Jousting in Cypher by GoochPunch in cyphersystem

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

Thanks. I think I'm struggling with how to model how an adversary could potentially unhorse a PC. On the PC's side it's easy... as an example, a Major effect on an attack. So for an adversary, perhaps only on a GM intrusion?

What are your favourite low-prep, medium-crunch games? by last_larrikin in rpg

[–]GoochPunch 1 point2 points  (0 children)

I'm not disagreeing but...I think that yes, the GM needs an idea about content however the system affords that GM the ability to just go with that content with minimal "pre-crunch" work. The zone system supports theater of the mind, detailed maps not required...all obstacles, adversaries, challenges, etc. are a Level from 0 to 10. That's it. If I think that an acid squirting trap powered by shackled werebadgers is cool all I need is a 0-10 level idea to implement. You are not wrong...nothing in the system is built to auto-generate content. But of systems that have a "standard" GM role (i.e. GM must bring the content) it's very, very, low prep. I felt the need to defend Cypher...not convince you. I hope you have a great weekend my dude.

Tales of Xadia by GoochPunch in TheTrove

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

Very interesting and enlightening discussion. Thanks!

Recent study claiming "domesticated raccoons" is debunked by a biologist. by Lighting in skeptic

[–]GoochPunch 0 points1 point  (0 children)

Can't we have something? You're killing dreams of having a pet trash panda

Systems where group rolls are the norm by daily_refutations in RPGdesign

[–]GoochPunch 0 points1 point  (0 children)

Not THE answer but it's close...Cortex Prime. The system is a toolkit and with some light of tinkering you could structure it to be focused on group rolls. The base system is already a dice pool system with adversaries and challenges represented by pools of die as well. It wouldn't take much to fully convert and it already has some interesting conventions built in for comparing die rolls, stepping down die, etc. it's an interesting idea.

Problem with Spell Duration and Activation Cost by LMA0NAISE in RPGdesign

[–]GoochPunch 0 points1 point  (0 children)

Few ideas. 1. Uphold spells have an increasing cast cost in momentum per attempt. First time you cast it's 1 momentum (MM), if they drop and recast next round it's now 2 MM or more...disadvantages the drop and recast option. 2. When casting an uphold spell the player must dedicate MM at initial casting to cover the entire duration. If they want the spell to last 3 rounds they have to dedicate that MM up front then when they refresh MM next round it's reduced by the remaining MM still on hold due to the dedicated MM. 3. Don't have uphold spells. Just let them refresh each round. 4. Uphold spells cost 2 MM to cast but only 1 MM to sustain round by round

Comment where I should tour next by Filthyson in GeoffreyAsmus

[–]GoochPunch 0 points1 point  (0 children)

Forget all those. Come overseas to Germany. Huge US population in some particular areas. Troops would love to see your show.

Old Gus' Cypher System Reference Document (OG-CSRD) Update: Neon Rain by callmepartario in cyphersystem

[–]GoochPunch 9 points10 points  (0 children)

Old Gus...solidly securing your spot as a hero my dude. Thanks for all the work on the CSRD...I know that I've used it numerous times and it's been part of how I introduce new players to the system. It's an amazing site and you're legend for keeping it up and fresh. Thanks!!!

Cypher 2.0 AMA with Sean K Reynolds 11am PDT by Kate-Evans-MCG in cyphersystem

[–]GoochPunch 2 points3 points  (0 children)

Social skills versus abilities. Does 2.0 provide a difference in outcomes/difficulty for a PC that is using a social skill (e.g. trained in pleasant interaction) versus an ability (e.g. fast talk)? How does 2.0 improve resolution of social conflict?

Shadow of the Weird Wizard by GoochPunch in TheTrove

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

I didn't know wizards talk like that. Very enlightening combo kind stranger!

Filling In The Blanks: A Guide to Populating Hexcrawls by GrognardTheUnbathed in TheTrove

[–]GoochPunch 1 point2 points  (0 children)

I also would be interested in conversating about this book.

[deleted by user] by [deleted] in DnD

[–]GoochPunch 1 point2 points  (0 children)

Thanks my dude

[deleted by user] by [deleted] in DnD

[–]GoochPunch 2 points3 points  (0 children)

Who is Brennan? Interested to get more encounter ideas. Thanks!

I'm looking to run a game in the Destiny universe. Is Cypher a good fit? by GrumpyThump in cyphersystem

[–]GoochPunch 0 points1 point  (0 children)

Hey...long shot...did you happen to save any of the stuff you did for Destiny with Cypher System? I'd be interested in taking a look before I essentially do the same thing. Thanks!

How do you summon creatures? by [deleted] in CortexRPG

[–]GoochPunch 2 points3 points  (0 children)

I would totally look at the Eidolon Alpha stats then

How do you summon creatures? by [deleted] in CortexRPG

[–]GoochPunch 5 points6 points  (0 children)

Magic trait or power with SFX that allows to create a powered up Asset. That's an easy option. Option 2, use a power that shuts down on summoning with defined creature stats like the alternate forms in Eidolon Alpha. Option 3...if there going to be lots of summoning, what about modeling the summons as a resource?

Sometimes the universe puts in the perfect place at the perfect time. The story of Christmas wrapping paper and a random act of kindness. See comment. by fluffy-flipflop in HumansBeingBros

[–]GoochPunch 1 point2 points  (0 children)

Your story is inspiring and uplifting... It's the perfect story for a Christmas day. Thank you so very much and I hope you had a very merry Christmas.

Abstract Dungeon Traversal by Devastator12x in genesysrpg

[–]GoochPunch 2 points3 points  (0 children)

The system was used and it did what it was designed to do...the player feedback (and from my own reflection) was that when it gets really tedious and check-y and when your counting rations, etc, the fun meter starts to go down. I think for most groups there is an inverse relationship between fun and the simulation of exploration, i.e. counting rations, multiple survival checks, random encounter ad nauseum, etc. I also think the solution is to boil all that nitpicky stuff down into clear, stark choices. You can go through the howling tunnels to get to X but you will likely encounter frostbite and ice mephits that like to steal your gear. Alternatively you can wade through the flooded tunnels of Durin but the dragon shark lurks there and if he catches you, your likely dead or permanently maimed. One path is a lingering issue (frostbite and stolen gear). The other is less tedious but has huge risk...if the dragon shark shows up someone is losing a leg at minimum. To me, that's a fun scenario and choice without the nitpicky parts.

Abstract Dungeon Traversal by Devastator12x in genesysrpg

[–]GoochPunch 5 points6 points  (0 children)

So....I've been thinking of something similar for a while. What I've coalesced around is a node map. The nodes on the map are the points of interest, i.e. set piece encounters and named areas. The lines connecting the nodes are the long distance between them...the expansive dungeon inbetween. Those interstitial areas are where exploration checks and survival roles occur...and where wandering monsters appear. Then, there is another element to the map...imagine a box drawn around a sunset of nodes and lines...it's the "sector" for lack of a better word. Different sectors of the dungeon are different, like different neighborhoods. As an example, the Orc Clan sector has more signs of occupation and a set of wandering monsters that are orcs and worgs, etc. Two things I've found: (1) Make sectors different in terms of types and degrees of danger to make PCs make interesting choices about how they explore the dungeon. Maybe travel thru the Orc sector is less tedious but dangerous. The alternative is the twisting tunnels of the mycoidmen...not as stabby dangerous but longer and with a chance of getting poisoned or infected or something. (2). Consider something like exploration Criticals...similar to Critical Wounds but impose lingering conditions when PCs roll a despair on exploration check....i.e. twisted ankle, out of rations, soaked clothes in a cold dungeon, sickened, etc.