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31  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 03:41:12 PM
  I like it Cool. Let me fold it in as a trick. One sec.
32  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 02:45:41 PM
  I'm listening. Maybe it can even work in a way that isn't so awesomely situational. Right now my thinking is the chief restriction to balance it might be that it can only happen to the target once per combat. Hmm. Let me script (scribble, scribble).

  Alright - Ebb and Flow-style Distract action (with feat and trick support) up in first post. The "ebb a target" action has been renamed Stall. This keeps RAW naming conventions and better aligns with Origin abilities like engaging diversion. If you already have a higher initiative it costs you a half action. If you have to jump the line it burns a full action. Instead of setting their initiative to 0 or 'lowest -1' it sets it to their initiative bonus, again making that stat more valuable with some characters so quick to react that even when you do successfully distract them they may be able to act in time to thwart (some of) your intentions Smiley.
  And to all members of the Diabolical Gamemaster Union (DGU local #616, muhuwahahaa!) - pop players in the face with this new distract early and often Evil.
33  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 25, 2015, 10:15:26 PM
Let me add that the inclusion of an hyperspace interdictor as one of the imperial capital ships (the one with four large globes bulging out of the wedge hull) makes me squee.


That is all.

(still looking for my jaw. getting hungry and running low on soup and yogurt)
34  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: March 25, 2015, 10:10:38 PM
Power corrupts. PowerPoint corrupts absolutely. Evil
35  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 09:33:28 PM
  I look forward to hearing back from some live testing Smiley.

  Self-ebbing makes for good 'comeback' mechanics because they are always ready but they risk less for the character who is already behind the curve. Underdog mechanics where you are just plain better while the tide is against you are also good fodder for heroic options Smiley.

  Honestly, I can't wait to hear back on a courtier or similar talky PC taking Nettle. That's gonna be diabolical... Without any other investment in combat ability that should make your frontliners LOVE YOU (like they had a choice, heh heh hehhh...). When I was putting Nettle together I was thinking "this is the Captain Kirk attack!"
36  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 08:50:50 PM
Why the increased movement distance for Aim vs. the existing version?

  Overall shift towards readiness to manage more contemporary conflicts and a 'run and gun' paradigm (or at least gun and scuttle Smiley). Aim RAW is also kinda weak even as an available-to-all default combat action. Giving up an attack to gain a +1 on other attacks which you lose if your target more than twitches is an iffy trade.

I believe there are LtI feats whose benefits include increasing the existing 5' distance.  This starts to break those if used in conjunction, and I don't see the underlying reasoning.

  If they don't already allow for greater motion than 15' per round, they can likely be tweaked pretty easily. Tracking cascade effects in official rules is challenging enough. Some LtI stuff just won't match up as written.

I find the use of Resolve vice Sense Motive an interesting choice.  Re-reading Resolve I see the appeal, though Resolve (Wis) might be better than Resolve (Con)?  Frankly, it's just nice to see more uses for Resolve.

  Finding more uses for Constitution was on my mind, but Wisdom may be better. (It'd be Determination in new pie, an attribute which exists pretty much specifically to catch things in the gap between those two attributes)

Fwiw to anybody, the roll20 initiative tracker lends itself well to this -- adjusting the current initiative value of a character/mob on the fly (possibly multiple times) without changing their position is trivial.  Then, at the end of the round, re-sort.  Ties can be dragged up or down as needed.  I think trying to do this by hand would be a bit of book keeping??

  Some, but I think the changes will actually be a bit less frequent than seeing them all in one place implies and that should keep the book keeping only slightly more demanding than the baseline system.

I can see the tactical benefits of going last/later in the initiative track (assuming I'm still alive Grin).  Then my attempts to ebb another character's initiative would dominate, until I dragged them down to my level.  Wink

  If just looking at it inspires tactics... then it's working Smiley.

(Finally, not to be nit-picky, but you might want to capitalize the use of aim when talking about the action, just as you've done with Sense Motive and Distract?)

  Good eye. Fixed.
37  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 08:39:45 PM
When I was reading there was something I thought was missing, but couldn't recall when I first posted, but now I remember: stronger actions that cause your own initiative to ebb in addition to the other effects.

  Sure. 'Sacrifice' actions. I was thinking of maybe an Edge gain for an ebb and extra healing during a refresh by accepting an ebb. Those might be doable as stand alone tricks rather than elements of a feat.
38  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: March 25, 2015, 06:36:22 PM
  Compulsion works as a vector for transmitting belief systems all the time.

  You're just not getting them young enough and long enough Wink.
39  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 06:34:41 PM
  Sure. Opposed skill checks are just the kind of action the RAW Distract is, using that as an initial reference point. I don't have a strong opinion on how more stuns could be introduced to the game (or even that they should be...). Just expressing the caution that underlies a long history of avoiding stun-lock mechanics. Stuns, any stun, are pricey Smiley.
40  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 25, 2015, 05:41:20 PM
  I think I was unclear - stunning an enemy for 1 round is a vastly more consistent way of creating/portraying dramatic rescues and hard interrupts. It's also vastly more powerful and would need to be a lot more demanding than an infinitely repeatable opposed skill check to generate it.
41  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 24, 2015, 11:33:55 PM
  Still looking for my jaw. I dropped it here somewhere...
42  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 24, 2015, 06:49:54 PM

This. Times a lot.
43  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: March 24, 2015, 06:29:21 PM

Now that's actually some interesting product placement.
44  Community / Off-Topic / Re: The Idiot Box 2015: TV news, views & reviews on: March 24, 2015, 04:49:54 AM
  I would say it meandered BADLY for 7 episodes but got its poo properly bagged up and was able to take a nice walk around Central Park. I wouldn't say Elias was the saving grace of the show but he was the first proof there was going to be something there I wanted to watch.

  And it did adroitly address my plausibility break points regarding the initial construction of The Machine.
45  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 24, 2015, 04:44:01 AM
Why not simply remove the extraneous rolls and simply used a fixed +/- 2 adjustment?

  Because that defeats a central goal - to make the character's initiative bonus significant to more than single roll per combat. Stacking adjustments forget their reference point. Re-rolls do not. I also kinda like that when trying to swing the tempo of a fight your scheming might not work. The higher your current circumstances, the less likely you can improve upon them. The decision seems more interesting to me than a flat adjustment would produce. Comes a point where you might decide "good enough" instead of chasing an always better +2. A couple times I considered mechanics that set a minimum shift - I ended up dumping them all and plan to instead occasionally grant an increase to the character's initiative bonus where extremely reliable improvement seems appropriate.

  Under RAW "You initiative bonus rises by +1" would be a joke compared to "Your BAB rises by +1" but under ebb and flow those two benefits become a lot more comparable. Not equivalent, but closer to the relationship implied by the +5:+6 bonus at max level from spending a class design point. Right now "dump stating" a class' Initiative bonus column is a pretty forgiving option even for a primary combatant. And due to the single roll nature of Initiative checks medium Init bonus progression is largely a waste of a design point. But with several rolls per combat the chances for it to shift the order (and bonuses) in your favor normalizes nicely.

  That and right now I'm slightly enamored with using dice to create addition/subtraction free transformations Cool. D&D5 had that effect on a lot of designers I think.
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