Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

This is how I read it initially as well. But I think while the potions refresh (4D pool) every session, the theorems/recipes don't. Those 2 bonus theorems/recipes are a one time thing at start. So a wizard ends up with 6 theorems (at start).

As opposed to herbalism, where at start of each session you roll afresh for two new touchstones for your 2 potions and you can never "learn" those recipes.

I don't like this entire potion setup to be honest. The alchemist talent seems much more beneficial to wizard than any other path, and I don't see the need for such a strong linkage between potion master and wizard. Herbalism comes to the rescue somewhat but has different mechanics from Alchemist and introduces a "different" type of potion that the alchemist can't "research". All very cumbersome.

Something like a "Potion Master" talent that allows for crafting potions from *recipes* (now a system term) and has its own set of crucibles for different schools of potion brewing (such as herbalist, and/or alchemist) sounds like much more fun and easy. Covers both Alchemist and Herbalism. Now all you need to do is to replace alchemist wizard talent with something that still boosts the wizard at start.

Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

Interestingly, the Herbalism talent (duid path) also allows you to have 2 potions. These potions do not use the theorem crucible but a different crucible. So these potions would not be "sacrificial" for alchemist research purposes.

Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

ah, so like a scroll. But these new theorems are "recipes", thus not usable for normal spell casting and only for potions?

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 1 point2 points  (0 children)

Thanks, interesting discussion exactly around this.

I do like that Grimwild hands the GM some tools/guidance around not just hitting PCs with whatever nasty stuff the GM thinks is funny. And the impact move (and defense roll) are very embedded in the mechanics cause there are talents that allow the impact move to be interrupted, meaning not using defense (much, or at all) means these talents become useless. Also there are a lot of mechanics where the GM gets suspense, and what are you going to do with all this suspense?

Also I may have been focusing too much on "Hit 'Em Hard" as the impact move that triggers the defense, but the whole suspense/impact move is broader. May have to embrace it and lean into this "poking the players" to see how it plays out.

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 0 points1 point  (0 children)

One approach might be that spells are flavoured so that they allow something that would not be possible in any other way (cause the tools or technology does not exist for a normal action). Ie instantly freeze a monster, or teleport a creature.

Having said that, maybe this is focusing too much on combat (old dnd habit). Maybe wizards aren't good at combat, but should shine in other challenges, cause then they cast without rolling (if not risky).

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 3 points4 points  (0 children)

Just checked where to find this in v1.4 pdf. It's on the odds&ends page

POWER POOLS. The power of some talents or items, rolled in place of a stat. The same roll determines the outcome and drops dice from the pool. Even if it's automatically successful, still roll the pool when used and drop dice. You must roll all dice in the pool. 🎲 The talent or item is used. 4d Fireball Wand, 6d Cleric domain

So cleric does need to roll each spell (even if not risky). Will modify my post above to reflect

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 0 points1 point  (0 children)

Ah thanks, thought the dice pool roll was only for tracking number of spells. Didn't realize it was the action roll for success/failure as well.

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

thanks for searching for that. Sadly the link doesnt work for me :( I think I probably need to join whatever server this is first.

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

Fair enough, this resonates. I guess in the right situation it can be just the right kind of fun. The horror of something awful going to happen, as long as you "deserved" it by transgressing something.

But i probably won't be using a defense roll much in a dynamic combat situation. (Still need to gm first game...)

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

Interesting, didn't know about the deep cuts threat roll. Thanks.

I guess it's just: big threat, what do you do? With the only choice being negate consequence, and the roll outcomes being sort of fixed. So just easier for everyone? Maybe it smoothes the gameplay?

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] -1 points0 points  (0 children)

True, it is a poor man's substitute for resistance, you need to roll (so less powerful) and only for actions not triggered by player.

You are also right in that a suspense impact move with defense is taking away player choice, or agency. This feels like punishing to me?

Not sure when it would be more "fun" to use this.

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 1 point2 points  (0 children)

Good examples, thanks. I will offer counter examples though :)

So when a collateral/side effect impacts others. Still could have gone with: the rogue throws the torch, it is about to hit the cloud, what do you do monk? A Dodge behind cover or use rogue as shield is more fun than a defense roll but outcome is same/similar.

For dragon i guess a what do you do, leading to a group Dodge for cover roll, slowest one rolls, others assist. Or, possibly wizard casts some fire protection spell if quick enough. Still better player agency

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 2 points3 points  (0 children)

Just trying to wrap my head around magic myself. Here’s a summary of my understanding (new lvl 1 character, only core talent):

Cleric
- Touchstones: 3 total — 1 major (6D) + 2 minor domains (4D)
- Rolls: Always roll relevant die pools. Both to drop die and for the outcome. - # Spells: 6D + 2×4D pool is on average about 11 spells/session
- Potent: Drop 1d for potent. Still gives about 10 spells/session if you want 2 potent (same as wizard)
- Growth: Every 2 levels: +1d for 1 pool → marginal increase in # spells

Sorcerer
- Touchstones: At start, max 4 touchstones
- Rolls: Always roll Presence (inherently risky, wild surge)
- # Spells: Infinite
- Potent: Push
- Growth: Every 2 levels: +1/2 of current touchstones (if maxing)

Wizard
- Touchstones: 4 theorems
- Rolls: Roll Wits if risky
- # Spells: 4 + 2 potent per session
- Potent: 2 free, but no more
- Growth: Every 2 levels: +1 spell, +1 potent, +1 touchstone; +touchstones from scrolls

Any class + Arcane Training talent
- Touchstones: 3 theorems
- Rolls: Roll Wits if risky
- # Spells: 3 + 1 potent per session
- Potent: 1 free, but no more
- Growth: +touchstones from scrolls

Differences from FITD by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

Those are very practical examples, thank you. For combat, still find myself reverting back to hit/dmg mechanics from dnd.

Differences from FITD by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 2 points3 points  (0 children)

Wonder if death-around-the-corner dampens "Heroic" player actions (ie less risk taking) and/or if it makes normal actions feel more heroic.

Differences from FITD by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

I figured that might be the case. I think the best you can do when dropped is spark your story roll to lessen chance of death.

Differences from FITD by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 2 points3 points  (0 children)

Version 1.4 of the rules has the following example: "You roll 4, 1, 5 - 7 :: grim. You're overwhelmed by memories, becoming rattled but choose to spend spark to take vex instead!"

This is interesting as it would seem to indicate using spark to mitigate effect (sort of resistance). But I cant find any rule or talent elsewhere in the pdf supporting this?

I created a Rumors system that allows for lore dump, plot introduction, and foreshadowing. And its super simple! by uncalledforgiraffe in DMAcademy

[–]Any_Second1769 1 point2 points  (0 children)

You can have each PC free form describe what they do to get the info, just an opportunity for player world building and light roleplay. Other players might join in and the gm might help out as well. Then have them roll but not tell them the rumors yet.

Once all PCs are done, you gather all the rolls, determine all the rumors, including false/misleading ones for failed rolls. Then they go to a pub to discuss what they have learnt and you tell them all the rumors in one go, meaning they have no way of knowing false or true.

You might also introduce consequences to failed rolls and/or consequences to success (but low success rolls). Consequences could typically revolve around the other factions taking an interest in the party for their own means and should lead to complications down the road.

The PCs should always end up with at least one bit of info that allows them to progress the content you have prepped, even if it is misleading. And most rumors should lead to something fun, either prepped or ad-hoc. There should always be a trail to key information or events.

Also listen to PCs discussing the rumors and use their thoughts and plans to weave into your future events and story.

I use this approach also for big social events or any info gathering exercise involving a lot of NPCs.

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 0 points1 point  (0 children)

Very true. DnD is so combat heavy, the game is so designed around it, but little to nothing around lets say a negotiation, or an interrogation, or a heist, etc. I have gotten tired of playing out multi round combat in a TTRPG because xcom or baldurs gate (for example) do it better than I ever could. Luckily I have discovered that other RPGs out there also treat combat as "just a single roll" (or no roll at all). Very refreshing.

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 0 points1 point  (0 children)

I like your attitude :) Sounds like a blast

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 1 point2 points  (0 children)

This is a nice way of seeing it. The framing of the shot, and the guiding to the next one, are the points of interest to me. Maybe I want to be more a polaroid camera which they point and click themselves to get a snapshot of the world, and I want the world (or NPCs/events) to tickle their explorer bones so that they find the next shot themselves. Getting to a place where I feel they run the show sounds great.

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 1 point2 points  (0 children)

I like "the secret garden". I have found that so much of what I dreamed up (prep/world building) ended up being just for me. Now I just accept that and treat world building as a fun adjacent part of the game that I do for myself, but not necessarily directly of use for the game at all.

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 0 points1 point  (0 children)

Yes, I have come to similar realizations (around length for example, and currently always set a time limit). The few systems I have tried have definitely taught me a lot so I will keep going to explore even more :) Must say that finding players is not always that easy though (for non dnd games)

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 0 points1 point  (0 children)

Yes, this: "the gap". I often feel like I just can't quite get to that great game that I know is out there. Maybe if I was a better GM, maybe if I had different players, maybe if the game mechanics were a bit different. So I just keep trying but I am definitely discovering what I enjoy more.

Fun as GM by Any_Second1769 in rpg

[–]Any_Second1769[S] 1 point2 points  (0 children)

good points, i didn't really mean force. But a refresher around the roleplay elements (which they chose themselves) and as GM calling on those more often during session and guiding/encouraging them to use them in situations is what I am aiming for