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1
Forum Games and Roleplaying / Re: Homestuck RPG v1.2 build thread
« on: February 22, 2013, 11:50:01 pm »
Also, as of what you've said in that one post, doesn't that mean all player's go GT at level 11.

Or 10, whichever seems like a better idea.

I mean, why not just have the level expansion be the Epic Boon path, and not God Tier

2
Forum Games and Roleplaying / Re: Homestuck RPG v1.2 build thread
« on: February 22, 2013, 05:05:46 pm »
Well there are all the problems that 1.2 has that I've mostly hit up on in the doc already.
Level cap idea: Interesting I guess depending on how it's done, but really it probably isn't needed.
Also, as of what you've said in that one post, doesn't that mean all player's go GT at level 11.

3
Forum Games and Roleplaying / Re: Homestuck RPG v1.2 build thread
« on: February 10, 2013, 03:07:31 pm »
This has some good ideas for Basic Weapons and Alchemy.
It's not finished, but hey, it's the thought that counts.

4
Forum Games and Roleplaying / Re: Homestuck RPG 2 OOC.
« on: February 09, 2013, 12:50:53 am »
Wait, what?
Your link is broken.

5
Forum Games and Roleplaying / Re: Homestuck RPG 2 OOC.
« on: February 09, 2013, 12:42:32 am »
And for your chargen, you could totally roll a loose-cannon, who doesn't play by the rules.

6
The doc for the Sylladex Cards has restricted access.

7
I think that if you do, which I think should happen IMO you need to make sure to make it more interesting.
Armor Powers aren't very fleshed out, like Weapon Powers are.

8
Don't you need your Defensive Power for your first Suit?

You aren't required to make a power for armors, unless I'm much mistaken.
You are.

If you're going to rules lawyer a game you have no intention of playing - in the game's in character thread, rather than the OOC thread - then it might be worthwhile to actually read the ruleset we're using. It took me 10 seconds to find this with ctrl+F.

Quote from: Quoth: Homestuck RPG 1.2, Armor Power section
Armor cards do not necessarily grant a Power, and the Powers they do grant have a wider variety of uses. However, they are always Encounter usage powers.

I don't know what it said in the 1.1 doc, but I have an old downloaded version of the 1.2 doc and the latest rev on Google Docs, and it's been this way a while now.
Ah, sorry, I was posting from my phone. I didn't mean for it to sound so curt.

Anyway, that is indeed different from the 1.1 doc, and might have been changed? Although, the entire point of Alchemy mechanic has to do with having the cards, just like with Gamma World's Mutations and Tech cards. I mean, I guess just having passives is cool, it's just sort of boring.

Anyway here's the quoted section from 1.1

Quote from: 1.1 Defensive Alchemy Section
Much like weapon cards, defensive alchemy is composed of two parts. One part is a broad Collectible benefit that is gained from collecting the item and wearing it regardless of it’s presence in your Sylladex hand, the other is a Power that can be used only as a card in your Sylladex hand.... The Power created by Defensive alchemy has no set template, as nearly every component is subject to change, however it will always be set to an ENCOUNTER usage.

And depending on what that downloaded version of 1.2 is (who am I kidding all of the 1.2 beta versions were horseshit, that we made), it's awful and I wouldn't trust it.

Sorry for bothering you about it.

9
Don't you need your Defensive Power for your first Suit?

You aren't required to make a power for armors, unless I'm much mistaken.
You are.

10
Don't you need your Defensive Power for your first Suit?

11
Other Games / Re: FATE Core kickstarter
« on: January 07, 2013, 12:47:24 am »
Bought in at the Book level a while back.
Fate isn't exactly the best, but it's Character Creation and Skills are great.
Combat is somewhat meh. It's just not very interesting.

12
You should probably fix the Alchemy table with relation to how the Basic Weapon's Precision and Damage is unmatchable.
Slightly confusing on my wording, I think? Example time, should help us both.

Light 2H Ranged Kind - Precision +3, [W] - 2d4
Heavy 2H Rangedkind - Precision +2, [W] - 1d12

It costs Light 2H RK 2 Alchemy Points to become +3 2d4, while it takes Heavy 2H RK 3 Alchemy Points to do the same.
This is, of course, unbalanced.

There are probably more of the same of this, I'm just tired.

13
Other Games / Re: "DnD Next": Dungeons and Dragons 5th Edition
« on: December 26, 2012, 11:28:33 pm »
I enjoy 4e; 4e is relatively simple and pretty fun and pretty balanced. It's also a bit easier from a DM standpoint, at least for me.

14
Other Games / Re: "DnD Next": Dungeons and Dragons 5th Edition
« on: December 24, 2012, 05:43:54 pm »
I do not quite like what I see from DnD Next.
I think the Martial Classes need some cool high-level maneuvers.
Where are the eye gougings? Where are the hamstrings. I want to be able to have my fighter give out conditions dammit.


15
The new alchemy table is in the new doc. I believe there's now a link in the first post in the main thread.

Also, sorry to everyone for the lack of updates. New job, and it's taken a lot out of me, I guess.
I know.
I just didn't want to take the time and look up the small differences.

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