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1  Campaign Creation / Meta / Re: Kaptain Xeviat wants you for the Krunchy Army on: August 21, 2014, 05:32:17 PM
Combat Maneuvers should include the following possibilities:
  • Trade defense for offense (in terms of one of accuracy, movement, or power)
  • Trade offense for defense (in terms of number of defenses or effectiveness of defenses)
  • Trade time not-attacking for some sort of aiming bonus to your next attack against a specific opponent
  • Set up If-Then statements, like "I wait until he tries to attack me to launch my attack against him". This would let you delay your own action in the initiative sequence in exchange for potentially interrupting another person's action with your own.
  • Move further than you normally could if you also attacked
  • Move far AND attack, but with penalties to accuracy and defenses
  • Do Jack Squat.
  • Take a round to execute a non-combat action during combat
  • For the sake of spellcasting, probably some sort of Concentration thingy instead of an attack, with potential penalties or different handling of defenses (or the effect of distraction, at the least).

I think a trick system should be able to let you take various penalties to skills to perform tricks.  Frex, roll Acrobatics-4 to slide down a banister without falling off. Buying up a trick should eliminate the penalty.  It is totally okay if it is cheaper to buy up the underlying skill than buy up every trick based on it; people tend to specialize in tricks anyway.  It's sort of a signature thing.

Executing tricks should take various numbers of rounds based on the trick. Performing a backflip might be a one-round action, but sliding down a bannister will take various lengths of time depending on how long that bannister is.  This will generally use the Non-Combat-Stuff maneuver above.

Combat tricks may involve exploiting the geometry of your weapon (using the hook on locherbe axe to snag someone's clothing or using the prongs on a spontoon to bind an opponent's blade). These will likely use some form of an attack maneuver.
2  Campaign Creation / Homebrews / Re: Bloody Sun, Shattered Sword - Discussion & Setting Thread on: August 17, 2014, 09:43:11 AM
I like the sound of this!  I'm looking forward to reading more!
3  Campaign Creation / Homebrews / Re: The Scroll of Night on: August 13, 2014, 05:22:30 PM
This reminds me of how timelines blend together in Dark Souls. Tell me more, tell me more!
4  Campaign Creation / Homebrews / Re: The Cosmic Cage on: August 05, 2014, 10:47:27 PM
This is awesome!  Keep it coming!
5  Campaign Creation / Meta / Re: D&D 5e Basic Rules on: August 02, 2014, 03:55:29 PM
This image feels relevant....
6  Campaign Creation / Roleplaying / Re: D&D 5e/D&D Next IRC Game on: July 30, 2014, 06:41:44 PM
I'm interested in joining in, too, and 8 pm sounds doable any day. I'm also good with any adventure you want to run.  I'm more curious about how the system handles than what sort of muck we are arunnin'. laugh
7  Campaign Creation / Meta / Re: Freelance Designer "Tryouts" for Green Ronin on: July 28, 2014, 05:11:03 PM


I can see why they went with monster design.  It involves most of the major skills they'd be looking for: familiarity with the system in question, writing ability, and overall creativity.
Not to mention following a fairly complex template with lots of specific instructions. I can see why some would be turned off by the nature of the test submission, but if you can get past it, they'll know you won't be a headache for the editor (which is probably about 90% of the point, anyway).
8  Campaign Creation / Meta / Re: Freelance Designer "Tryouts" for Green Ronin on: July 27, 2014, 08:12:38 PM
All of the tryouts look to be based on a monster submission.  My guess is that they are testing your ability to write and follow a house style more than anything.  I wouldn't be put off by the tryout criteria. Heck, it's freelance. If they pick you, you don't have to do anything if they don't want what you have to offer.

Xeviat, that's really funny.  You should totally do it! >8|
9  Campaign Creation / Meta / Freelance Designer "Tryouts" for Green Ronin on: July 26, 2014, 03:19:53 PM
I saw this posted by another freelance writer and thought it worth sharing here.  Green Ronin is looking for new freelance writing talent for their various lines.  Check it out at this link.

Anyone else here intrigued by this?
10  Campaign Creation / Meta / Re: Xev20 Countdown - Class Uniqueness on: July 24, 2014, 08:45:19 PM
The way I roll with divine magic is extremely freeform. In d20 terms, it boils down to a heavily GM-adjudicated system of asking for miracles combined with a bunch of class features chosen based on how often your god listens to you (not necessarily how often he grants them). I provide lots of benchmarks for miracles to help guide how things will be adjudicated.
11  The Works / The Dragon's Den / Re: Books n' Stuff on: July 22, 2014, 08:57:36 PM
I should be hit.  I forgot some.
Do Androids Dream of Electronic Sheep by Philip K. Dick
A Clockwork Orange by Anthony Burgess
1984 by George Orwell
A Brave New World by Audrey Huxley

Also, check out the planetary tour books from Ben Bova (Mars, Jupiter, Titan, Mercury, Venus, etc. Yes those are the titles...). They do a great job of describing just how different other worlds are, even in those tiny, easily forgotten ways. Frex, on Mars, the horizon is a third as far away as it is on earth. It would look like the world drops off a giant cliff, probably, because we aren't use to that at all. The sunrises are blue and noon is red - the opposite of Earth! He's great at picking up on that sort of thing we take for granted.

More Fantasy-ish-ness
12  The Works / The Dragon's Den / Re: Books n' Stuff on: July 22, 2014, 08:36:04 PM
I'll admit my fantasy reading is relatively limited, so my list there is pretty short.  On the scifi front, I can give you a nice reading list for sure.

The Hobbit by J.R.R. Tokein
Lord of the Rings by J.R.R. Tokein
The Silmarillion by J.R.R. Tokein
Unfinished Tales by J.R.R. Tokein
A Song of Ice and Fire (A Game of Thrones, A Clash of Kings, A Storm of Swords, A __ of __s, etc.) by G.R.R. Martin
Dresden Files books by Jim Butcher
Glory Road by Robert A. Heinlein

Science Fiction
Barsoom novels (Warlord of Mars, Gods of Mars, Thuvia Maid of Mars, etc.) by Edgar Rice Borroughs
Starship Troopers by Robert A. Heinlein
The Puppet Masters by Robert A. Heinlein
The Moon is a Harsh Mistress by Robert A. Heinlein
Stranger in a Strange Land by Robert A. Heinlein
Time Enough for Love by Robert A. Heinlein
The Past Through Tomorrow by Robert A. Heinlein
Okay, anything by Robert A. Heinlein, to be honest.  I've read all of his books and can't say I disliked any of them.
Foundation series by Isaac Asimov (All seven of them!)
Empire trilogy by Isaac Asimov
I, Robot series by Isaac Asimov
The Gods Themselves by Isaac Asimov
Again, most scifi works by Asimov are awesome. He wrote 600+ books, from textbooks to novels to dictionaries, so you'll need to sift through his works for the fiction ones.
Fountains of Paradise by Arthur C. Clark
Childhood's End by Arthur C. Clark
Tales from the White Hart by Arthur C. Clark
Songs of Distant Earth by Arthur C. Clark
The last of the Three Greats of scifi, Arthur C Clark is my least favorite. I find his writing a bit dry and have omitted some of his most famous works because I really didn't enjoy them that much.  My mother LOVES him, though.  So he's worth checking out.
Dune Trilogy by Frank Herbert
Helstrom's Hive by Frank Herbert

And Steerpike will kick me if I don't mention this next guy. He is definitely in the realm of scifi, especially considering the time when he wrote and that he innovated a lot of very standard and well-worn traditions in use today. His works are also broadly applicable across nearly all genres. So go read everything ever written by H. P. Lovecraft.

Honorable Mentions
Ray Bradbury
Harlen Allison
Poul Anderson

And another suggestion: Go look up the nominees and winners of the Hugo Award. It is specifically given for excellence in Science Fiction and Fantasy in a wide variety of categories. Check that out and then research authors from there.  That's what I'm starting to do.
13  Campaign Creation / Meta / Re: Xev20 Countdown - Class Uniqueness on: July 20, 2014, 10:22:55 AM


What about the Cleric? That's the current problem I'm having. I can't figure out a play style influencing feature for the Cleric. Traditionally, they are like the wizard; a primary spellcaster. Their difference with the wizard came down to their spells. Their spells were less focused on outright offense and more focused on buffs and debuffs; the trouble is the cleric has plenty of direct damage spells and the wizard has plenty of buffs and debuffs. Having different spells doesn't seem to influence their play style.

Now, as primary casters, if the Wizard and Cleric were to access their spells differently (like how a Psion plays differently because they use power points instead of spell slots), then they'd definitely play differently. This is a distinct possibility, but I've been too close to the material to see it objectively. The cleric is granted their magic from a deity, while the wizard wields their own powers. How this can be translated into a difference in the mechanics they use, I don't know. The traditional "clerics have access to all of their spells, and wizards have to learn them" doesn't seem like a difference so much as an outright benefit for the cleric.

So, what are your thoughts on differentiating clerics from wizards? How have you seen similar classes differentiated in other games?
Firstly, welcome back!

Secondly, what I've seen toyed around with is giving free access to cleric spells (for their level, of course) without daily limits with the caveat that the cleric must uphold certain values espoused by their god, partake in various rituals sacred to their god, and not abuse their god's favor in any way. It basically amounted to a pact between the player and the GM that the player would act like a cleric and not run amok in the game world. With the groups that used this rule, it worked. It wouldn't if the players were more unruly and less interested in roleplaying, just as it wouldn't if the GM didn't keep hold of the reigns and enforce the "if you don't do these things, God will hose you" end of the deal.  I'd call this approach highly optional, but perhaps you can squeeze something out of it. It definitely creates a different feel for clerics. They tend to be much more restrained in game because they have to consider their vows, their god, and if using a spell in that situation is suitable.
14  Campaign Creation / Meta / Re: New Monster Titles on: July 02, 2014, 05:25:20 PM
"Yethin'....What the Yethin' Yeth! Who the Yeth Yethed this Yethin'... How did you two Yethin' Yeths....YETH!"
15  The Works / Contests / Re: May Miscreants Discussion on: June 02, 2014, 07:59:29 PM
It's astounding...time is fleeting!  I'm always up for some time warp.
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