of the rules I would be careful in readied actions becoming too common.
19  Products / Mistborn Adventure Game / Re: Newbie questions on: July 08, 2012, 11:36:00 PM
I think almost all my questions have come up from in play concerns, either questions posed to me by players or things I've been wondering about having to act for NPCs. I'm not really one to try to nitpick a system for the sake of doing so. Smiley

It's cool. Most of your questions just haven't come up in my actual play experiences, so I was just curious.
20  Products / Mistborn Adventure Game / Re: Newbie questions on: July 08, 2012, 10:50:20 PM
Next! In physical conflicts, when and how does movement during a beat 'resolve'?

As a matter of interest are these questions coming up in actual play, or just your reading through the text?

FWIW I don't think Mistborn's game system has a static rule as to when movement during a beat resolves. Movement is very loosely handles and the amount of movement can vary. I strongly suggest that your use your common sense and be confident that its in everyone's interest to keep the narrative exciting and free flowing.
21  Products / Mistborn Adventure Game / Re: Question concerning the hardcover on: July 07, 2012, 05:22:20 AM
But it isn't here yet. How could there be news unless the books arrived early? (They haven't BTW.)

22  Products / Mistborn Adventure Game / Re: Question concerning the hardcover on: July 05, 2012, 09:06:29 PM
Any news? The date approaches.
23  Products / Mistborn Adventure Game / Re: Newbie questions on: July 05, 2012, 09:06:06 PM
They use the same (remaining) dice. This is what the whole "one stack of dice" thing is about in the core book - once your dice are initially set by your first action, those are what you get for the rest of the round. It's possible they may shift a bit through means other than taking an action - usually down, as is the case with changing your mind after declaring what you'll be doing - but you're still always using the same dice, even when something new crops up for you to deal with that's completely unrelated to what set your dice in the first place.

Representing being able to distract someone physically using words. Smiley
24  Products / Mistborn Adventure Game / Re: Newbie questions on: July 05, 2012, 03:00:08 PM
Hmmm... I think this bugs me a little bit, in that this implies that there's essentially no defensive advantage for total defense over a diceless action. Diceless actions, if there's any to do, become strictly 'better'.

Leaving aside Crafty Alex's answer, I find Mistborn as a whole promotes taking action. As such, I don't have an issue with doing nothing but defending being only marginally better than doing something and defending.
25  Products / Mistborn Adventure Game / Re: Newbie questions on: July 02, 2012, 10:10:41 PM
1) How does 'defeat' in social or mental combat work, with multiple actors? In my case, I had a pair of PCs trying to tarnish the reputation of an NPC, who responded in kind. The NPC ended up bringing one PC to 0 Reputation, but the 'battle' continued. Can the 0 Reputation character continue to participate in the conflict? I reasoned no, analogous to how it works in physical conflicts and saying that they had no social credibility left with which to monger rumors.

From page 182, when you reach 0 Resilience:

• The stakes established at the Conflict’s outset are applied (see page 168).
• The character may gain a Grave or Mortal Burden, as the attacker prefers (see page 184).
• The character suffers one of three fates, depending on which Resilience was targeted

The first normally means that the PC is out of the Conflict as the Conflict comes to an end. However, if the Conflict continues, then the PC would be able to participate but with significant penalties (-2d and Burdens). It would be very easy to inflict more Burdens on such a PC, suggesting that they withdraw.

2) I must admit that I'm missing something obvious somewhere with how Defense Dice work. Specifically, the distinction between Defense Dice granted from taking Total Defense, versus those granted for taking a diceless action. The latter don't 'appear' until an attack is actually made against them, but I'm not quite sure how that matters.

The reason you don't form dice pools for a diceless action is simply practical as you may not need it. So, the Defence Dice are formed when they are needed.

4) I'm pretty sure that I read somewhere that it is the case, but supposing two characters get into a contest, one beats the other... each character has an Outcome of (Their Roll)-(Opponent's roll), IIRC. Does the losing character also suffer concordant Complications, since their Outcome is guaranteed to be negative unless it was a nudge-broken tie?

That's my understanding.

5) How does grouping Extras work with respect to pools of Action and Defense dice? If one extra is attacked, chooses to spend some dice to defend himself, and survives, that places him lower in the resolution order. Does he still get to attack with the rest of the group for the 'teamwork' roll?

I don't think so. They act seperately.
26  Products / Mistborn Adventure Game / Re: Question concerning the hardcover on: June 26, 2012, 10:39:21 PM
Will we get a video of the hardcover unboxing? Smiley
27  Products / Mistborn Adventure Game / Re: Feruchemy, Pewter and Monster Wraiths on: June 23, 2012, 02:48:58 PM
That's still all his charges spent on one roll (assuming a short breather). The thing with the MB dice pool system is that its very compressed and even with 10 dice you aren't guaranteed success as you have to go with the highest match. Getting matched 5s on lower dice pools is pretty high (I have seen a Feruchemist blowing 40 charges fail against a guy rolling 2 5s on two dice  Smiley). So, even reliably getting 2 5s and 2 6s and succeeding is an uncertain proposition. A Feruchemist blowing everything on one roll is taking a big and possible fatal risk. For example, a Mistborn can also get ten dice easily (making it a 50/50 gamble for the Feruchemist) and with almost no cost. If the Feruchemist fails, they are dead.

Hopefully, most Feruchemists will be cleverer than that and only take that risk when they have no other option. Making 10 rolls at 10 dice is more often a better proposition than 1 roll at 10 dice and 9 nudges. Feruchemy has a very high upper ceiling, but just like in the books, successful use of the power is an exercise in restraint.

Of course, if you have a Feruchemist going up against a single large adversary out of view of others and with no subsequent need for charges, then a Feruchemist can really shine. That's cool. In such perfect conditions, they should have a chance to show off their abilities.

It's not mechanical but there are significant in setting consequences of hulking out in view of others.
28  Products / Mistborn Adventure Game / Re: Feruchemy, Pewter and Monster Wraiths on: June 23, 2012, 05:07:45 AM
He rolled 6 6s and 2 5s on 10 dice! That alone is absolutely amazing. Honestly, your players dice luck is more unbelievable than the result Smiley
29  Products / Mistborn Adventure Game / Re: Newbie questions on: June 06, 2012, 11:12:27 PM
How do things work with respect to Action Dice converting to Defense Dice though? Is that supposed to happen AFTER all rolls, so if a Beat gets Caught, there are still Action Dice to draw from?

Common sense suggests a big "Yes". Smiley
30  Products / Mistborn Adventure Game / Re: Tip for reading the PDF rulebook on ereaders on: June 04, 2012, 02:51:06 PM
Glad to hear it! Care to offer any specifics? It's helpful to know what works better, on which devices, and why.

Sure. Not sure what more to add though. It runs perfect on Goodreader/iPad1. The main quality improvement is the pictures that did look blurred and are now perfect from what I can tell.
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