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Messages - High tyrol

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766
I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm

Well then, since you asked, here comes my humble opinion. Dis/regard at your own leisure. ;3

1: Existing interest is relative - by making a game interesting enough, you can plainly create interest among bay12 by yourself. I'd actually say that "super/natural power" is somewhat of an established trope, so what kind of plot you build around it, would be the more important point.

2: I'd advise to keep it simple. Like, a character only being able to be affected by ~2 effects at once. If another, new effect, comes along, just make a save roll for the existing one/s, possibly according to the "potency" stat of the caster/s.

3: How complicated it becomes, really depends on yourself. Again, less is more. To give a - somewhat - exaggerated example; If you plan to roll each round for 1. Initiative 2.Hitchance 3.Dodgechance 4.Damage-range 5. Blocking/Resistance 6. Bonus effects, that netts you 12 rolls per round for a single attack, from 2 combatants. As soon as there is a larger scale battle with npc's, like a 4v4, or four players doing "their thing somewhere", that translates into a whooping ~44 rolls for each round. That is tedious, especially as it is, indeed, only a somewhat exaggerated example.

Seeing as you are playing with the pvp thought, Initiative might stay in 1. Hit / Dodge, also; 2,3. And the damage-range, for which a crit is only applied on a natural max roll, 4. There is also the possibility of taking the difference between hit and dodge, and to use that for the damage-range... but, really, just rolling it is easier in my book. So, 8 rolls for each round of combat.

All in all, if you are unsure if this could be too tedious for you, maybe trying with 3 players, but no more than 4 should do the trick. Starting, that is - you can always expand further at a later date.
ok thanks

767
Ebony macall scurries frantically torwards the lockers full of emergency equipment, and proceeds to put on a pressure suit as was advised by the ai. after the helmet clicked he remembered to clip his holster to his suit and meticulously check any sensitive equipment in chem lab before reporting in  for a assumingly required physical examination from one of the ships several biologists.
(NOTE: as per my last post, the crew has discovered that there was, fortunately, no hull breaches)
ok same action but with out the suit part

768
Roll To Dodge / Re: Roll to spend points
« on: February 24, 2015, 06:53:28 pm »
Implement widescale reforms to improve my companies financial situation

769
Ebony macall scurries frantically torwards the lockers full of emergency equipment, and proceeds to put on a pressure suit as was advised by the ai. after the helmet clicked he remembered to clip his holster to his suit and meticulously check any sensitive equipment in chem lab before reporting in  for a assumingly required physical examination from one of the ships several biologists.

770
I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm

771
Forum Games and Roleplaying / Re: Wartorn (The lone isle SG)
« on: February 23, 2015, 10:12:03 pm »
Plz revive this

772
Roll To Dodge / Re: Roll to spend points
« on: February 23, 2015, 12:18:37 pm »
review my companys quarterly financial reports for the last two years.

773
Forum Games and Roleplaying / Re: A Dying World (ISG)
« on: February 18, 2015, 11:04:30 pm »
Tell him it would be better to ask the innkeep, as he would know more about what is in his own inn.
Also drink some water, yeah.

+1 be as innocent as possible
1+

774
Roll To Dodge / Re: Roll to spend points
« on: February 16, 2015, 02:22:50 pm »
Destroy  zombie planet allpoints

775
Roll To Dodge / Re: The Cloud, a RTD
« on: February 16, 2015, 11:00:34 am »
How many working scanning drones do we have

776
Roll To Dodge / Re: Roll to spend points
« on: February 16, 2015, 10:59:09 am »
Look at starcharts my corporation doubtless acquired to safely navigate between  inhabited areas, list majorly populated areas/sectors/planets/system/ect...  found on map.

777
Roll To Dodge / Re: Roll to spend points
« on: February 12, 2015, 08:58:15 pm »
Respawn as head of interplanetary corporation

778
Forum Games and Roleplaying / Re: Reign of Terror!
« on: February 12, 2015, 03:30:49 pm »
Gentlemen, we can possess the guess, make it ask to see the jewel, the lady takes us there, then we possess the lady and make her give the jewel as a gift for us. Easy, no deaths, the thieves guild will love us.

Let's do this.

Edit: Let's posses the guest first and then have the rest follow him inside. Ask about the Jewel and offer a trade. The goal is to find the Jewel. Then posses her and take it.

Have them both get in the carriage with the jewels and a few extras. We'll give it to the thieves as a bonus.
1+

779
I have a suggestion how about rocky and Bullwinkle or the marxs brothers

780
Roll To Dodge / Re: Roll to spend points
« on: February 12, 2015, 02:01:18 am »
Spend 3 points and cure self of zombie plague

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