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31  Community / License to Improvise / Re: [Notebook] We ask only... for WAR! on: June 17, 2015, 07:19:41 PM
  Ok, I've completely re-written the Unit Creation Rules for greater clarity while adding a few new options Smiley. Hopefully that's significantly easier to use!
32  Community / License to Improvise / Re: [Notebook] We ask only... for WAR! on: June 17, 2015, 05:30:48 PM
This is a bit of thread necromancy but my Sunchaser Campaign is starting to use these rules and we're having some trouble building new units to properly measure the things we've purchased/acquired (Pahnoru Forces, Cannons, Raptor Cavalry) using the generation rules in this system.

  Cool. Glad its of some interest to you Smiley.

Quote
First of all, what does Glory do and how do you generate it?

  Glory is a designer-picked value when creating a unit profile. You could adjust any existing unit's glory up or down to create a new type of unit.

  Glory serves three roles in the system.

  Gating Access: As mentioned in the first post Glory acts as a gate, limiting the best units to the most established commander/heroes~

ē You may only choose units with a Glory equal to or less than your highest Renown rank.
 
  High Glory units are the reward for becoming a respected part of a faction or hero of the people.

  Cost Discount: Because the unit's value is split between Glory and cost, the higher the Glory, the cheaper the unit is for the punch it's delivering.

  Unit Size: For roleplaying and general setting sanity, it gives you an idea how many people are in the unit. There's no direct mechanical effect, but it's helpful for the GM describing forces to players when they are up on the hill looking down at their army or an invader's troops.

Quote
  The current formula eaves Glory undefined as a stat and I'm having trouble making the Cost, Value, and Glory table work with units. For example, the Samurai Infantry is listed as Cost 10 but the table on page 1 suggests their cost should be 16? (6 Force + 6 Force + 4 for trick.) Some easier to understand formulas for determining Cost, Value, and Glory would be greatly appreciated, or a better explanation of the formula already given.

  The 16 value is split up between 10 cost and 6 glory. Basically, they work cheap for the right badass commander.

Quote
Also, does Troop Size have anything to do with any part of the system? It's automatically generated based on Glory but I'm not seeing it have any impact on a fight at all. Is it just there to show you how many guys are in a unit for other purposes? There doesn't seem to be any impact on having a force of 500 versus a force of 8.

  Yup! If one of the 99 knights rides up to your gates to parley/bluster a bit with only 8 ogres following him... Those ogres probably aren't ill-equipped peasants... But the 2,000 goblins camped on the ridge over there might be.

Quote
Our Sunchaser group would really appreciate any more clarification you can put on this system. It's so far the only war-system that matches up with "Spend Reputation to get an Army to fight The Crone", but it's unfinished and we're arguing about how to interpret stuff.

  Hopefully this helps Smiley.
33  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: June 17, 2015, 05:14:48 PM
  Going through these in reverse order.

I did notice that my players, all else being equal, would choose to attack an opponent with initiative lower than theirs. I sort of expected this to happen. Smiley

  Actually, having initiative drive targeting priority for players isn't something I directly considered, but I really, really like how it moves initiative order front and center for player consideration. I think that aspect will do a lot for making class-based initiative bonus a real consideration when min/maxing a combatant character.

The Burglar got a lot more use out of his Overmatched feat, pulling three or four crits from it, and actually hunting the monsters he would get the double initiative bonus against.

  Now that sound's like giggly good fun Smiley.

The Sage/Lancer's rolled a 4. Then Roll the Bones triggered... and he rolled a 2. Then he used Seize Initiative... and rolled a 4. At this point he gave up. Smiley

  Evil dice are evil. I'm considering maybe dropping the +2 defense against lower initiative characters (most likely moving it to a feat). That way players who feel stuck in low rolls see themselves as fighting at "the norm" rather than being penalized. The defense bonus is good for survivability, but it could promote passive play, where players are a little too certain they're going to survive. Tough call as the cinematic model of action makes the hero shockingly unhittable most of the time...



34  Community / Off-Topic / Re: Video game news and reaction on: June 17, 2015, 03:02:08 AM
  Funny, because I've been commenting elsewhere that for most, releasing info at E3 is spitting into a hurricane. The videogame news outlets are practically starved for content most of they year and would fawn over any of these announcements for a solid two weeks... at E3 you' lucky to hold attention for 200 seconds...
35  Community / Off-Topic / Re: Video game news and reaction on: June 16, 2015, 01:31:55 PM
  I was actually favorably impressed with how they built up the Emperor in the main storylines... though I played the Consular before the Knight (the Knight storyline has info that makes the Consular tale a LOT more comprehensible).

And towards the end of the storyline...
(click to show/hide)

36  Community / Off-Topic / Re: Video game news and reaction on: June 16, 2015, 12:43:38 PM
Huh... I guess the old guy is supposed to be the Emperor, I'll have to look up what the expansions adding since I havent played TOR in a few weeks.

  I think the Father is the head of a third party faction of force users - he's looked more or less like that for around 20 years. And while militant, his armor styling looks more (fallen) Jedi than Sith to me. They also have their own fighter, troop ship, and capital ship designs. We see the twins cutting down agents of both sides, so I think like the Hutts we're seeing conservation of enemy, a force both factions are motivated to throw down.

  Its damn pretty, even if a small part of me hates that two faction games are so prone to making big-bads both sides hate once the game is live and development resources dwindle. I haven't played SWtOR since about 2 weeks after it went free to play... the sever merges obliterated my guild (several of my friends lost their character names to the merge). But I often contemplate forking over a month or two of fees and seeing what's what these days. I've never finished an Empire storyline. This may tip that balance come October.
37  Community / License to Improvise / Re: New Feat for Thieves on: June 16, 2015, 12:33:42 PM
  Actually, I find the 'auto' kit a little contradictory to an ability that gives a huge threat range bonus when you have a kit. While its logical evolution of cheaper kits (from Basics) its not really necessary and removing it brings the Supremacy down to two effects, which is a good place to be for complexity for the player (and smooths off the whole chain at 6 effects total). I'm inclined to just remove it entirely~

Locksmith Basics
  You have a keen eye for locks and traps.
  Prerequisites: Study (Locks & Traps)
  Benefit: You gain a bonus with all skill checks to find, build/modify, or disable locks, traps, and other security devices equal to the number of Gear feats you possess. You gain a 20% discount when purchasing thieves tools, locks, traps, and other security devices (if you already possess a better discount with these purchases, it increases by 5%).

Locksmith Mastery
  A little to the left. A little more... *click*
  Prerequisites: Locksmith Basics
  Benefit: When you are engaged in a Lock or Trap Complex Task The number of challenges you face is reduced by 2 (to a minimum of 1) and the error range of your checks does not increase if you fail a check.

Locksmith Supremacy
  I donít need a hair pin... But if youíve got one, Iíll take it.
  Prerequisites: Locksmith Mastery
  Benefit: You are always considered to have the appropriate tool kit when attempting to find, build/modify, or disable locks, traps, and other security devices. If you have access to an actual kit when making these checks your threat range increases by 4.
38  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 16, 2015, 12:04:00 AM
I want to play that

(also getting more pumped to port it to mastercraft)
39  Community / License to Improvise / Re: New Feat for Thieves on: June 14, 2015, 01:27:26 PM
A little editing and shaving down the variety of effects while adjusting the magnitude for where they fall in the chain...

Locksmith Basics
  You have a keen eye for locks and traps.
  Prerequisites: Study (Locks & Traps)
  Benefit: You gain a bonus with all skill checks to find, build/modify, or disable locks, traps, and other security devices equal to the number of Gear feats you possess. You gain a 20% discount when purchasing thieves tools, locks, traps, and other security devices (if you already possess a better discount with these purchases, it increases by 5%).

Locksmith Mastery
  A little to the left. A little more... *click*
  Prerequisites: Locksmith Basics
  Benefit: When you are engaged in a Lock or Trap Complex Task The number of challenges you face is reduced by 2 (to a minimum of 1) and the error range of your checks does not increase if you fail a check.

Locksmith Supremacy
  I donít need a hair pin, but if youíve got one, Iíll take it...
  Prerequisites: Locksmith Mastery
  Benefit: You are always considered to have the appropriate tool kit when attempting to find, build/modify, or disable locks, traps, and other security devices. If you have access to an actual kit when making these checks your threat range increases by 4. Additionally, thieves tools are considered a ritual weapon for you.


40  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: June 14, 2015, 12:53:41 PM
  I'm going back and forth on the use of a default effect for having initiative vs. more character options that are enabled by having initiative over your opponent. I like that there's a default effect (the +2/-2 happens even without additional build support), but I'm looking at other choices for effects that are less computation-based. Whether that takes the form of some re-rolls or some new angle to represent control of the flow of conflict I haven't quite worked out yet.
41  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 14, 2015, 12:32:09 PM
  Well, I was thinking of a "Meatgrinder" option where at any given moment you had three characters with a common XP total. Only one goes on any particular mission, but if that one gets killed you back-fill your pool and keep on resisting.

  But 'X-com simple' being dialed down too low for a roleplaying game or at least single character seems a likely/common response.
42  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 14, 2015, 11:29:02 AM
  Noted. A lot of games - both "RPGs" and otherwise have MUCH simpler character progression schemes. Mastercraft gives you enormous choice and as a result the ability to model a very rich range, but that comes with a LOT of information having to be held (and understood) on a single character sheet.

  I was curious where people saw the stack of split decisions pattern falling in the spectrum. Too granular to be good for role-playing it sounds like even for some of the game's enthusiasts Smiley.
43  Products / Fantasy Craft / Re: Experience rewards on: June 13, 2015, 12:32:45 PM
The first part of what I said about just telling the group to level up was because I had a simulationist in my gaming group who would get really irritable if someone got more XP than him. He never threw a tantrum but I got some serious negative vibes from him.

  Over the years my patience for "I want to be the best... but I don't want to do better" types has dropped to something slightly less than zero. I just don't care to coddle that shit anymore. If I fail to reward good play that's my bad. If you don't play better than your peers... that's NOT my bad. And if you expect to be the best every scene - go over there in the corner and take some tissue with you because that's the only 'game' you always win.

  Action dice are a great spot filler. I'm puzzling over permanent rewards. Permanent, cumulative accomplishment. I should just write it out. It'll make more sense.
44  Products / Fantasy Craft / Re: Experience rewards on: June 13, 2015, 10:58:16 AM
I've done it where every so often when I think it is warranted the group levels up. You could also follow the Pathfinder Society rules of every three adventures you get to level up too

  I really go back and forth on this. The simplicity is nice, but I HATE that there's no distinction between a lackluster performance and an exceptional one, both for individual characters and the group. While I'm exploring a lot of ways of ramping down the complexity in systems I tinker with, I don't think I'm ready to pitch XP entirely to the curb quite yet.

  On the other hand I'm also fiddling with more non-XP rewards, so maybe if those systems become robust enough the XP can be a 'given' for just surviving and the other rewards can be used to distinguish between a D and a B+ performance. I should pull together a rough draft and post it over in LtI (to the sound of crickets likely, but I'm getting used to that Wink...).
45  Community / Off-Topic / Re: On Narrative Design on: June 13, 2015, 10:53:08 AM
We tried something a little like that in The Shop sourcebook - the huge submarine is broken down into about 6 places where the action might really heat up. I don't think it's have damage effects overflowing form room to room - easier to present them as non contiguous spaces. I'd also have to have 2-3 things that could be invoked in each locale... one feels a little too railroad-y.
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