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  • Grod_the_giant
    replied to Adding choices to Sail
    Don't get me wrong, I'm not looking to contend with a Sail supernal--my player had a few dots from his background and picked up the rest once it became clear the next arc of the story was going to revolve around the Lintha, and maybe the Peleps. There will be God-Blooded, Dragonblooded, demons, sorcerers, sea monsters, and even a few Infernals running around before things are through. There will be enough magic bull**** around to provide the occasional challenge, and I'm happy to have him wreck any amount of mortal opposition... as long as we're having fun and not gritting our teeth at the rules....
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  • Grod_the_giant
    replied to Adding choices to Sail
    My sailor had 5 dots and Salty Dog Method, and he was struggling with enemies who had a 12-die pool (Maneuverability +2, Crew +2, Sail 5, Wits 3); I wound up reducing the enemy die pools so he could build up enough momentum to sink ram someone before the agata-mounted Dawn and Zenith finished hopping from ship to ship killing everyone manually. Is it just the Immortal Mariner's Advantage tree that's the problem?
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    Last edited by Grod_the_giant; 08-25-2020, 10:43 AM.

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  • Grod_the_giant
    started a topic Adding choices to Sail

    Adding choices to Sail

    After a very muddled first encounter with naval combat, my players and I had a conversation about the rules and where they fell apart. By our analysis, the rules as written occupy an odd space between extended checks and true combat rules--there's marginally more complexity than simply rolling the same check over and over again, and you have certain choices to make during a combat... but not enough. It still basically boils down to rolling rolling Positioning until you have enough momentum to ram. At the same time, we don't want things to get as crunchy as, say, the combat system, not when the...
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    Last edited by Grod_the_giant; 09-05-2020, 08:20 PM.

  • Grod_the_giant
    replied to Ask a question, get an answer
    Oh, different gods have different foibles, but there are plenty of reasons they might not be particularly helpful. Take the local deities in my campaign:
    • He Who Harvests, a farm god, is egotistical and self-important. He's as likely to curse you for some imagined sleight as he is to bless you for talking him up.
    • The Hungry Shadow, a death god, is scrupulously honest and meticulous. They won't screw you over... but they're not going to do you any special favors, either.
    • Ankhasa, an ocean god, prides herself on neutrality. She's happy to help her worshipers, but only if she can do it without
    ...
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  • Grod_the_giant
    replied to Ask a question, get an answer
    Why not both? Particularly when it comes to big asks, like "please let my son survive the war." The local field god might be able to bless your harvest, but they're not going to do much when your mom has cancer. Or what if your local god is one of those Crom-style "I hate you, be strong enough to deal with it" guys, or you ask for something and they say no--wouldn't you like the idea that there's something you can still do?

    The last one becomes particularly important if you portray gods as entitled jerks. They gain power from worship, but that's not why they...
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  • Grod_the_giant
    replied to Ask a question, get an answer
    Ran into this issue tonight: What happens when players try to interact with ships directly during naval combat? When the Athletics supernal wants to use Mountain-Crossing Leap Technique to bypass the whole momentum system and start a boarding action all by themselves? What if they then want to rip it in half as a feat of strength? What happens when some of your players jump on Agata and fly directly to the enemy ship, while the last guy continues to make broadside/ram attacks?
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    Last edited by Grod_the_giant; 08-23-2020, 09:55 PM.

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  • Grod_the_giant
    replied to Making 3e Easier to Run
    From a systemic point of view, I think I'd rather drop motes than Willpower. The size of your pool is smaller, the conceptual meaning is a little clearer, and it represents a common resource across creature and encounter types. To keep the "be careful about revealing your power" aspect, you could replace mote costs with something tied more directly to anima. Say, give each Charm an "Anima Level," and if your anima is lower than that level, using the charm kicks you up-- ie, say that Thunderbolt Attack Prana has an Anima Level of 2 (Burning), so using it instantly takes you...
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  • Grod_the_giant
    replied to Making 3e Easier to Run
    Yeah, I can see that. Idk, I trust my players not to be assholes about it. Besides, I'm a powergamer at heart and I don't think I'd want to start with straight 5s and 1s and spend all my experience for the first few sessions buying attribute dots, even if it is ultimately cheaper.


    Ugh, tell me about it. Dice pools are the EASY part.


    Depends a lot on how generous the GM is with stunts-- if they hand out a few two-point stunts, it's easy to end an encounter (especially a minor or noncombat one) with more willpower than you started with....
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    Last edited by Grod_the_giant; 08-22-2020, 11:38 AM.

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  • Grod_the_giant
    replied to Making 3e Easier to Run
    Well... I'm happy not to track willpower either, then. Score!


    It's worth trying a players-roll-all-the-dice system sometime, just for the experience-- it's a pretty neat twist. My original system uses the same mechanic.


    Oh, definitely.


    Skipping around the Charm trees? I'm not sure it's as bad as it sounds; the overall quality of your charms will trend higher, but Charm trees (usually) don't have utterly useless junk-- you can skip over a bunch of dice tricks but then your rolls will be lower; you can avoid sections of the tree you're...
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  • Grod_the_giant
    started a topic Making 3e Easier to Run

    Making 3e Easier to Run

    In the past, I've posted a great deal about difficulties running 3e, about the problems I've run into and ideas for solutions. Eight fully successful sessions into a new campaign, I think I've got my changes down, and I wanted to consolidate and share them all in one place.

    1. Players Roll All the Dice
    This is probably the single most helpful change. Rather than handling PCs and NPCs symmetrically, I've shifted all rolling into the players' hands--NPCs just offer a series of static difficulties. Doing so makes combat way smoother because you never need to ask your players...
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Grod_the_giant
Grod_the_giant
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Last Activity: Yesterday, 05:44 PM
Joined: 08-20-2016
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