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Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by ludomastro on Today at 05:14:19 PM »
Yes, that will do fine.

As to the hint, umm, something in the form of what should we do next.  I'm not asking for the plot to be laid out in his mind just knowledge of whether we should go down and get something (a key, data, a tapestry, etc.) or whether we need to deal with the zappy critter in the previous room.
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on Today at 02:06:13 PM »
XCOM 2: Long War 2 Mod Brings Big Changes to the Strategy Layer on PC

I like this.  I reeeally like this.  One of the things that always bugged me was how everyone not XCOM was sort of forgotten about, to the point where pre-2 announcement I suggested that a sequel could include a "world readiness" mechanic where you try to build up your allies, with possibility of playing with allies on certain missions.  This takes that idea in a more guerrilla fashion, where you are helping the various cells with advisors.  OOooohh, I really want to check out how this system works!

And we might get a chance tomorrow, since Firaxis is doing a live stream where they play it! ;D
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"We've found the seal," Janus points back up the stairs. "But no indication of how to break it. Maybe the Mitrans missed or left something behind when they broke the cult that might be of use?"

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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Antilles on Today at 12:55:06 PM »
Considering the differences between the old and the new versions, I stand by 'gamified' as a valid descriptor for these changes.
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Gatac on Today at 12:45:28 PM »
These things being explicitly games to begin with, of course...

Well, so is XCOM, isn't it? :)
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Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by Antilles on Today at 12:45:11 PM »
ludo: So, something like this, then?

About the hint, sure. Any particular topic, or just something generally helpful?
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Valentina on Today at 10:52:40 AM »
I guess that's why 4th edition sprang to mind, since it gamified earlier editions as much if not more than XCOM gamified X-COM...

These things being explicitly games to begin with, of course...
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License to Improvise / Re: [WIP] [Fantasy Craft] Skill Tricks
« Last post by Slashes-With-Claws on Today at 08:39:07 AM »
Clearly, someone has been poking around my computer again...

*puts SC3 skills chapter into code vault*

:D Good work.

Thank you.  And thanks to those who have been helping me with this; I could not have done it alone.

It's your own fault, really. You basically trained your fan base on how to be spies.

No computer is safe, no vault is secure.  >:D

Also, I play burglar class, so I have the Skills for it.
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License to Improvise / Re: Expanded Wild Magic (converting from TOG)
« Last post by TKDB on Today at 07:35:45 AM »
I personally wouldn't tie Wild Magic into Miracles. The whole point of Miracles is that they work 100% of the time but you only get like two or three of them per scene, so if you start playing around with them mechanically it becomes exponentially more of a problem. But let's see- if you need a mechanic...

Yeah, a Resolve check is probably the best bet. It's the only mechanic I can think of that interlaces flat over nearly any part of the system without taking extra actions. Probably using similar mechanics but make it so the spell never fails. Roll a Resolve Check versus the Spellcasting DC of the spell and then either A: success = good effect, failure = bad effect  or B: success = no effect, failure = cosmetic effect, error/crit = mechanical good or bad effect.
Add in a dash of In Nomine:  Failure = Spell goes off without issue.  Success = Small, mostly cosmetic bonus.  Threat/Crit = Caster's deity intervenes for their benefit.  Error/Critical failure = Deity opposing caster intervenes for their benefit.  Deities meddling is not necessarily good for the person asking for the miracle...

In the case of the particular campaign I'm intending to use it for, all the wild magic (both arcane and divine) is due to a meddling elder god of chaos, so that's not too far off, fluff-wise. But I did go with more or less Takeru's "B" setup -- but in this case, the critical failure produces a risky effect, rather than the same set of critfails arcane casters have, being a bit more lenient to the divine casters as a concession to the fact that divine magic is supposed to be more reliable.

Also, I figured out how to make fancy pretty PDFs like Big Jim does, so here's one of those for my converted "Wilder Magic" campaign quality.
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