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1  Community / License to Improvise / Re: Mastercraft Character Sheet - feedback wanted. on: August 26, 2012, 01:16:11 AM
No offence, it feels to utilitarian, flavourless, bland.
 If that is what you were going for, then great.
If not, might I suggest varying the corners of the rectangles,
and move to away form that rather plan font?

Compare my sheet:
I feel that this evokes a westernish feeling when using it.

2  Products / Mistborn Adventure Game / Tapping for defense on: August 26, 2012, 01:13:26 AM
Ok just to check how this works.

Lets say we have a Keeper, and he is going all out.

So he declare that he is going to grab the club the guy is attacking him with,
and smash it back into his attacker's ugly face. His action dice are 5 cos he has 5 strength

It comes to combat
He does this, tapping a 5 charges of pewter using all his dice as attack dice, making a pool of 10. He succeeds with a bunch of nudges and messes the guy up.
He now has no dice left for defence.
The dudes buddies, have let loose the arrows they had nocked.
Each time they a roll attack he taps 3 charges of Steel for speed, granting him a dice pool of 3 on each defense roll.
And so he avoids all the arrows but one

Is this right?
3  Community / License to Improvise / Re: [Mistborn] A New Dusk: Fan-Suppliment Alloy of Law on: August 26, 2012, 12:40:56 AM
I've sen you comments and
when/if i get round to making more edits will more seriously consider them then.

I actually think that letting any ferichamist store outside a breather is just to fiddly.
So my basic feeling is that the mechanic for compounder should increase the amount you can store in a breather.
They still should tap at the same rate.
ie being a compounder doesn't change the amount of benifit for using yoiur abilities,
it only changes the amount of resource you have at your disposal.

I think the mechanics thus become alot simpler once done that.

I'm intending on making rules for the prop cost of various metal minds.

I will answer your questions once i actually reread my work.
this may not happen until i run my next game of it, and who knows when that will happen
4  Products / Mistborn Adventure Game / Re: Mistborn Adventure Game Revisions on: August 26, 2012, 12:29:10 AM
lets say we have a Keeper with
Physique 6.
and for arguments sake Pewter 10.

He can at most tap, 4 charges to bring his effective physique for strength to 10.
If he tapped 6 charges, he would not go to stength 10 with 1 automatic nudge, right?
Do do that he would need to tap 4 charges bringing his Pool upto 10,
and then 5 more charges to get the 1 automatic nudge.

One of my friends interprets is as:
You can tap 10 charges to get your Pool to 16, which becomes a pool of 10 with 6 free nudges, Then to get more nudges you must pay 5 charges each.
This is wrong right?

5  Products / Mistborn Adventure Game / Re: Pools of less than 2 dice, penilty to outcome on: July 21, 2012, 12:38:19 AM
But Alex:
The reference should be Pg. 145. "If your Result equals or beats the Difficulty, the roll (and your character's action) succeeds."
is a correct quote.

Unless is has been erata'ed?

6  Products / Mistborn Adventure Game / Re: Pools of less than 2 dice, penilty to outcome on: July 19, 2012, 09:39:58 PM
negitive circumstances,

Copper, acting against brass/zinc,
reduced standings.

I think it *should* be outcome vs difficulty
7  Products / Mistborn Adventure Game / Re: Background Music on: July 19, 2012, 11:00:51 AM
I like this:
Apparently it is called Epic Age
8  Products / Mistborn Adventure Game / Pools of less than 2 dice, penilty to outcome on: July 19, 2012, 10:51:08 AM
If for example,
I ended up with a pool of 1 dice,
for some task of difficulty 3,
And I rolled 2 3s,
so my result is 3.
I am at -1 to outcome, so my outcome is a net -1.

But I succeed, since it is the result vs difficulty that determines whether or not you succeed, right?
(see page 143)

So this is a unique time when I succeed,
but with a complication.
9  Products / Mistborn Adventure Game / Re: Exploding nudges (houserule) on: July 16, 2012, 06:54:25 AM
my goal is to remove the upper cap on damage. (I should have been more clear about that, both in my post and in my own mind)
Damage = Nudges + weapon
(+1 base?)
10  Products / Mistborn Adventure Game / Re: Exploding nudges (houserule) on: July 15, 2012, 10:41:55 PM
I wasn't considering all nudges exploding.
some kind of similar mechanic.
Like maybe nudges can explode only to more nudges,
(and maybe you have to spend a point of spirit).

So that there isn't as much of an upper damage threshold.
you do max damage when you roll 1 pair and all the rest 6s.

Maybe nudges don't explode,
maybe play with d8s,
6s are nudges, 7s are exploding nudges,
8s are nothing (not pairable, not nudges)

Just want to brainstorm some possible mechanics.

The sytem is a little interesting as to degree of success:
You have the difficulty: (how high your pair must be),
you have circumstances, which increase or decrease the dicepool,
and nudges for doing it better with something special (= WoD expertion success, L5R raise)

Most systems have this tri/duality:
WoD, and DH: they have modifiers and degree of success,
L5R has declared Raises, circumstance penilties and Target Numbers
Eclipse phase, has TN modifiers, Crit successes, strong sessesses,
unknown armies adds
11  Products / Mistborn Adventure Game / Re: Narrator Screen on: July 15, 2012, 04:57:50 AM
It would be nice to have the timings,
and the mechanical effects of all metals.

Also a summery of the abilities under "changing the world",
in particular spirit.
12  Products / Mistborn Adventure Game / Exploding nudges (houserule) on: July 15, 2012, 04:56:42 AM
What if Nudges explode?
In nWoD and L5R, if you role a 10, they you get to roll it again, to get more success.
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)

As far is I can tell there is no similar mechanic in Mistborn.

Trying to think how it could work.
Anyone got any idea's?

EDIT: Putting my clarification into the Opening Post:
my goal is to remove the upper cap on damage. (I should have been more clear about that, both in my post and in my own mind)
Damage = Nudges + weapon
(+1 base?)
13  Products / Mistborn Adventure Game / Re: Adapting Mistborn RPG rules to other Sanderson works on: July 12, 2012, 08:22:46 AM

Plate is here. (It is missing alot of fine touchs like looking good (i went back to LaTex), and have sidebars about Called Shots, and text quotes)

I'm not happy with it, balance wise.
I'm not going to tweak it too much more without playtests though.
It has issues in that it almost replaces the Health system,
and it is much more of an item than the blade, with issues relating to the that.
(Need a side bar about stealing plate, saying a Narrator should not do that, unless it is part of the narrative, and that if he want it to be, then to descuss it with the player, before hand.
And that if the PC's steal someones plate then they have to pay the Advancement cost (much like Hermulgical spikes))

I also intend for the Blade and Plate not to count towards the prop limit.
This means that Blade/Plate holders can afford lower resources, so will have hight influence,
so will be notable nobles easier.
(Or for characters like Szeth, higher spirit, making them badass)

My intent is
*Shard Blade + Plate to be Powers Strong. (Starting Powers both 4) - eventually Blade + Surgebinding, Blade + soulcasting, soulcasting + plate, as the other powers strong options.
*Just Blade, or Plate: Powers Average  (starting Power 5, 1 free stunt)

(I'm not sure if the Mods are going to get annoyed by the off topic.
I should prob create a thread in Licence to improvise,
but that board gets much fewer views by mistborn interested people)
14  Products / Mistborn Adventure Game / Re: Probabilities? on: July 11, 2012, 06:00:53 AM
wow, I am seriously impressed.
This is really good.
15  Products / Mistborn Adventure Game / Re: Newbie questions on: July 10, 2012, 09:23:15 AM
I guess a balanced way to do it would be (I haven't looked at those rules, but judging from the explinations above)
base riot dicepool 8
consider BestCopper 5
and WorstCopper 3

First roll 3 dice (8-5), to determine result agaist BestCopper,
then roll 2 more (8-3=5, then -3 already rolled), combining with the 3 already rolled to find more pairs.

(I think this is elegant, but as stated haven't read those rules)
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