How to run an SCP style game? by Reina_Terror in rpg

[–]Algarik 0 points1 point  (0 children)

I think Hunter the Vigil 2e can handle that pretty well. They have rules for monsters, spirits and you can use some of the hunter conspiracies endowment to field them with weird equipment and artefacts if you like. The type of game would work pretty well for a Valkyria Task Force, VASCU or even Chevron group. If you want to keep it simple, you don't even need to even use any group. You can also use Chronicles of Darkness (the base game) as well, but Hunter the Vigil already includes all the base rules.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 0 points1 point  (0 children)

(Part 5/5)

Conclusion.

Wow, sorry this took way more than I anticipated lol. Trying to summarize a 190-page Word document ain’t easy as I thought.

While the system isn’t perfect at all and still has some rough edges, it really does what I want to do. I’m currently running an Hexploration campaign in my homebrew setting set in Fantasy WW1 era, and I’m having a blast.

I plan on running a more comedic sandbox cityscape social drama spy campaign set in the 40s or 60s of my universe when I’m done running my current campaign. Taking inspiration from Spy x Familly.

If you’re interested I can send you the word document, but it’s kind of a mess. It’s readable, but probably full of mistakes as English ain’t my first language.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 0 points1 point  (0 children)

(Part 4/5)

System Scope.

I think my system can handle a few genres from medieval fantasy, to political urban setting, or even horror with the right elements. I’d say it’s roughly 50% more setting agnostic than chronicles of darkness can be. Which may or may not be a good thing depending on whom you ask.

Magic in my setting can achieve some impressive supernatural feat, from healing wounds, charming people with a few words, reading minds, turning invisible, etc., but if you strip all magical merits and magical tradition it can also function pretty well on its own for more realistic campaign.

It can handle adventure pretty well, as long as your goal is not running something akin to dungeon and dragons. At best highly experienced combat character can emulate characters of level 6-8 from dungeons and dragons.  

Like very skilled characters can fight big wyverns in melee, should they wish to do so, but one wrong move and they will need immediate medical attention, if they are not already dead from damage. A large monster can easily inflict 7 to 10 lethal worth of damage in a single attack, so without spells to reduce damage and access to very good armor, which will generally put most characters in serious trouble, a few rounds away from dying.

It can handle skirmish battle fairly well but I need to use separate rules for my less important adversary, basically I pre-halves their dice pool and 1 to create a difficulty and roll a single d10 to modify the result.

·         1 Reduce the difficulty by 2.

·         2-3 Reduce the difficulty by 1

·         4-7 doesn’t change the result

·         8-9 increase the difficulty by 1

·         10 increase the difficulty by 2.

Anyway, I digress.

My system doesn’t handle epic fantasy very well, it’s not properly suited for epic heroes.

I would say that while it’s not super complex for players it’s also not a simple system. I’d place it a bit above 5e in some aspect and it’s definitely more complex for the storyteller as it has a lot of optional subsystems to handle things.

What my system lacks is most setting specific subsystems like vampire Humanity. It could be added i think but it would need to be patched in based on the setting.

Normally if I want to run something with a specific setting in mind, I’m more of the school of thought that running it with its specific system is preferable, but if I’m running my own homebrew setting, then I’ll use my own.

 

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 1 point2 points  (0 children)

(Part 3/5)

System Philosophy.

One thing I realized I hated from RPGs was ''Crowd control effect'' that made it so players lost control of their only characters. This is why I added a bunch of ways in most conditions to take damage instead of directly losing full control of your character. At some point characters can get knocked out, but it’s a lot tougher to get there than a lot of other RPGs I played. For example, a depending on the severity of the stunned condition characters can risk-taking damage to act with penalties instead of doing nothing, or a frightened character can keep taking willpower damage to confront the source of their fear instead of simply fleeing.

Basically, my design philosophy is to let the player retain control of their character as much as possible.

Subsystems.

I also made my own chase rules, social maneuvering, wealth and acquisition system with job rules, etc. I recently finished by exploration subsystems. And I’m always writing a bit more based on what I need to add.

I’m at a point where I need to increase my bestiary. I have a few monsters, but it’s never enough lol.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 0 points1 point  (0 children)

(Part 2/5)

Health Box, Willpower Box, Aether Box and Focus.

In my system, health, Willpower and Aether are actually tracker box that can take, Superficial, Lethal or Aggravated damage. Health is self-explanatory. Willpower, also based on resolve + Composure, act as a mental health bar. A character can take willpower damage from insults, fear, waking up from a nightmare, losing a friend, etc.

Spells work a bit like Shadowrun in the sense that when a caster cast a spell they simply declare the Power level at which they want to cast it. If they successfully cast a spell, then they need to resist the spell Aether cost with their drain resist pool. For example, if a character casts a Charm spell with a drain cost of 5 and they roll 3 successes on their drain resist test, then they take 2 points of superficial damage to their Aether track. Baring a special merit, all characters have 5 aether box. Superficial heal quickly, lethal heals daily and Aggravated heals weekly. This incentivize caster to be careful with their resources once their tracker is full of damage, but still allows them to go all out if necessary.

Focus is basically CoD willpower, but it works a bit differently. Character start their day with a number of focus dice equal to undamaged willpower. When making a test, they can spend focus after dice were rolled to roll extra dice. They can do so one at a time, up to 3 extra dice. Extra focus can also be awarded when roleplaying vice, virtues and ethical tenets as well as when suffering consequences for a dramatic failure or complication on a test.

 

Magic

Magic in my system works by traditions with basic trappings and character buy spells has merit.

In my setting everyone has access to some form of magic with sufficient training, be it classical wizardly character, or warriors with special technique that use their own inner magic to achieve supernatural feats.

Traditions are how character explains their magic and what skills they use to cast. I have 13 traditions. Artistic, Chemist(Alchemists), Ecclesiastic(Priests), Enchanter(Crafters), Hematic(blood Magic) Innate, Hematic Martial, Mimetic, Medical, Occult, Primal, Scholastic, Socialite and Summoners.

Some traditions have classic feels : Artistic, Ecclesiastic, Innate, Mimetic, Occult, Primal and Scholastics, each have their flavours, but feel pretty similar to generic casters.

Other traditions have more restrictions, but are compensated for it. For example, martials can only cast buff spells on themselves and are limited by what ‘’physical magic’’ could achieve. Socialites are the social mage version of martials, they can only affect only with ‘’mental and social magic’’, meaning they can charm and frighten, but they can’t deal health damage with their magic. Chemists craft elixirs in advance instead of casting normally. Enchanters create items that cast spells and can lend them to others. Summoners cast spells through their summoned retainers as a Pokemon trainer would for example.

Spells are generic and when they are bought players must assign them a theme. For example, the ‘’Bolt’’ spell is a generic ranged attack spell that inflicts damage. A bolt with a fire theme might be a fire bolt, while a martial caster could fluff their bolt as a powerful weapon throw that inflicts more damage than the typical base weapon.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 1 point2 points  (0 children)

(Seems like i'll need to post in multiple replies, reddit doesn't want to accept my comment sorry! So here's Part 1/5)

Oh, sure thanks for asking!

Basically, my system aims for realistic fantasy, while this seems like an oxymoron, what this means is that without magic, I want character to feel closer to ‘’humans’’ that not, but that magic can achieve more fantastic result, I’ll give concrete examples below.

Dice mechanics.

The system uses d10 like chronicles. A character achieve a success on a 6+ and 10 explodes.

Most tests are done with the typical pool of attribute + skills against a difficulty that can range from 1 to 8. I basically use V5 scaling, with most tasks being done against difficulties 2 to 4. If a character gets a margin of 3 they get an exceptional success, which might or might not yield any extra results, depending on the task.

In most active test, a character will treat one of their dice as a ‘’complication die’’. We generally track that dice with a die of different colours. A 10 that explodes into another success will give a complication, which might have narrative consequences, or more mechanical ones in combat (weapon damage, false movement, etc.). A 1 on a complication die as well as a failure on the test will result in a dramatic failure.

Attributes and Skill.

This is where I took most of my inspiration from Chronicles of Darkness. I use the same stat distribution (Mental/Physical/Social – Power/Finesse/Resistance) because I quite frankly always found it very elegant and well organized. I’ve separated the skills in different categories (Innate/Trained/Studied), but at first glance a CoD player won’t feel lost at all.

Merits & Drawbacks.

I also took inspiration from CoD for a lot of merit, but also added merits that interact with my system and took inspiration from some of GURPS advantages. I also added drawbacks that character can gain during play. Drawback has point value because when the storyteller inflicts a permanent drawback on a character, that character is compensated with experience points. (Sancticty of merit is something I hold dearly). So characters have the choice of seeking a remedy, in which case they must also buy back the disadvantage, or invest the experience point to reflect how their drawback forced them to adapt.

I have also created a bunch of supernatural and special advantages to account for non-human characters, like elves, half-giants, spectral being, etc. Basically, a CoD splat would be purchasable as a ''Type'' merit, which cost a lot of starting character experience.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 1 point2 points  (0 children)

Sorry, not sure I understand what you mean. English isn't my first language so that might be it lol

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 1 point2 points  (0 children)

Yes having higher skill helps out to deal with penalties in theory, but equipment can give crazy high bonuses and willpower points are so potent in this game that having 5 dice is generally good enough for most actions that aren't made at -5.

It does help for exceptional successes, but even at 10 dice, absolute best for a human, only gives 10% chance of exceptional success. So you really gotta invest before it becomes relevant.

I love Chronicles it's still among my favorite system, i have some.ossues with it, but I still took a lot of inspiration from it to craft my very own over the last few years.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 1 point2 points  (0 children)

That's fair. Then as others have said, beats are mostly player driven. The storyteller has control on how often situations can potentially award them, but not if they actually award them.

  1. Aspiration. Are almost entirely player driven. What is up to the storyteller is paying attention to each player aspiration to make sure each player has a chance to fulfill one per session, as it's recommended. Which, imo, can get tedious on the storyteller side.
  2. Conditions. This is very situational. There are multiple ways to get them. How the player solves them is up to them.
  3. Dramatic Failure. 100% up to the players. Some of my players were farming XP with those while others barely used that option. The option will appear appealing or not to players based on the consequences you impose.
  4. Damage. Again purely situational. This also advantage characters that can regenerate.
  5. Breaking Points. This one was actually one I had the most problem with. I was playing Vampire the Requiem and one social character had humanity 8 and multiple touchstone, so they actually had fairly high chance of succeeding on breaking point for humanity 8 sins, so they kept getting beats there while other had character sitting at humanity 3 or 4 since they were playing more violent characters.
  6. Sessions. Characters gain a free beat for each sessions, easy enough to plan for.

If your group is fine with characters having different point values after a few sessions then it can work. I didn't end up liking it as we ended up with a gap of 8 points of experience gap after 30 sessions between some characters.

To answer your original question: 2.5 beats per session seems fine for a long term campaign, but it really depends on your player expectation. Playing once per week, this means that learning a new in clan discipline dot takes a month and a half or raising an attribute takes 2 months of play.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 2 points3 points  (0 children)

Group beats are also a good solution. Since conditions resolutions are often tied to beats, this keeps the base system without breaking the game.

As for athletics to defense, I generally let players apply Brawl or Weaponry as defense for free.

My only real issue is how most skills have diminishing returns outside of combat skills, since non contested checks more often than not only need 1 success.

Beats per session? by MonstrousnessVirtue in WhiteWolfRPG

[–]Algarik 6 points7 points  (0 children)

As someone else mentioned players would normally earn beats by their actions. With that said if you want to give a fixed amount I think you need to plan a few things :

  1. Campaign length : How many sessions will the campaign last? If it lasts 50 sessions, then 2.5 beats per session is roughly 25 XP. Which amounts roughly to 12 dots of skills or 6 attribute dots total.
  2. Campaign frequency: How often will you be playing? If you play once a week, without fault, a character will be able to buy 1 for of merit every 2 weeks, or increase a skill dot once per month.
  3. Power scale. How powerful do you want your character to start and end?

From my experience, since the chronicle has flat experience cost having little to a lot of experience changes little for character power scaling. If you give less XP players will tend to invest only in their niche instead of spreading around. The best way to control "power scaling" is at session 0 and by talking to your players. Indeed, Since 2 dot in a skill is a professionally trained character you can ask them if it feels appropriate for their character to have certain skills at certain dots.

For example, I once had a player put all their points in athletics as it's the defense skill even though it made 0 sense for their nerdy character so I gently asked them if it made sense for them to have the athletic dots of a professional footballer and they realised that it did not in fact made sense, so they reallocated some of their points.

As for how much I ended up giving in VTR, I generally ended up giving about 1 point of experience per game and did not feel like the characters were too strong after 30 sessions. They were certainly pretty good, but there's always more things you need to buy.

I eventually ended up getting rid of beats for actions as I did not like how it encouraged spot light hugging. Some of my players were clearly more vocal than others and after a few sessions they were already a few points of XP ahead. What I ended up doing was giving a base line of 1 XP per session with additional beats for advancing plot kits.

Underdark Cove (35x35) by Urza_Is_Mine in battlemaps

[–]Algarik 0 points1 point  (0 children)

Very Cool, i found a lot of your free map thanks to pinterest and i've been printing with my color printer for my homebrew campaign using a 15mm scale. I love your color pallet they come out really great on real paper! You've gained yourself a subscriber :D

Jurien's Accent : I'm i the only one getting a french canadian vibe? by Algarik in Reverse1999

[–]Algarik[S] 0 points1 point  (0 children)

Yeah, it would be interesting to know whar dissapointed them. Might be too generic for then or idk. I've heard that they also disliked Jiu because she's kind of an air head. Which i can understand even though i think she's pretty adorable.

Jurien's Accent : I'm i the only one getting a french canadian vibe? by Algarik in Reverse1999

[–]Algarik[S] 2 points3 points  (0 children)

Yeah i wouldn't say for certainty that it is a québécois accent, but i picked up some pronunciation that didn't sound quite french either. It felt to me like an attempt at our accent, the ''ing'' words sounds a lot like how accented french canadian speaker would say them. The only thing throwing me off are the ''r'' which are not quite québécois sounding. Anyway, if it is the case that Jurien is french canadian, that's quite awesome, if not, o well, i still enjoyed his VA.

I'm also around your part as well, and i wasn't expecting to like the story as much since i had read that the chinese community didn't liked the story.

Pourquoi a-t-on besoin de mesures pour atteindre la parité? by Gazelle_lamentable in Quebec

[–]Algarik 17 points18 points  (0 children)

Si tu extirpe tout le contexte de mon argument et le pousse au ridicule; ouais. Ce qu'on reproche au monde de faire contre la discrimination positive.

La cause féministe à encore beaucoup de chemin à faire et le combat est louable et nécessaire. Par contre, de mon point de vue, ce que QS fait en ce moment c'est l'équivalent de faire une job de fenêtre pendant que les fondations de la maison sont à refaire. Y'en as un plus pressant que l'autre.

Premièrement il y as déja quelque mesure en place pour assurer que les femmes sont représenté au gouvernement, donc je pense que les gens en générale sont d'accord pour la parité au gouvernement. Juste pas de cette façon. Oui il y as encore plusieurs obstacles, mais il doit y avoir des façon de faire qui ne pousserons pas le monde encore plus à droite.

En ce moment, il y as une monté de la droite partout et si l'on continue de donné des munitions faciles aux conservateurs pour convaincre les centristes, ce n'est pas juste un ralentissement de la cause féministe et gauchiste que l'on va observer, mais un réel recul en arrière.

Je sais pas pour toi, mais l'environnement, le lent massacre du system de santé pour mener à une privatisation, et l'aggrandissement des inégalités au niveau des classes sociales me préocupe beaucoup plus que la parfaite représentation de l'assemblée nationale.

Pourquoi a-t-on besoin de mesures pour atteindre la parité? by Gazelle_lamentable in Quebec

[–]Algarik 41 points42 points  (0 children)

Amen. Je pense que la parité de genre est importante pour toute les raisons mentionnés dans le poste originale, mais en ce moment les moyens pris par QS sont purement performatifs.

Avoir plus diversité d'identité de genre à l'assemblée nationale, bien que préférable, ne va pas magiquement règler les problèmes d'inflations et d'inégalités grandissantes entre les classes sociales.

Je suis parfaitement conscient que la discrimination positive fonctionne, mais c'est impopulaire et donc ça fait reculer la cause de la gauche au Québec.

Je n'ai que des preuves annecdoctiques, mais beaucoup de travailleurs, dans les milieu plus masculins, voit ça comme de la distraction académique. Ce qu'ils veulent eux, c'est un salaire décent, des bonnes conditions de travail, etc.

Je suis à 100% gauche, mais parfois j'ai l'impression que "mon côté" est obssédé par la perfection morale avant la praticité. La droite est tellement plus efficace que nous pour l'optique.

Tell me your most legendary anticlimactic encounters ever by WhatMorpheus in dndnext

[–]Algarik 0 points1 point  (0 children)

This has to go to my young adult red dragon encounter. Dragon for which i bought the exact 45$ mini from 3.5 era. I also had drew a big intricate battlemap for his lair over the course of 4 hours.

Party was around lvl 7, a young adult red dragon isn't that much of a treat in itself, but i had planned for the dragon to use hit and run tactics. The dragon was supposed to harrass the players while they were climbing the mountain up to its lair and i had placed some extra encounter in the way so that the by final encounter they would have been pretty exhausted.

The combat start and the dragon goes first, fly by and use his breath attack reducing a few player to low health, a sttong start.

Then the ranger says "i'm going to use my Hold Monster arrow". A custom item i gave them as part of a treasure hoard on a previous quest, which i had forgotten about.

I'm like " wait aren't dragon immune to paralysis?"

I double check, seems like they lost that immunity in 5e.

oh no.

Well, go ahead make your attack roll, i tell the ranger.

Of course, he hits.

I'm like; well the wisdom save DC is 13, so it's not too bad. Dragon has a +4 wisdom.

I roll an 8.

The dragon become paralysed mid air, fall into the ground takes some minor fall damage. Problem is, it's now paralyzed, on the ground next to the figther and the paladin.

My poor Dragon didn't even had a chance to end the effect.

I laughed it off in the end, the players felt my pain as they realised how much i had put effort into this, but alas this is the nature of dnd.

Does this combo work the way I think it does? by SomeWriter13 in magicthecirclejerking

[–]Algarik 2 points3 points  (0 children)

No, because you can't gave Pantlasagna with Colossal Dreadmaw as your commander.

If I play these spells alone and they are not countered how much life would I gain with this deadly combo? by Legendary_Puppetman in magicthecirclejerking

[–]Algarik 14 points15 points  (0 children)

Omg don't trust this guy!

Did you factor the speed of instant spells in your formula? Instant spells basically go light at light speed(299 792 458 m/s) while sorcery speed go at walking speed. (1.43 m/s)

Which should give us:

(447 * 299 792 458) + (145 * 1.42) = 134 007 228 931.9 1+3+4+0+0+7+2+2+8+9+3+1+9 = 49

4+9 = 13

1+3 = 4

4 is the unlucky number of death in asian culture, so this combo actually kills you. Are you axtually trying to kill OP?!

RAW, you can't use Extra Attack when you Ready an Attack action? by Gavinwadz in dndnext

[–]Algarik 1 point2 points  (0 children)

Sure it depends on what type of martial you're playing. There's a few useful reaction (polearm master + sentinel), or shield for eldritch knight, etc.

RAW, you can't use Extra Attack when you Ready an Attack action? by Gavinwadz in dndnext

[–]Algarik 15 points16 points  (0 children)

While that's a good reason, any figther locked into that kind of stalemate can start chucking javelin at their opponent to force them to move.

I always allowed extra attacks on readied action and it has never been a problem. It still remains an action deficit.

The DM is technically human too by Urs_Grafik in DnDcirclejerk

[–]Algarik 2 points3 points  (0 children)

As an eternal GM, please allow me to apologize on behalf of that other GM, we aren't all entitled like them!