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  • Seraph Kitty
    replied to Interesting mixed games
    On the topic of Beast+Mage, Dave's post in the Mage forums reminded me of a delightfully terrible concept I had when I was brainstorming how (or if) to use Beasts in my mage chronicle.


    Best Lair ever.


    More on topic, though: my favorite crossover combination has always been Geist+Changeling, although I haven't had a chance to play or run such a game. They work really well together for themes of defining community, healing, and self-realization. It makes a great combination for exploring very mundane human-centric themes with a supernatural twist. That's not...
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    Last edited by Seraph Kitty; 10-30-2019, 02:44 PM.

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  • Seraph Kitty
    replied to [Realms hack] Ammunition Variant
    As you pointed out, there's not a mechanical difference from what this hack proposes and what players can, and probably should, already be doing. It's not messing with the numbers at all. I think it helps better clarify the expectations of those mechanics, and it cuts out a pitfall of dumb misstep. Whether or not someone finds that valuable is going to come down to their personal preferences; it sounds like your preferences are different from mine.

    I'm willing to admit this situation came up because my table (myself included, and this player in particular) had some false expectations...
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    Last edited by Seraph Kitty; 10-21-2019, 06:23 PM.

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  • Seraph Kitty
    replied to [Realms hack] Ammunition Variant
    This is a really salient point, which I didn't realize. Hmm.
    I guess the heart of my hack is what the default assumption is in terms of spare ammo, and the descriptive difference / the presentation of how much is in each ammo pack.
    However, I'm going to argue that's a very important difference. But I'm going to make another point or two before I get to that.



    Guardians can't start with any ranged weapon; a thrown item is not even option with their starting rucksack. It's a fair enough point that they're melee, and have plenty of options for that, and don't...
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    Last edited by Seraph Kitty; 10-21-2019, 12:11 AM.

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  • Seraph Kitty
    replied to [Realms hack] Ammunition Variant
    wyrdhamster - those are my rules; what you describe doesn't change the hack as I intended it. Sorry if I miscommunicated in my post, but failures only slide you one tier; the DC and other rules I included were just reprinting the RAW for clarity. But I'm glad you find them interesting; I'll look forward to hearing how it works for you!

    Heavy Arms - You make some good points, but for my mileage, I'm not worried about people who specced into awesome rangers as much. As written, ammunition saves cover both conserving ammo and recovering it; you could easily add quickly fletching a new...
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    Last edited by Seraph Kitty; 10-20-2019, 06:37 PM.

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  • Seraph Kitty
    started a topic [Realms hack] Ammunition Variant

    [Realms hack] Ammunition Variant

    (bold for edit, not emphasis. turns out this was more of a clarification in presentation and a tweak of the default assumptions, rather than a full rules hack / variant, so I decided to edit this post to make clear what it was doing and why)

    Greetings all,


    My table came up with this variant way of using ammunition (or, rather, a clarification) kind of by consensus at the start of last session. It was kind of a cool process. But it fixed a perception mistake one of my players was having, while still keeping the rules assumptions the same, and tying in to the general...
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    Last edited by Seraph Kitty; 10-21-2019, 05:09 PM.

  • I've run 5 sessions so far, and handing out crafting materials has occurred in all of them. My players have begun crafting / requisitioned a few items so far, but haven't finished any yet. And I've run into a few snags which caused me to refine things a little bit, so I wanted to give an update as to my experiences.

    When I've been thinking about exotic parts for players to find or harvest, I've always had a few different Relics I intended for it to be crafted into. But I didn't actually tell players what those items were. Instead, I gave brief descriptions of the magic, like "projects...
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    Last edited by Seraph Kitty; 10-20-2019, 02:05 PM.

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  • [Realms of Pugmire] For Love of Refinement

    I'm not playing in a Pugmire game (I'm the Guide) but having so many options for refinements and receiving so few of them throughout a chronicle has me hungry for some other means of getting them, or playing beyond level 10. Between Breed, Calling, and Relic refinements (which the core recommends giving every player one upgrade-able relic), there's so many good options to pursue, and some of the most desirable (particularly for damage, it seems) have several prerequisites, requiring a lot of investment from a very limited resource.

    For my game, at least, I've been handing out quite...
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  • Pugmire, page 182.

    I agree that the Barool stats don't quite line up with a CR 4 as they describe. But I've also noticed that several monsters don't fall in line with those guidelines - and that there's discrepancies between Pugmire and Mau. For example, Bone Bugs (pug 183) and Bone Burrs (MoM 194) have exactly the same stats, but are CR 0 and 1 respectively; and their Make a Monster charts have different Defense ratings. It looks like there might be some mechanical differences among Player Characters between the two games that change their monsters' CR somewhat. I suspect that if...
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Seraph Kitty
Seraph Kitty
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Last Activity: 10-31-2019, 03:13 PM
Joined: 11-02-2013
Location: Portland
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