It was ugly. Needs a better PB.

Posts made by Misadventure
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RE: Identities
Identities.
I have some small concern that faction or code locks could be bypassed as one Identity then the player could switch to another, but that's more of a social problem unless people rely waaaaay too much on the code for some sort of privacy/security.
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RE: 7th Sea Second Edition
I like the system, seems great for Swashbuckling fun.
I foresee it needing some hashing out of how to handle contested events. It has a lot of easy fun stuff, which can easily be used to make conflicts hard to resolve if a ST or player wants it to be. A lot of ways out, declaring new facts, new costs to another's action and so on.
PC v PC action could get ugly without some strong guiding suggestions on how to let stuff play out.
Example: Two characters are competing for the same thing. Both roll for successes. The one with more successes wins. Simple. Both can spend successes to reduce consequences from the specific action (racing through fire is their example). BUT the other person can declare many things after the winner goes. Examples were finding another way to escape, and taking something important from the winner.
That could get nasty, fast.
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RE: New forum version
Is there a way to see all the chats I've had? I notice the basic chat window doesn't show all conversations I've had, or any way to see more that I've noticed.
Am I missing something?
Also are conversations with Banned accounts just plain removed?
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RE: FS3 3rd Edition Feedback
It's how some people couch "I will vet this application to fit the game and my ideas of what is reasonable."
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RE: FS3 3rd Edition Feedback
Hopefully this is not beating a dead horse @faraday. I have found over the years that certain presentations, a way of talking about something, can be viscerally more acceptable to me when I am making my judgement. After a decade of Hero System Champions I realized that my own bias had made me miss a plain old math disparity.
That's what this is about in the end. Consistency of treatment. The newer FS sounds less like an issue. I wish you could address the older version of FS in the way discussed.
TLDR: Just because I like your concept less than another doesn't mean I should approve it with less overall power/value/xp.
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RE: Kinds of Mu*s Wanted
Sailors and Strumpets.
Jennys and Jakes.
Charm and Courage.
Bodice Ripping and Bloodshed. -
RE: FS3 3rd Edition Feedback
Then get on it.
You are not being inviting to converse with.
You're pretty much within spitting distance of annoying enough to be worth ignoring no matter how useful what you say might turn out to be.
Maybe it will work, let's wait and see.
The suspense is killing me. I hope it lasts.
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RE: FS3 3rd Edition Feedback
Wow, way to be even handed and open to discussion. You've used absolutes and insults to try to convince someone to do work for free YOUR way.
Well done.
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RE: FS3 3rd Edition Feedback
@faraday I was aiming at a few goals.
Keep the add on simple and optional.
Allow a game to decide if they think some template XP value out of Cgen is fair, and modify starting xp from that point. If they end up with tons of folks having a lot of XP, they can implement whatever limiter they want, and it's not hard coded into anything. That allows for leveling of the playing field at whatever desired, and keeps it optional, and flexible to whatever the given game wants. -
RE: FS3 3rd Edition Feedback
Could it calculate the XP value of the character, as if everything had to be bought from 0?
(Or from 1 if there is no way to have a 0) -
RE: FS3 3rd Edition Feedback
It would be a lot of work to convert cgen to XP.
That's why I suggested an add on at the end of the established process.
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RE: FS3 3rd Edition Feedback
I think the simplest modification to the simple chargen in Faraday's system would be an after cgen XP modification.
You calculate the xp value of the character, and compare that to some template you decide is best (be that min-maxed for xp value, or some good but not too good set of stats) and you apply the difference to the new character. So min-maxed characters at best start with +0 xo, or they may start out owing xp.
This can be done by hand, with a simple set of instructions, or with a spreadsheet.
Or someone could write the final xp value module and allow it as an option.
Would it be hard to calculate the xp value of a character?
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RE: FS3 3rd Edition Feedback
To use OWoD as an example, in just the primary skills selection 13 dots (limited to 4s) could be:
3 X 4 dots (63 xp) + 1X 1 dot (3 xp) = 66 xp
13 X 1 Dot = 39 xp
6 X 2 dots (30 xp), 1 X 1 (3 xp) Dot = 33 xpThrowing in the Attributes, the Merits, and a typical starting budget for Powers, characters could diverge by well over 100 xp. This is why cgen points that don't match XP from game play usually bite. It's a HUGE consideration.
OWoD does 3 2 4 6 8 10 xp for dots 1-5 in Abilities.
I would rather see templates, where they TELL something like you you get 1 4 dot skill, 2 3 dot skills, 6 2 dot skills, over the bad cgen points issue.
Yes, I did convert cgen to all XP for my Chronicle. Players had lots of XP, and felt free to get little 1 dot things to represent their character.
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RE: How would you run a large scene?
I wonder if it would be possible to indicate that you have a pose that contains a response that needs to be timely.
The idea here is that you use the order people indicate they have a time dependent pose to offer.
Like initiative, these would be placed in an order based on when it was indicated a response was being written. People could of course defer to others.
Have a means to indicate an interruption, especially something big like pulling out guns in a debate.
Let the scene coordinator decide how big a pose should be so that people don't pull off eight hour speeches while folks wait to react to their opening line, o their presence in the scene.
Perhaps this timely pose order thing could include indicators of a long pose, such as opening remarks at a meeting.
You could likewise indicate other functions such as "response to Bob" "shouting down the impostor" or "I am waiting to make my formal introduction.
In theory players could look at these synopsis, and coordinate among themselves to allow for actual interruptions of poses, talking over one another, having the men in white hustle someone away and so on.