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Mistborn Adventure Game / Re: Noble: Atium and Steel
« Last post by galvaneisse on September 28, 2016, 04:00:02 PM »
Also, I know Brandon hasn't said much about this or how it works, but mechanics for allomantically burning hemalurgic spikes.

Because I play a lurcher who obtained a koloss spike, realized it was good Iron and started burning it.

And there's several possibilites we've imagined.

my favorites are these:

1. It acts like a metalmind and grants you either the allomantic power of iron, or if you tap the other source of investiture, +2 on strength rolls.

and the one we went with:

2. Burning hemalurgic iron feels just like burning regular iron for a while. You lose 1 spirit while burning. Then, after about 50 charges you start to have bloodshot eyes which fade some time after you stop burning You also have a temper and feel cold. When you burn 100 charges, you grow an inch and start to get a +1 to physique while burning/+2 while flaring. your skin starts to turn grey. After 500, you have grown 3 inches and have a permanent +1 to strength, even when not burning. You also have a permanent -1 to Spirit. You also go into a berserker rage while burning. Assuming the spike contains 1000 charges, after you finish it, you've grown 6 inches, your skin is grey, eyes are bloodshot, and your temperament resembles a Koloss to a great degree.

I mean, this is just the one example we have encountered during play, and it caused heavy debate for a month or so before a satisfactory conclusion was reached on our end.

That said, I'd like to see what mechanics Craft-Games thinks should apply here. Hopefully with some word from Brandon about how this really damages a spiritweb and some of the consequences of such.
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Off-Topic / Re: Tantalizing, Yet Unused, Story Threads
« Last post by RusVal on September 28, 2016, 03:36:23 PM »
Got a big ol'... Blizzard of threads here. ;) ;) ;D

The RTS Omnic War that they show in the intro cinematic for Overwatch.

And the huge number of alt-universe background materials for the various Heroes of the Storm skins.  A few examples:

Mechs vs. Kaiju - (Various Mech skins, Kaiju Diablo) Could be an alternate version of a Hero Brawler, only with even more over-the-time abilities, and an even greater difference in size between heroes and mooks.

WarWorld 3 -  (WarWorld Sgt. Hammer) A Blizzard take on World War 3, possibly even with shoutouts to the Command & Conquer series.

AMERICAN StarCraft - (Stars and Stripes Raynor) Ok, this is probably just me, but it be interesting to so the StarCraft universe if the Terrans were more blatantly from the United States.
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Mistborn Adventure Game / Re: Noble: Atium and Steel
« Last post by galvaneisse on September 28, 2016, 03:28:49 PM »
I'd like to see examples of sub-governments that have happened across Scadrial throughout the Lord Ruler's reign. Before the plantation system, what are some of the things that were seen? Feudalism? Skaa Communes? I'm sure there's dozens of ideas that could make for interesting settings to play in.
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Mistborn Adventure Game / Re: Allomancy on the High Seas
« Last post by galvaneisse on September 28, 2016, 03:11:46 PM »
Love these posts.

I'm eventually going to run a Seafaring campaign as well. Been planning it with my wife for a month or so now, to play in a year or 4.

I feel like with mistborn, if your story doesn't have grim notes once in a while, You're not doing Scadrial justice. This is one of the darker fantasy worlds out there, with no method of healing others, a government actively trying to kill most of the characters that would ever play in any campaign, abominable magic, rampant crime, rampant rape culture, slavery on a massive scale, privilege, genocide, corruption, lies, secrets, politics, betrayals, schemes, executions, manhunts, and social manipulation on a massive scale. While none of these in particular need to appear in a campaign, they are all a huge part of the setting. For heaven sakes, to even be able to practice allomancy, you either find a bead of Lerasium (which should basically never happen), inherit a latent ability and narrowly escape death, or kill someone and impale yourself with the murder weapon, tearing a piece of the soul from the victim and splicing it onto your own.

Please keep posting these. I'm sure there are further ideas here that I need to spike and affix to my campaign.
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Off-Topic / Re: Tantalizing, Yet Unused, Story Threads
« Last post by Manic Man on September 28, 2016, 03:05:39 PM »
Buckaroo Banzai Against the World Crime League
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on September 28, 2016, 12:03:57 PM »
Calling Casdragon:
Your last participation in game was September the 17th.

I'll be away the next two days, you've got until than to get your actions in.

No-Show, No-Tell until October 1st means I'll take over your character, shortly followed by some suicidal actions!
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License to Improvise / Re: (Fantasy Craft) Mounted combat house rules
« Last post by TheVastator on September 28, 2016, 08:39:34 AM »
Well, first of all you aren't taking in account the most important aspect... the rp.
In NO WAY I'd allow thinking to "maximise the xp towards attack", or to use your beloved mount as portable cover (unless you're THAT kind of character), and that it's just plainly horrible to watch a knight dismount and fight alonside his warhorse because "I get to act twice".

About the mobility: mobility is often underrated, but when you can move quickly (no way you can reach the speed of a charging mount with normal character options) accross the battlefield or while traveling, you have a great advantage.
About the animal partner: it's because you're probably thinking this only towars a character with an animal partner feat. And in that case, your reasoning is fine: there is no big difference. The big difference is when somebody WITHOUT the animal partner feat starts thinking "oh, I got lots of money, I'll just by two war horses so I can attack twice more in my round" (of course this won't even happen in an rp heavy campaign, but still :P ).

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License to Improvise / Re: (Fantasy Craft) Mounted combat house rules
« Last post by Kingswood Mr Jazz on September 28, 2016, 05:39:00 AM »
I still think a lot of these solutions dont fix the basic issues with defense values and damage sponge problems that mounts have, which was one of the two major issues I have with the basic mounted rules. The fact that barding is a waste, the character idea options are heavily limited and hampered and that there are a lot of logical rules-to-reality problems. I mean sure, they may "work" balance wise (which seems to have its own set of disagreements) but that shouldn't change the fact that the rules are arbitrarily restrictive for the sake of balance when they needn't be in my opinion.

Quote
  And if that were such an amazing proposition you wouldn't be mounting up at all. But you are, and probably not just for style points. Ergo you're getting some advantage already and that advantage, at least where horses are concerned is mount mobility wedded to a PC's damage dealing. Mount stats are in general built specifically to achieve that kind of synergy. Gear - even gear you feed, doesn't give extra actions. Wearing boots of speed doesn't give you extra actions either, it just makes you faster.

I dont understand this supposed huge "Mobility" advantage. There are many simpler ways you can gain a +10ft or +20ft movement value without using a mount. You can gain an even higher movement speed, or even flight quite simply. My second problem is I dont understand a lot of the problems with "Economy of action", sure, it may seem overpowered to gain "more" actions, but you'd already have them if you weren't mounted, so if you have a problem with that then you have a problem with the animal companion feat as is and should probably be complaining about that in itself.

If you use the system I proposed, lets look at what the differences are with having an unmounted animal companion:

Mounted:
Positives: Size changes to large (or possibly larger), movement value changed to that of your mounts
Negatives: Can be unseated (Pretty unlikely for a lancer), must remain in the same square, slightly more limited actions as you are both required to make move actions as one

Unmounted:
Positives: Flanking is possible with teamwork, can spread out to target multiple opponents, animal companion can be used as mobile cover, EXP can be minmaxed more towards damage and such as you no longer have to worry as much about carring capacity and stability etc, animal companion can flee if in danger without carrying the main character with it
Negatives: None that I can immediately think of that dont also apply to the mounted companion. Both can be hit and killed, both have the same economy of action (almost), both require feed etc.

I dont really see a massive imbalance here between the two options, am I missing something here?

Quote
The intent her being essentially that if you take both these feats, you get the same sort of action economy that you'd have under Kingswood Mr Jazz's campaign quality, without needing any fundamental changes to the mounted combat rules. With Kingswood Mr Jazz's approach, barring any additional abilities to grant extra actions, you could:

    Take two movement half actions, or one movement full action (since this counts against the actions of both mount and rider)
    Take one movement half action (counting against both mount and rider's actions), one non-movement half action by the rider, and one non-movement half action by the mount, in any order
    Take two non-movement half actions each as both mount and rider, in any order

Put it so much better and clearer than I ever could! Thanks!
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Off-Topic / Re: The Repeat List
« Last post by Mister Andersen on September 27, 2016, 06:50:01 PM »
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