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Been following the rpg.net thread and seen this. Looking forward to it!
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Venomous Filigree wrote:
Been following the rpg.net thread and seen this. Looking forward to it!
Hi. How ya doing Phil?
Yep, it's moving along, but slowed down over summer (too much cricket, music festivals and pubs).
I'll make a big push later in the year.
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SimonW wrote:
Venomous Filigree wrote:
Been following the rpg.net thread and seen this. Looking forward to it!
Hi. How ya doing Phil?
Yep, it's moving along, but slowed down over summer (too much cricket, music festivals and pubs).
I'll make a big push later in the year.
Good thanks, you?
No time for gaming over the summer then?! You know what I think about cricket, but music and beer's always good.
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Got some gaming in - Mike Richard's "Space Frontiers" game (homebrew) and my own "Pendragon Lite". Getting ready to playtest Watchdogs of Killcade. If you want a copy, PM me.
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Ok, a couple of things I've been wrestling with for some time are:
1) I have added a mental defence "combat ability" but this messed with the 4x4x4 harmony of the original attributes, combat abilities and careers (callings in Watchdogs).
2) Some people preferred to have Brawl separated out from Melee.
3) Some people have issues with the priority system.
But I think I've found a solution:
Attributes to stay the same.
Combat Abilities will be Initiative, Brawl, (hoorah!) Melee and Ranged.
Callings/careers will stay the same.
Derived Values will be Defence, Mental Defence, Lifeblood and Vitality.
Defence is the average of Strength and Agility (rounded up if Agility is the higher)
Mental Defence is the average of Mind and Appeal (rounded up if Mind is the higher)
Lifeblood is 10 + STR as usual
Vitality is 10 + MIND (and replaces arcane power and can be used to keep going if Lifeblood is at zero)
This puts all of the "passive" characteristics into one grouping.
Priority is now a roll 2d6 + initiative + choice of Mind or Agility, with actions being taken in order of highest (which means enemies get to roll for when they act in a round)
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I'm relatively knew to the game 1) so I don't miss the Brawl/Melee split and 2) I don't know how valuable my perspective is. That said, I like what you're proposing here.
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I really like the 4x4x4x4 solution you worked out there - very elegant! And splitting Brawl and Melee makes a lot of sense for a superheroes game.
Dammit, this is gonna turn into another thing I want to run someday, isn't it? Well, it needs to get in line behind Everywhen Traveller Milieu Zero and a couple other things on my shortlist.
Last edited by StMichael (8/03/2024 1:17 pm)
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Major updates have been made. Anyone want to see the latest draft pm me your email address.
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SimonW wrote:
Ok, a couple of things I've been wrestling with for some time are:
1) I have added a mental defence "combat ability" but this messed with the 4x4x4 harmony of the original attributes, combat abilities and careers (callings in Watchdogs).
2) Some people preferred to have Brawl separated out from Melee.
3) Some people have issues with the priority system.
But I think I've found a solution:
Attributes to stay the same.
Combat Abilities will be Initiative, Brawl, (hoorah!) Melee and Ranged.
Callings/careers will stay the same.
Derived Values will be Defence, Mental Defence, Lifeblood and Vitality.
Defence is the average of Strength and Agility (rounded up if Agility is the higher)
Mental Defence is the average of Mind and Appeal (rounded up if Mind is the higher)
Lifeblood is 10 + STR as usual
Vitality is 10 + MIND (and replaces arcane power and can be used to keep going if Lifeblood is at zero)
This puts all of the "passive" characteristics into one grouping.
Priority is now a roll 2d6 + initiative + choice of Mind or Agility, with actions being taken in order of highest (which means enemies get to roll for when they act in a round)
Really liking the options I see here
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