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41
Off-Topic / Re: Video Game News and Such 2016
« Last post by RusVal on September 21, 2016, 08:49:49 PM »
METAL GEAR SURVIVE: TGS 2016 GAME PLAY DEMO

One thing the Rock Paper Shotgun article did remind me about: Kojima actually wanted to make a true proper zombie game, but felt that they wouldn't fit into the MGS world.  That said, some zombie elements crop up in MGS IV, when SOP is turned off, and the nanomachines keeping all the soldiers' emotions in check shut down.

It makes me wonder if this whole survive thing was Konami's way of going: "Oh, you want to leave?  Fine, then we will make a zombie game out of MGS!"  Definitely sounds like the dumb, petty thing a corporation that's been on a downhill slide would do.
42
License to Improvise / Re: (Fantasy Craft) Action Dice for Tricks
« Last post by Big_Jim on September 21, 2016, 07:05:41 PM »
I think this is a cool campaign quality. Here's my take:
Quote
TRICKS ARE TREATS (1 ACTION DIE)
Heroes can perform the most skillful maneuvers when they truly need to. As a Free Action, a Special Character may spend 1 Action Die to gain an Advanced Action or Trick (see Fantasy Craft, pages 221-223) they qualify for as a temporary trick or advanced action until the beginning of their next Initiative Count. This may not grant an Advanced Action or Trick granted exclusively by a Feat, Class Ability or other specific character option. You may not select the same trick or action more than once per session.

It's just a clean up except for the last sentence. You want this to be cool and an ace in the hole. But if the AD monkey can just purchase an unlimited trick the 3 or 4 rounds in a session he needs it, that steps on the cool of character who invested in their concept. Limiting it to once per session lets everybody step up to the plate once, but not over shadow those who have it as an inherent part of their character.
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License to Improvise / Re: (Fantasy Craft) Action Dice for Tricks
« Last post by Slashes-With-Claws on September 21, 2016, 04:54:30 PM »
I think this is pretty good.  One minor change.  "Immediate Action" is not a thing in FC, I think you mean "Free Action".
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by jarvvoitlus on September 21, 2016, 02:09:14 PM »
Yeah, I was readying an action to attack. Sorry if I didn't make it obvious.
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Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Ares on September 21, 2016, 01:30:19 PM »
Spoiler: Start Round 2 • show




Creamor had cast what little counter magic he was capable of (definitely an area he'd have to research now) to free Grumblejack. Seeing that Drin had called infernal support, Creamor decided to do his part to strengthen Asmodeus influence. With a step forward, he took his time to track the pentagram of their lord into the dust, careful not to mix the infernal influence with the already existing celestial influence of the seal and the abyssal influence of the altar: "Sanctificetur"

Spoiler: show

5ft step to F9
Casting Consecrate with reduced duration as a full round action. (Reduced to Level 1 spell, auto success, 1 SP)

Creamor and the summon gain +2 magic bonus with Morale checks, attack checks, damage and saves inside the sphere.
Doesn't help Grumblejack since he isn't an outsider.

It shouldn't affect the demon since it's no attack (and he isn't of an opposed alignment)

5 SP remaining

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Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Antilles on September 21, 2016, 01:03:45 PM »
Aiden watches Janus' attempt at diplomacy, ready to rush in if things turn sour.

Spoiler: show

Basically same as last turn.
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Fiendbasher on September 21, 2016, 10:18:07 AM »
I was waitin for them to take their turn, yep. I posted my actions n everything.

Though if they're taking enough time, Vash may lock the door. XD
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Play-by-Post / Re: [OOC] The Secrets of Kung's Island
« Last post by Ares on September 21, 2016, 10:10:32 AM »
Ok guys, where's the hang up.
Anything I should clarify for you so you can declare your first round, or do you just want to wait until the doors open and the machines spill out?
49
Fantasy Craft / Re: Questions
« Last post by Takeru on September 20, 2016, 09:37:20 PM »
I suggest Hewn Limbs because every specific example mentioned in this thread is aiming at a critical injury as the intended outcome, so your first and foremost goal should obviously be to make critical injuries more accessible to everyone in general.
Critical Injuries are random and retroactive. They turn "I hit him for X damage" into "You also damage Y."  Let's look at a more specific example- what if someone is fighting an Ogre and they say "I want to stab him in between the toes!"  That's clearly the Pick on the Big Guy trick- but what if you haven't trained to be a Giant Slayer? I more or less solved the problem with the new It's Tricky quality I came up with, but do you see the difference? The point isn't "trying to do critical injuries", the point is "trying to do something more than Raw Damage or one of the specific Advanced Actions."

Quote
But again, this is all assuming (based on the examples given of creative tactics) that the end goal is to enable players to inflict cinematically appropriate debilitating injuries. If what you're really interested in is just the "I swing at the horse's legs" part, rather than the expectation of being able to break them with such a maneuver, that's a whole different can of worms.
That's the can of worms I'm interested in.
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License to Improvise / Re: (Fantasy Craft) Action Dice for Tricks
« Last post by Takeru on September 20, 2016, 09:26:24 PM »
That's- actually a good point. I was getting too wrapped up on the distinction between Physical Actions and Ability Enhancements that I didn't notice the very very simple answer of "just let them have it all, it'll sort out." I'll reword to give everyone access to everything they normally qualify for.

Quote
It's Tricky(1 ACTION DIE)
Warriors can perform the most skillful maneuvers when they truly need to. Special Characters may spend 1 Action Die as an Immediate Action to gain access to an Advanced Action or Trick they qualify for but do not know for one round. This may not grant a Restricted Action or a Trick gained only from a Feat or Class Ability. Usage limits are tracked normally.
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