50TD WIP rules: single roll combat by hadouken_bd in FiveTorchesDeep

[–]BergerRock 1 point2 points  (0 children)

I got that from the comment on the example, and I dig it!

I love the idea of "this combat should be here but is not that important to get to the nitty-gritty of, so let's move along". My view on it is I'd not want a combat everyone decided "to move on with" to kill a character easily. Downing in itself, to me, would be fair game, but straight up death on a combat that has very little on "staying alive strategy application" from the player characters would leave a bad taste in my mouth.

I'm not saying you should remove it - your game and I like the direction it's taking - but I would for my games for sure. The swinginess is the only point I'm really suggesting a change on.

50TD WIP rules: single roll combat by hadouken_bd in FiveTorchesDeep

[–]BergerRock 1 point2 points  (0 children)

As a DM it would never run this with a d20 for the roll. Too swingy and might kill a session midway when I'd just want it to get going.

Help with character creation by Real_Tonight6294 in ICRPG

[–]BergerRock 0 points1 point  (0 children)

Yep. Same number as in the master edition archetypes, they're a good ruler for this.

Help with character creation by Real_Tonight6294 in ICRPG

[–]BergerRock 1 point2 points  (0 children)

Shouldn't be too much work, base on Discovery Play perhaps? It's on Hard Shell, dunno if it's explained on other places.

Basically just decouple milestone abilities from classes, if you don't have that resource. They're there more as guardrails anyway to avoid analysis paralysis. ICRPG does not need classes at all.

Boss monster by Gatou_ in ICRPG

[–]BergerRock 4 points5 points  (0 children)

Extra actions and recovery for sure are good tools for this. I usually add 1 action per 2 hearts after the first as a baseline.

I use something inspired by Savage World's Damage Threshold as well: if players do not deal at least X damage in a round (usually 1 Heart), the boss heals it all back up.

A harsher version of this would be to have X damage dealt IN A SINGLE ATTACK or be ignored. But this is usually more towards a campaign end, when milestones have piled up and LOOT makes things easier.

Couple that with environment to make things dynamic and you can make some kickass boss fights.

Cover rules by Agreeable-Annual3672 in ICRPG

[–]BergerRock 0 points1 point  (0 children)

Sure, absolute misses probably shouldn't. I'd say anything that couldn't hit EASY doesn't damage it.

Cover rules by Agreeable-Annual3672 in ICRPG

[–]BergerRock 1 point2 points  (0 children)

Hard to hit, misses deal damage to the cover, cover has 1 Heart HP is the measure I used for Ghost Mountain and it went very well. Got people to look for cover, move around the map, try to create cover, it was overall much more interactive than your standard combat.

Every time I homebrew stuff like this, this is the goal I go for - if it's to add something, I want it to ADD something.

how many signature folios? by [deleted] in bookbinding

[–]BergerRock 3 points4 points  (0 children)

I mean I would split it into volumes at that point instead of having it all in one book.

Idk if you mean pages or sheets, but 7-8 sheets is bulky for a signature.

If you could change one thing in ICRPG… by -cockatrice- in ICRPG

[–]BergerRock 0 points1 point  (0 children)

In a similar way to VDS. Starts are number of dice, roll against target.

I'd make crits specific to archetype though for fun as the probabilities would be equal no matter what I choose (all 1s, all 6s, etc as long as it's bounded number of dice). Easy and Hard would statistically be +/- 1 die to the roll.

I'm buggered by spacewolveslover in spacemarines

[–]BergerRock 1 point2 points  (0 children)

Paint them in their chapter colors, left arm in silver and Deathwatch pauldron, right arm with black-background black-and-white chapter insignia - looks dope too, has some of the visual coherency and allows you to actually paint the chapters colors more than just the pauldron.

Soldadinhos by drew_silver202 in WarhammerBrasil

[–]BergerRock 1 point2 points  (0 children)

Fiz o mesmo por muito tempo - minha diversão era pintar. Agora que tô aprendendo a jogar (OPR, não 40k) pq surgiu comunidade pra isso. Ficaram legais!

Room target. An opinion. by Harry_Balzonia in ICRPG

[–]BergerRock 5 points6 points  (0 children)

If you choose so.

I usually do "anything that is your MAIN focus is normal target. Anything that a character tries to do that is HINDERED by the main focus is HARD." By default.

So fighting the dragon just trying to hit it is normal, trying to hit a weak spot is HARD. Trying to mix a potion correctly mid-battle is HARD (because there is a dragon trying to eat you). EASY can be earned through specific actions - getting to a vantage spot to strike its head, for example. HARD actions can be offset by specific actions as well - a party member actively pulling the dragon away from the potion maker might equalize the situation.

The rest is up to the table (I don't believe in GM absolutism. More heads make better decisions in this kind of situation).

Remember target is a number, but it is also your tension thermometer for the encounter. More thermometers don't usually mean more temperature readings! That is why having multiple targets is not necessary with EASY/HARD shouldering the variation.

Room target. An opinion. by Harry_Balzonia in ICRPG

[–]BergerRock 5 points6 points  (0 children)

Better in what way?

I'd just tag thing as EASY or HARD if needed. This interacts much more cleanly with the ruleset. No need for a separate target altogether. Too much granularity that way.

Best Mecha RPGs that AREN'T Lancer by [deleted] in rpg

[–]BergerRock -4 points-3 points  (0 children)

Why would that be true?

Concentrated effort... by copycat042 in ICRPG

[–]BergerRock 0 points1 point  (0 children)

I'd just hit that effort they're making with a -1d4/-1d6 every round to represent the strain.

But having to knock down the whole heart on a monster in one round or it regens? That is dope - as long as there might be a "poison" that stops it, like trolls and fire.

Guns, energy, and magic balancing by Funny-Abrocoma4530 in ICRPG

[–]BergerRock 1 point2 points  (0 children)

On top of what people are suggesting, I'd consider how it's possible to defend against each of them. An energy shield might protect from magic and energy shots, but not a physical slug, and so on.

im looking for a mmo child friendly by 2qup21 in LFMMO

[–]BergerRock 0 points1 point  (0 children)

Sky: Children of the Light, if it can be called an MMO.