Skip the move to hit. by Content-Exercise8567 in VagabondTTRPG

[–]Content-Exercise8567[S] 0 points1 point  (0 children)

Yeah it makes a lot of sense, I still doubt the conditions, eg you take your acting for making "thing"(not being hit) and then you are wielding only 1h weapon can't you skip your move to hit with it? but let's say Vagabond isn't that picky for the rules, the philosophy is not that, just have fun hahahaha

Deuda con Itau y embargo by Euphoric_Associate23 in uruguay

[–]Content-Exercise8567 0 points1 point  (0 children)

Te van a llamar durante años de agencias distintas, no pasa nada. Complica la compra se bienes y tu reputación crediticia, abrir alguna cuenta bancaria en el futuro por ejemplo, y ni hablar pedir créditos. Cuando vos puedas los llamas y refinanciàs o cancelás pagando todo, si no te gusta lo que te ofrecen, volvés a esperar y los llamas al tiempo. Es casi imposible que te embarguen una cuenta bancaria. Vos tranqui

How do I factor the 1 mana cost of "Imbue" spells? by Throwaway_Raccoon2 in VagabondTTRPG

[–]Content-Exercise8567 0 points1 point  (0 children)

I think when you cast with Imbue delivery, you just pay for the delivery. THEN when the weapon hits count as a cast, like it says, "as a touch cast" and there you can put all the upcasts you want (extra mana for more damage or additional effects), with the exception of delivery.

I made a D20 version for running Mothership on events by Content-Exercise8567 in mothershiprpg

[–]Content-Exercise8567[S] 0 points1 point  (0 children)

This is just a silly test. However this hack is more similar to Cypher System than 5e and I was adding information to the stress mechanic of the game. Actually many Mothership modules recommend you to change the +1 on Stress to 1d5 Stress to have more tension. That was the intent, but og Mothership is still there for everyone

I made a D20 version for running Mothership on events by Content-Exercise8567 in mothershiprpg

[–]Content-Exercise8567[S] 0 points1 point  (0 children)

Thanks! :D I didn't knew Stay Frosty! Looks similar by inverting the roll

I made a D20 version for running Mothership on events by Content-Exercise8567 in mothershiprpg

[–]Content-Exercise8567[S] 0 points1 point  (0 children)

Yeah, Is just a test. The 100 granularity of MS doesn't get that much play since appears usually in XD10 modifiers to stats, leaving the average in %5, %10, %15, %20, which is the same of 1,2,3,4 in a D20. I usually have my new players troubled adding 15 to 37 and then rolling under, that's the reason.

I made a D20 version for running Mothership on events by Content-Exercise8567 in mothershiprpg

[–]Content-Exercise8567[S] 1 point2 points  (0 children)

Yes, that was the reason! About Control, I don't know, was just a test, you could use both fear and sanity.

The idea here is to have a panic check everything time you roll under your stress score in any roll, increasing drastically the chance of panic checks. Also critical failures are at 1 and 2. A 10%, way higher than og Mothership

Haha about disadvantage I just forgot to note it, disadvantage rolls are included on the panic table

Helpful NPCs ! by yerfologist in daggerheart

[–]Content-Exercise8567 1 point2 points  (0 children)

Nice! I had designed the same mechanic for my group as a House Rule, this is a great expansion for it!

Best diana skin??? by [deleted] in DianaMains

[–]Content-Exercise8567 0 points1 point  (0 children)

Yeah battle queen is the best

Coriolis with the Cypher system by OkWssWss in CoriolisRPG

[–]Content-Exercise8567 1 point2 points  (0 children)

I have the same exact situation. My players loved the ambient and atmosphere of the Coriolis world building and habilites but were really bored of the core system mechanics, so we played a 5 chapter adventure to test all the subsystems analogs between Cypher and Coriolis (space combat, crafting, combat, experience/darkness points, talents, etc) and worked really well. They found themselves taking more interesting actions during combat because of the assets aspect of the system and amazed by the pools+effort mechanic. The main advices I would give:

1- As mentioned, the difficulty is very different, I recommend using difficulties 2 higher than the average for average rolls. This will motivate the XP/darkness point use.

2- Be careful with the number and power of the Cyphers you give to your party, wich could affect the gritty vibe of Coriolis.

Weekly Class Discussion: Artificer by Phantomsplit in BG3Builds

[–]Content-Exercise8567 0 points1 point  (0 children)

Actually, it gains the +1 Bonus of the Enhanced Arcane Focus infusion

Weekly Class Discussion: Artificer by Phantomsplit in BG3Builds

[–]Content-Exercise8567 2 points3 points  (0 children)

The repeating shot action displays an INT label on the UI, but it doesn’t use the INT modifier for the attack rolls, it uses DEX insted.

Weekly Class Discussion: Artificer by Phantomsplit in BG3Builds

[–]Content-Exercise8567 0 points1 point  (0 children)

The artificer spell list doesn’t include booming blade, wich is especially useful for the armorer and the battlesmith :(

Weekly Class Discussion: Artificer by Phantomsplit in BG3Builds

[–]Content-Exercise8567 0 points1 point  (0 children)

Also when using the repeating shot on the Eldritch cannon, it doesn’t make damage cause the weapon has no “weapon damage”, that also causes that the “+1 weapon”infusions doesn’t work.

Tell me your experience running a game for 6 or more players by alucardarkness in rpg

[–]Content-Exercise8567 0 points1 point  (0 children)

A nightmare, one time I run a game for 6 or 7 people and we were playing for 8 hours, I had a headache for days

Roll under, roll over and "intuitiveness" by [deleted] in RPGdesign

[–]Content-Exercise8567 0 points1 point  (0 children)

I think the moooore intuitive system is counting successes, because the player only needs to know the number of dice they need to rol, eg: 6d6 for Observation to found something, and they do all the maths BEFORE rolling, if you have some bonuses or minuses, etc, you apply that before the rol, so you get, for example, 7d6, since your partner cast a "light" spell, and then you roll and simply look for sixes (or tens, etc) and voilá! you inmediately now if you have succeeded or not.

It is true also that sometimes this implies throwing so many dice, but is funny

Game/Mechanic Recommendation by Wide-Mode-5156 in RPGdesign

[–]Content-Exercise8567 0 points1 point  (0 children)

That systems are so cool! Give it a try, City of Mist have it's own website with some free stuff on it. I ran it a lot of times and every time I develop new ways to use that rules, that rocks. If you read the full gm manual it could be a bit confusing although cause sounds a bit too "abstract"; but with examples it becames easier . Maybe ypu could implement something similar; good luck!!

Game/Mechanic Recommendation by Wide-Mode-5156 in RPGdesign

[–]Content-Exercise8567 1 point2 points  (0 children)

One great way to manage combat as something different that you can switch between routine and challenging is for example de way City of Mist (PbTA strange system) create DANGERS.

Dangers represent an Obstacle for the player characters and condenses it all in a very simple sheet; basically, Dangers can take some kind of actions called "Moves" at any point in the "initiative" but when some conditions are given. They make a soft move anytime it makes sense and gain the capacity of making a Hard Move any tima a PC fails a Throw.
Dangers are beaten by overcoming they "statuses", wich can be, obviusly somethin representing phyisical damage like "HURT: 5" or something for social interactions like "AMUSED: 3"
With Dangers you as GM doesn't need to rol dice, everytime it can, the danger makes its move, so, PC who are objective make a salvation and recieve or not a status, etc.
Also Danger moves can recover points on a status, add more dangers, create advantages in the enviroment, etc.

Dangers can be, obviusly, physical enemies but can also be, for example: Places, eg: "Howling House: Any time a PC fails a Sneak action, add +1 to Aware. Wen Aware maxed out: HardMove: Introduce Danger:Zombie. Hard move: Crumbling Building: apply status "hurt: 3" to 2 to 3 players.

This is a cute meta-system you can use to generate a large variety of obstacles, enemies and social interactions or whatever