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1  Products / Mistborn Adventure Game / Re: The gold standard of awesome on: March 03, 2014, 10:11:12 PM
Issue with that being that when Vin burns gold she IS both people.  She knows what they know, and could quite likely write down whatever she wanted.  A bit like a coppermind.  There is no need for communication, just time spent reminiscing about an event.  Now, finding the right person might take some doing, but the RPG doesn't have especially huge rolling caps.
2  Products / Mistborn Adventure Game / Re: Adapting Mistborn RPG rules to other Sanderson works on: March 03, 2014, 09:59:15 PM
I'd cut the thrill from the blade. That's speculation I believe to be proven wrong by the fact Sadeas feels the thrill even when he has no blade, and it's treated as something all Alethi lighteyes feel.  
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3  Products / Mistborn Adventure Game / Re: Where do the bodies go? on: November 19, 2012, 09:20:34 PM
Isn't there something at the very end of book three?  A gravestone or the like...  I swear I remember a funeral at some point too...
4  Products / Mistborn Adventure Game / Re: Non-magic stunts on: September 29, 2012, 06:08:18 PM
I'd be inclined to suggest perhaps using hemalurgy in some form to confer the trait for one simple reason:  An eidetic memory is an intrinsic trait, not an acquired one.  There are all sorts of memory techniques that can approach the same level of accuracy and/or detail, but that's not at all the same.  And it's especially worth noting that Sense Memory is not eidetic memory specifically because Sense Memory applies only to one sense.

But that's almost just nit-picky.  On the other hand, the Hemalurgic angle lets you use that to weave a bit of new story.  It wouldn't be too difficult to have an infiltration specialized Soother get captured (someone's spiked with Copper Allomancy!) and used for someone's experiment into Hemalurgy - perhaps someone outside of the Steel Ministry has gotten ahold of a Treatise Metallurgic.  Perhaps they want to know if this incredibly rare (I'm not even sure if there's any verified cases in reality) gift can be transferred by a Copper spike before spiking it into themselves and risking exposure to the victim's mind.  Then the infiltrator just needs to escape/be sprung before the spike is taken away, and voila - with the handy benefit of introducing a new villain and a new plot device you can make use of.  You could, I suppose, say that this is such a powerful tool that it overrides the normal benefit of a copper spike, but in that case I'd suggest also reducing the penalty as well (on your option, you could even say that the original victim's soul was already so shattered by various hemalurgical experiments that maybe the penalties just conveniently vanish, but that might come across as too easy to the players - one of those times when you just have to think about the table that you've got).

In addition I think they want to grant the ability due to a quirk of the dice making a charqcter appear to have amazing memory which provides a great in game rason to grant thr trait post character creation.
5  Products / Mistborn Adventure Game / Re: Non-magic stunts on: September 28, 2012, 09:04:55 AM
Fair enough.  There is a time and place for stunts but eidetic memory is more of trait...  Giving appropriate costs isn't the right way to go about it so much as balancing it with tje flat cost of stunts.  So if you want it as a stunt just work it like sense memory and pay the advancement for a stunt.  I would not have it work as a power despite the fact it is...  moderatley supernatural.  One thing that could be fun is the eventual reveal that she's been spiked with copper feruchemy all along...
6  Products / Mistborn Adventure Game / Re: Non-magic stunts on: September 27, 2012, 06:16:08 PM
The system doesn't seem to be built for nonmagic stunts.  I would just have her choose to gain eidetic memory as a trait at the next opportunity...
7  Products / Mistborn Adventure Game / Re: The biggest problem I have with the system. on: September 17, 2012, 09:26:39 PM
In essence your plan is what I already did but more disparate from the original system.  I like resources being part of character creation.  It has a more natural feel as far as social class goes. I feel I've got a pretty elegant system down, something that makes thieving possible without breaking the game.  Even more so when all rolls are made at the base resources level or lower as suggested. 

Resources as a stat covers lots of things.  What it really comes down to is a credit score.  Stealing is a way to bypass that credit scores limitations by increasing the amount that can be thrown at a problem.  Pretty simple, and shouldn't unbalance anything hugely.  In addition it lets Feruchemists game casino's with stored luck.

As to the shadowrun analogy, using as an example of what I could do is legitimate but never going to work.  I've never seen a Shadowrun game I liked.  The writing options of fighting corporations were never fun.  It always felt stupid that a few characters could challenge a multibillion dollar companies security.  And even then, the whole point of Shadowrun is to get payed to get more gear to do cooler stuff....  Mercenary work.  It's hard to do mercenary work when getting paid doesn't happen... 
8  Products / Mistborn Adventure Game / Re: The biggest problem I have with the system. on: September 16, 2012, 09:40:52 AM
Adding a stat throws off the whole balance of character creation.  That is a function I have no interest in messing with as Mistborn has the simplest most elegant character creation ever.

Back to shadowrun.  Shadowrun happens on earth.  A place we are all intimately familiar with and which possesses substantial mythology to draw from.  There are hundreds of cultures that can be researched and easily incorporated into the world in addition to the trolls, elves, dwarves, etc.  Scadriel has 4 novels and a short story.  Earth has millenia of history, myth, and legend.  There just isn't the same level of possible extrapolation potential.
9  Products / Mistborn Adventure Game / Re: Shields and Reactions. on: September 15, 2012, 10:36:05 AM
Wait...  Does the reaction roll need to have succeeded to redirect?  Or does it just need 3 nudges?

Lastly can steel reaction rolls be used against any attacks (using metal objects) or do they have to be attacks directed at you?  Because having a character who's whole point is to defend the party would be really fun and a great use of resources.
10  Products / Mistborn Adventure Game / Re: The biggest problem I have with the system. on: September 15, 2012, 09:16:35 AM
The collaborative section does not work for every group.  And the specific problem I've been having is that the kind of stories possible to set for the party_ the session hooks- are limited in ways that writing for the style of players I typically have is hard.  As a narrator part of my job is world/city creation and part is session hooks.  The players decide what to do from there but when the players realize what they want to do holds almost no benefit then the players get unhappy and bored.
My problems came from a campaign I tried to run, not idle speculation. 

As to shadowrun.  I hate shadowrun.  Stupid overcomplicated system where 3/4 of every session is trying to figure out what the rules and difficulty are for random little things.  Next to no party cohesion because half the party is noncombatants.  Mages are stupid powerful.  And the whole time all the players feel helpless anyway because understanding the whole system takes as much research as a PHD thesis.

Lastly I understand the principle behind cooperative RPGs but unless you have a very dedicated group full coop takes time to build as the players all work things out, grow into the world, and learn to work together.  As I've said, these are all early game issues.

And renaming the stat doesn't make theft a more useful tool.  It doesn't fix the problem I'm having.  It just brushes it aside.  Not constructive.
11  Products / Mistborn Adventure Game / Re: Dice Pools in combat, 10 limit query (complications query too) on: September 13, 2012, 11:33:34 PM
No free nudges for non savants in combat.

Otherwise that seems right.  I always forget to add complications in combat...
12  Products / Mistborn Adventure Game / Re: Hemalurgic Monsters. on: September 13, 2012, 11:31:51 PM
The party wrecker.
This is designed as an endgame boss kinda fight where 1 character is capable fighting the whole party.

All metals at 4-5
Pewter at higher.
Iron and Steel at at least 5.
Bendalloy and Electrum if available.

Hemalurgic spikes granting.
Feruchemical Zinc and Gold at a minimum of 5.

1 speed stunt (steel running etc.)
Thickened skin maybe.
As many reaction rolls through steel and Iron as possible.(6 is the max.)

Lastly the following item.
This item favored by coinshots and lurchers is pushed or pulled onto opponents dueling canes granting them an extra point of damage but making them into metallic weapons as well.  Removing the complex locks takes a wits or physique 4 roll.

For now I'm setting all relevent combat stats to 5.

At the beginning of combat the party wrecker uses their max number of feruchemical gold and Zinc charges granting 50+ hp and 5 dice to all reaction rolls and defense rolls.  They spend the first several turns clamping all dueling canes relying on extra dice from bendalloy and electrum to defend while they use their weaker steel rolls to attach clamps to weapons.  They have 6 reaction rolls to metal weapons per round at 10 dice and can reflect back any attacks in which they succesfully defend and gain 3 nudges.  Once all opponents weapons are metallic they use pewter to manage 10 dice attacks constantly while having ridiculous amounts of defense and as many as 7 attacks a round.
They will have around 65 hp to cut through,  10 action dice a round(15 with bendalloy) 5 defense dice just sitting, can move two steps a round, armor between 0 and 2), up to 6 reactions at 10 dice, and 5 bonus dice on all defensive rolls.

This is the low powered version as well.  If the party is too powerful or the feruchemist too smart add a little feruchemical speed, strength, and weight, and use it for bonus defense dice and burn tons of charges to run them out of charges.  Conceptually this is supposed to be a long dangerous fight, not the one hit kill fest feruchemy can cause though.
13  Products / Mistborn Adventure Game / Shields and Reactions. on: September 12, 2012, 08:09:58 PM
I'm having trouble figuring out how Shields work.

Do they grant dice like Electrum(Dice granted the first time Defense Dice are granted in a given round) or do they grant dice like Feruchemical Zinc.  Dice that apply to every defensive roll and reaction throughout the conflict?

Secondly Iron and Steel reaction rolls say that if three nudges are rolled you can redirect the attack at a new target that isn't the attacker.  Is this like catching a beat.  Do you use action dice to make an attack roll or do you use the reaction roll as the attack?

Last thing-Someday Feruchemical Zinc, Allomatic Steel/Iron Twinborn will be super awesome at using reaction rolls because they can always manage 10 dice reaction rolls.  If I have an Inquisitor that does this with Steel 7 and 6 defense dice for every reaction and defense roll(spent 60 Zinc Charges)  Are the two dice wasted or are they nudges?
14  Products / Mistborn Adventure Game / Re: Starting a campaign soon, looking for some thoughts/feedback on: September 12, 2012, 11:46:05 AM
The diary entry on Cadmium could be hilarious. 
"I locked myself in my study and began burning the new metal I'd discovered.  Nothing happened.  I kept burning it hoping something would happen, but nothing did.  It took almost four hours to burn through all the metal.  When I came out Fredrick, my dog, was dead and partially decayed.  I'm still not sure what happened.  I believe it sucks the caloric energy out of all nearby beings."
15  Products / Mistborn Adventure Game / Re: Starting a campaign soon, looking for some thoughts/feedback on: September 12, 2012, 08:14:01 AM
Very cool.  Mistborn Haunted Mansion.   Just make sure you throw your hemalurgic beasties into my thread.  Id like to see that bestiary grow.

Also can't believe nobody ever tried removing the Atium geodes.
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