Prak_Anima at [unixtime wrote:1187808395[/unixtime]]really? He's making me like this setting idea more and more...
The two aren't mutually exclusive, at least not for me...
Moderator: Moderators
Prak_Anima at [unixtime wrote:1187808395[/unixtime]]really? He's making me like this setting idea more and more...
I used to think fairies, dwarves, and all that crap were parts of explanations for natural phenomena - if asked, I'd nominate the Norse/Inca (yeah, that is no typo or joke) Four Wind dwarves. Could you elaborate?Frank wrote:The statement "There were great people here before, they had powers and culture, but they became small and live underground" is a fvcking euphamism for genocide. Every single race I have written up so far is itself a euphamism for genocide. The Wakyambi, the Sidhe, the Efreet, the Alfar - all of these are stories from the world to explain why there are remnants of cultures who are all fvcking dead.
In any language. In any civilization. In any corner of the world where you find stories of "elves" you are finding evidence of a crime so heinous and so massive that it defies description and becomes euphamistic legend. Everyone in this setting is an elf, and it's really offensive. It's supposed to be.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
clikml at [unixtime wrote:1187788629[/unixtime]]Mechanics wise, whereabouts do you see the number of Dice being had by characters?
And along with that, how high do you see the number of successes required for difficult tasks?
I'm imagining something like this:
1 Die= Utterly untrained and worst attribute
3 Dice= Minimally trained and/or somewhat skilled
5 Dice= Trained and/or skilled
8 Dice= Expert
11 Dice= World class
14 Dice= Friggin heroic
Difficulty vs. Successes required
1 Success= Easiest task possible that requires a check (2 Dice= 55% success)
2 Successes= Moderately Difficult (5 Dice= 54% success)
3 Successes= Tough (8 Dice= 53% success)
4 Successes= Very Tough (11 Dice= 53% success)
5 Successes= Heroic (14 Dice= 52% success)
If rerolls are allowed in this mechanic, it makes a fairly large impact, and makes the difficulties much less daunting. "Feats" that would allow one reroll in a particular skill per scene would be kind of neat.
I expect attributes are likely to run from 1 die to 6 dice (and racial mods not to be more than -1 die or +1 or 2 dice).
and skills to go from 0 dice to 6 dice.
With proper fancy equipment (say, up to another +6 dice), a very focused character should be capable of laying down epic noise and average characters would be running around with 3-5 dice in their untrained areas.
Does that sound bout right?
FrankTrollman at [unixtime wrote:1187939915[/unixtime]]Wendigo
<awesome and win>
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Skills by Abilties wrote:
Strength: Physical Damage, Damage SoakingAgility: Shooting, Precision
- Ancient Warfare
Climb
- Melee
Thrown Weapons
Damage Soaking
SwimReaction: Dodging, Speed
- Athletics
Acrobatics
Ride Animal
Ancient WarfareShootin'
- Archery
Sleight of Hand
Sneak
- Dodge
Jump
Pilot Vehicle
- Automobile
Boat
Helicopter
Plane
Intuition: Notice things, IntuitionLogic: Figure out problems, Technical Skills,
- Artistry
NoticeTrack
- People
Surroundings
- Artillery Use
Computer Use
Craft & RepairLore
- Ancient Tech
High Tech
- Carpentry
Metal WorkingMagic Tech
- Electronic
Gunsmith
Mechanic
Robotic
- Casters
Constructs (Zombies or Clockwork)
PotionsMedicine
- History
Legal
Local
Magic
Politics
Regional
Religion
Science
Underworld (criminal, not dungeoneering)Sabotage
- Animal
Herbal
Surgery
Willpower: Assertiveness, Self-Control, Resist Magic
- Animal Husbandry
BluffIntimidate
- Cheat
Disguise
Lie
Socialize
Catharz at [unixtime wrote:1188364359[/unixtime]]It's been said a billion times already, but DON'T PUT COMBAT AND STORY SKILLS IN THE SAME POOL, unless the story skills come free with the combat ones.
clikml wrote:Strength: Physical Damage, Damage Soaking
Ancient Melee Weaponry
- Blades
Hafted
Improvised/Crude (chains, tables, chairs, clubs)
Polearms
Brawl
clikml at [unixtime wrote:1188444789[/unixtime]]
I wasn't too concerned about mixing in combat and non-combat skills simply because I couldn't see a viable way to separate them. Not everybody is going to have a combat machine character in this type of setting. Some people might be mad scientists who have their techotools which they give to party members (or themselves), some might be zombie lords, others might be social characters who hide during fights. My favorite RPG setting I ever played in was Deadlands, and when we played, there certainly were huge inequalties in combat prowess, but it still went swimmingly.
Any idea how the the various abilities of the cultures going to work mechanically?
Desdan_Mervolam at [unixtime wrote:1188868698[/unixtime]]For a while now, I've been wanting to write a game that actually uses playing cards to decide things. Everything, not just a few things, like I'm given to understand Deadlands does. I think this setting might be a good place to use this. The way I think it work is like this.
Everyone, DM included gets a hand of cards. We'll say for the sake of arguement that the hands are 5 cards, though the number doesn't matter to extremely much, except that the DM might get a slightly larger hand than the players. The cards are worth 1-10 points, with the ace being worth 1 point and the tens and up are worth 10 points. Better faces trump lesser ones, and the suit heirarchy has spades at best, followed by diamonds, clubs, and hearts. When you want to use a skill, you play a card from your hand and add the value of that card to the skill to get your total. At the beginning of your turn cards are added to your hand until you have five again.
There could also be extended check situations where people can play multiple cards in order to get better results, optimally in the case of an opposed check where your opponent is doing the same
Also, there are two jokers in the deck, which can be played to auto-win any check, or thrown out of any hand on any check to dictate the winner. Of course, if both jokers are in play, that person can use it to overrule your joker...
Of course, this works best in a system that uses alot of opposed checks, if not using them exclusively.
-Desdan
Koumei wrote:I'm just glad that Jill Stein stayed true to her homeopathic principles by trying to win with .2% of the vote. She just hasn't diluted it enough!
Koumei wrote:I am disappointed in Santorum: he should carry his dead election campaign to term!
Just a heads up... Your post is pregnant... When you miss that many periods it's just a given.
]I want him to tongue-punch my box.
The divine in me says the divine in you should go fuck itself.
Desdan_Mervolam at [unixtime wrote:1188868698[/unixtime]]Better faces trump lesser ones, and the suit heirarchy has spades at best, followed by diamonds, clubs, and hearts.
Manxome at [unixtime wrote:1188932365[/unixtime]]
Is there some particular reason you don't want to use the bridge/alphabetical suit ordering that everyone already knows?
Desdan_Mervolam at [unixtime wrote:1188941475[/unixtime]]Because I don't play bridge, and therefore didn't know this hierarchy system existed
-Des
Manxome at [unixtime wrote:1188943986[/unixtime]]Desdan_Mervolam at [unixtime wrote:1188941475[/unixtime]]Because I don't play bridge, and therefore didn't know this hierarchy system existed
-Des
The standard bridge ordering is Clubs (Low) < Diamonds < Hearts < Spades (High).
Which also happens to be alphabetical (CDHS), and thus fairly easy to remember even if you don't use it much. Between that and the fact that bridge is a fairly widely-known game, this ordering tends to be the default choice any time you need to put a complete ordering on a deck of 52 cards.