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31  Community / License to Improvise / Re: Campaign Quality: Fast Repuation on: August 08, 2015, 06:08:56 PM
Bad! Bad developer! Bad Morgenstern! No biscuit!

* Menaces Morgenstern with a spray bottle.

((whimper))

  Sorry. I'm preoccupied gathering up masses of my house rules and writing connective text so it can be dumped into a single nicely laid out pdf document.
32  Community / License to Improvise / Re: Campaign Quality: Fast Repuation on: August 08, 2015, 04:53:16 PM
  Sorry. I shuffle terms sometimes when I'm writing extemporaneously. Fixed Smiley.
33  Community / License to Improvise / Campaign Quality: Fast Repuation on: August 08, 2015, 02:52:28 PM
  Playing with the numbers a bit and seeing a lot of similar feedback from players, this campaign quality adjusts the "Reputation Economy" for a more heroic campaign experience.

  Fast Reputation (Permanent)
  Characters gain more reputation both from adventures and instant awards (see below). However the GM may divide this reward between straight Reputation and story-appropriate Renown progress. Further, the cost of favors reduced by 80% (i.e. 1/5th of the cost listed in the RAW). Abilities that grant additional Reputation for purchasing favors are similarly adjusted.
  Note: This campaign quality does slightly devalue Legend, but with PCs gaining better access to favors, characters with high Legend are generally well compensated.

  Reputation per Adventure for each Player Character:
  (Menace x 5) + their Career Level + their Legend*

  Reputation from Instant Rewards (extra goals):
  Character's starting action dice*

  * The GM may convert up to one-half of this to pre-selected Renown track progress, rounded down.

  Example: When the PCs rescue a princess believed to have already been eaten from the clutches of a marauding dragon (hence not one of the original goals of the adventure), they earn an instant reward equal to their starting action dice. The GM opts to convert half of that reward to points automatically spent towards raising their Renown with that kingdom's nobility. A character with 4 starting action dice would receive 2 Reputation and 2 points towards the local Noble Renown track.
34  Products / Fantasy Craft / Re: How to balance encounters? on: August 08, 2015, 02:33:11 PM
  I definitely have some thoughts on adjusting the Reputation economy (largely in tune with the reactions here), but I'll post them over in License to Improvise. There's math (though fairly simple Smiley). POSTED

  As to Renown ranks being a tax... yes and no. All by themselves they provide prize slots, and since prizes can drop directly from story-logic, I don't really agree that's strictly a tax. While they are a gating mechanism, it was always my hope to see a lot more setting-specific tracks as a form of world building that would make their impact on NPC behavior a lot more intuitively obvious. The Great Clans as Renown tracks (and particularly the distinctions prize and possibly the troops prize) as a way of representing the progression of heroes in the world of Rokugan from the L5R game being an example I'm fairly pleased with.
35  Products / Fantasy Craft / Re: How to balance encounters? on: August 07, 2015, 09:55:12 PM
You clearly do follow, but you weight it a bit less than I do. Which is fine - as I said, it's a minor problem, just one more thing that needs to be parsed and unpacked when turning an NPC from a roman-numeral-filled statblock to a usable set of stats for a session.

  Probably so. On the rare occasion I'm making up critters I tend to not pack them down so tight - minimizing page space is NOT a major concern for me as a GM prepping for the session the way it is when publishing Smiley. Having a one-line description/reminder for every feat that can be cut-and-pasted feels like it could definitely be an aid to using them in play.

  for the no-XP crowd: Do you think your players would do ok with longer stretches between leveling if they were getting a LOT more Reputation to advance themselves between level bumps?

  Working on some TV to game stats, it seemed like a lot of shows the character get 1, maybe 2 levels per season. I'm wondering if a pace of level up every 6-8 adventures would feel rewarding if you had more opportunity to get prize gear, contacts, renown ranks, holdings, troops, etc. during 'the season'. Take some emphasis off of constant leveling and character building and do more with your other persistent rewards.
36  Products / Fantasy Craft / Re: How to balance encounters? on: August 07, 2015, 02:16:18 AM
Yeah, that was a kind of failing in the "PCs and NPCs don't use the same system" idea.

  ((shrug)) Feats are THE primary abilities library of the game. If NPCs couldn't access them, the builder is pretty much crippleware. If other effects are overpriced or feats are underpriced, both these things can be tweaked.

It's kind of unfortunate that the system incentivizes that with the low cost of feats for NPCs, because feats are more opaque than buying similar options as qualities. A feat might grant DR, tricks, all kinds of odds and ends. That necessitates a lot of looking things up during the game, or adding notes on all the things the feats do to the NPC's statblock - whereas if they were bought as qualities or otherwise directly, they'd be right there to start with.

  I don't follow. The NPC qualities are no more "right there" in the stat blocks than the feats are. While many of them are simpler (mostly binary or a number/grade) they are also a lot more limited. Feats wouldn't be coming up if you didn't want to use them, yes?

  Though it does suggest a quick reference chart of feats would be handy for GMs and players. Something that lists feats by tree, giving name, page number, and single line sort form. Would be very useful for players with floating feats and the one line-per-feat could be easily copied into Stat blocks.
37  Products / Fantasy Craft / Re: How to balance encounters? on: August 05, 2015, 09:48:12 PM
  Sure. Not saying its wrong, just... processing it.

  In a game built that way from the ground up, I basically see a Career Level table that lists number of adventures needed to level instead of XP. I'm just visualizing the guidance to GMs for building those adventures with the basic idea being that as adventure difficulty goes up, the adventure also awards more Reputation and Renown (reputation pre-spent on a particular renown track). NPC value would contribute to overall difficulty, so that overcoming goblins with 2-3 templates vs. stock goblins means maybe you get an extra point of Renown and automatically earn 3 more points towards your next renown rank with the 'Kingdom of We Don't Like Goblins' compared to an adventure featuring stock goblins. If some side goals are also offering a little more rep and some renown, after a few adventures you might gain a rank of 'Kingdom of We Don't Like Goblins' Renown without ever having spend points into it. Not surprisingly that Renown track includes some bonuses to stomping goblins...  Smiley.
38  Products / Fantasy Craft / Re: How to balance encounters? on: August 05, 2015, 03:27:39 PM
So just out of curiosity: in a "just ignore XP" game the XP value for NPCs does... what? Gives the GM some idea how tough they may be? Because there's no difference I can see between say goblins and goblins with 2-3 templates stacked on them because while one group is harder, overcoming them doesn't generate a different/better reward.

I admit being kinda startled that all the trouble we put in to give the GM flexible critter creation for an equitable reward gets completely pitched in practice Tongue.
39  Community / License to Improvise / Re: [Notebook] The Champion on: August 05, 2015, 03:19:53 PM
  Some tweaks to Champion's Level 1 and Level 2 abilities and a name change for the ranged combat masters Grin.
40  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: August 05, 2015, 12:29:54 PM
Interesting that there are at least two organization level currencies - supply and intel. Plus various remains you drag home from the fights.

Hmm...
41  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: August 05, 2015, 08:21:05 AM
  Just did a double feature of Mission Impossible: Rogue Nation and Pixels Grin.

  Mission Impossible was another solid-to-excellent go at the world of superspies. I'm really starting to see a pattern where franchises owned by their lead actor actually get some quality writing. For some reason when an actor's career is deeply tied up in a movie, they kinda want it to not suck. MI:RN tells a fun story, creates some cool badguys (with a surprisingly plausible backstory), delivers the MI standard of an INSANE heist sequence, presents an elegant solution to a two birds and only one stone dilemma, checks in a solid multi-phase high speed chase, and fulfills the obligatory three exotic locations rule. If you like a good action-spies flic you should have a great time.

  Pixels was a pleasant surprise. For a moment I cringed when I realized I'd wandered into a Happy Gilmore production, but I think Adam Sandler may simply have gotten bored playing incredibly stupid people - because his character in Pixels is not incredibly stupid. He might even be a bit above average in basic with-it-ness. The cultural references were amusing, the name the pixelated threats game (Robotron... holy crap) was a treat for an old-school video gamer like myself, and Peter Dinklage once again delivers a performance where you just about have to actively remind yourself he's a dwarf, because clearly he's not concerned with it and can't hear any of us over the sound of how badass he is. It actually has to compete with how matter-of-fact it treats "my buddy is the POTUS". He is. It feels surprisingly natural. Moving on. Pixels is fluff, but surprisingly good fluff. If you want a light movie to take the family to or you just want to validate your geek cred seeing if you can place all the sprites, take it in.
42  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: August 04, 2015, 11:59:47 PM
Old hermit living in the woods archetype maybe  Smiley. Resolve didn't seem all that pressing.
43  Community / License to Improvise / Re: STORMSURGE - Warstrider Gaming for Mastercraft on: August 04, 2015, 11:58:39 PM
I've got a story in my head about an 80's-ish action cop PC who ends up "starting over" when the department finds out that part of her takedown of the usual clique of rotten cops, bikers, gangers and mafioso may have involved a carbomb or two. And maybe that meth lab didn't "just blow up" -and cook the cook (along with a few people involved with the distribution end of things)- because a determined CSI happened to dig a boat-tailed 7.62 incendiary round out of the propane tanks.

...

Hm. Perhaps "playing dirty" is a good resource of reputation loss if that covers "we know you did it and we can't/won't prosecute."

That's pretty well in keeping with the One Hour of Justice stuff Smiley.
44  Community / License to Improvise / Re: STORMSURGE - Warstrider Gaming for Mastercraft on: August 04, 2015, 11:57:38 PM
Having two cute girls on the bridge stage of two different giant robot capital ships singing medley of J-Pop and J-Rock songs while smaller giant robots launch swarms of missiles at each other and two capital ships engage in fisticuffs with the enemy's capital ship/giant robot.

Sounds like a good use of 'That's Impossible' to me Smiley.
45  Community / License to Improvise / Re: [Notebook] One Hour of Justice on: August 04, 2015, 10:37:21 AM
Still beating my head against a good class name for the chase scene master with a dash of shootouts, a sprinkle of gadgets, all on a hot buttered slice of Panache. "Batman" was taken Wink.

Dancer?

For the moment I'm rolling with Troubleshooter. John Reece from Person of Interest has been the absolute poster child for nailing down this class as the small screen version of James Bond (Harold and McGee from NCIS are currently discussing the Hacker class). Also some Jason Bourne (movie style). The class is heavy on urban invisibility (formidable Blend) and hell on wheels in a fight for the first few rounds. If it drags out longer than that, the tide starts to turn. Wildcard/Combatant with a dash of charmer.
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