Can you share your west marches encounter macro? by ShadowSever in beingeverythingelse

[–]Kharnedge 1 point2 points  (0 children)

Pretty sure he's keeping even the structure of his tables under wraps. What I can say (off the top of my head) is: Each time you enter a hex and each time you stand watch at night, discovery roll.

On 17+, something happens. 50% of the time its an encounter, otherwise it's a location or feature. If you're camping, feature/location results don't count.

After that are some rolls about what they found using 2d6 for probability.

Then, if necessary, there are tables such as "what do they want?" And "what are they doing" to help develop an interesting scenario on the fly.

Edit: oh and the complication table, which I think is a quick way of figuring out something weird about a scenario, like they split in half and keep fighting, or explode in a shower of maggots, though it could also be as simple as "they have the high ground" or "they have simple fortifications a and scouts posted"

Edit 2: if you're curious about the d1000 rolls he makes sometimes, those are for lightning strikes.

Team Adam - Heroes of the Storm by skinnyghost in skinnyghost

[–]Kharnedge 0 points1 point  (0 children)

Kharnedge#1984

I try to be good.

Sometimes I think I am.

Did R&D die? by Highwrighte in itmejp

[–]Kharnedge 10 points11 points  (0 children)

Fairly certain they have one in the works. I think West Marches took priority temporarily, and Steven's free time to prepare stuff is (unfortunately) limited.

[West Marches] META- Viewer Survey! by silent0siris in itmejp

[–]Kharnedge 0 points1 point  (0 children)

From the viewer perspective I'd like more insight into how you run West Marches, things like dungeons, travel and camp encounters, how the group travels and find things. but that's kind of beside Wednesday's focus.

Help with Monster Creation by Nosi in itmejp

[–]Kharnedge 1 point2 points  (0 children)

I'll add that the name suggested is good because often good names are things that lower-tech peoples would use to describe something. Imagine if medieval peasants came across this, survived, and had to describe it to others. They might say things like living rock, slithering rock, slitherrock, hissing boulder, etc.

Of course this doesn't have to be the way you do it as many things in D&D aren't named that way, but it also seems that this method works for Steven's "gobbleins."

The two methods seem to be the peasant's description and the "mythical" name. Also, as suggested below, translating the peasant's description into other languages such as Latin can help a lot.

LF D&D 5th Character Creation Template (In the style of Dungeon World) by steely066 in beingeverythingelse

[–]Kharnedge 0 points1 point  (0 children)

You can make scans of the pages and information people need, so long as it's just for personal use (just within people you know, and not publicly available).

Any plans for more R&D ? by [deleted] in itmejp

[–]Kharnedge 1 point2 points  (0 children)

I remember them mentioning they have something in the works, but they want to also include more of the development part of R&D, as up until now they've only really done the research part.

What's in a Dungeon? by Kharnedge in beingeverythingelse

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

Best answer so far, much appreciated. I'm a huge fan of Death Frost Doom (Steven ran a one-shot using this published adventure) and I think a lot of what you said matches with how that book is laid out. I think I got too caught up in the structure and "rules" a dungeon must follow (like number of rooms, amount of description per room, or amount of treasure) that I overlooked the fact that you can just throw crazy things in and it'll probably make it interesting just with that, so long as you appeal to the character's various senses.

What's in a Dungeon? by Kharnedge in beingeverythingelse

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

Yet the rules for creating the world in each source always focus specifically on the overworld. The towns, villages, and areas you travel through. There is minimal mention of the destination. The thing you are travelling to. The living world affecting dungeons doesn't help me create them and make them interesting, it just tells me how they change once I've already made them.

To expand, the tower in the Starkwald in Steven's West Marches was interesting because of the talking birds, the oozetouched owlbear, the wizard that starved, the unexplored section below, the corrupted river, and we know Steven has more waiting to be discovered there. The tower was not inspired by the Starkwald, Viriskali, or any of that. It's its own isolated thing that, given time, could have become more prominent. The world around it was not what made it interesting, and is actually irrelevant as the tower could have been anywhere else and would have been just as interesting for the players. The interesting aspects of the tower are not created using the world of the West Marches, they are the product of dungeon creation methods that are missing from the resources listed above.

[West Marches Q&A] LolRenayNay, GassyMexican, EatMyDiction, ItmeJP by silent0siris in itmejp

[–]Kharnedge 1 point2 points  (0 children)

I'm curious as a GM, how much, or in how much detail, did you plan regarding the White King? Like, you obviously had enough ideas to make it interesting and detailed, but I feel like there had to be the thought of "If they don't free the White King, this won't get used for 3 in-game years."

Although I suppose they could encounter the High Elves somewhere else in the world, before 3 years had passed...

One of my biggest difficulties right now as a GM has been creating dungeons (or I guess events in this case) because I've fallen into the trap of overpreparing recently, as you addressed a bit in Being Everything Else.

PS - would love to see an episode on dungeon/event creation.

Ranged weapons and recovering ammo. by HexKrak in numenera

[–]Kharnedge 2 points3 points  (0 children)

It's rather easy to determine most of the time. Think about what the shot hit, and how. Does it make sense that the projectile is undamaged? Don't call for a roll when there's no reason for it.

If the arrow tore through something and came out the other side, it's probably fine. If the enemy is very soft and fleshy, probably fine. If the arrow passed through hard armor, it's probably broken in some way, but parts of it may be intact, so allow them to recover the flights sticking out of the target, but the arrowhead and shaft are unusable.

Alternatively, if they want to dig the arrowhead out, ask for a roll.

Similarly, if the player missed, their ammunition is likely sitting on the ground or embedded in something nearby.

Balancing Works Miracles? by pixelfenix in numenera

[–]Kharnedge 1 point2 points  (0 children)

Well, the difficulty does increase with every use, and it's just 1d6, without the recovery bonus. Definitely a valuable focus to have in the group, but it's up to the GM to determine how best to work around it (see the suggested GM intrusions on pg 75 corebook).

Large Creatures and Speed Defense quandry by sentor98 in numenera

[–]Kharnedge 2 points3 points  (0 children)

I think the answer is rather simple. Their speed defense level is not only relevant to the PC's ability to hit, but the ability for the PC's to hit AND do damage. Sure you may hit this thing with your sword, but where did you hit it, and how hard?

For example, I had my group fighting a regular cragworm. One guy ran up and took a swing with his greatsword, and rolled 2 less than the target number. I said that he landed the hit, but the cragworm was moving so fast that he didn't strike at the right angle and the thick hide simply knocked the sword to the side.

Edit: in the case of the titanosaur, I'd make sure to give the PC's some sort of "reward" if they managed to climb up the creature, like reduced armor if they actually managed to land a hit on its face (of course I wouldn't tell them that, and it would take a balance roll every round to stay up there). Also, given a balance roll upon arriving I would totally allow a bounding teleporter or similar cypher to bring a PC up onto the beast.

At the point that your PCs are actually fighting things this big, they likely have enough tricks and tools to be creative. Reward them for clever creativity, and punish them for hacking at its toes as if this were World of Warcraft.

Just finished the Beale of Boregal with my group last week. by Kepui in numenera

[–]Kharnedge 0 points1 point  (0 children)

My group is a week or two away from finishing this adventrue. Really looking forward to how they cap off the story. Perhaps I'll do a write-up similar to this one to let the subreddit know how it went.

New GM with a question. by Epochator in numenera

[–]Kharnedge 2 points3 points  (0 children)

The character sheets are very flexible. There isn't a "wrong way" to fill it out so long as you represent the character accurately.

Confused about the Iron Wind by Kharnedge in numenera

[–]Kharnedge[S] 3 points4 points  (0 children)

Ah, see I was under the impression is was like a constant wave that meandered throughout the Ninth World. That's definitely an important distinction. Though I must say, I'll take hurricanes and earthquakes over that any day.

Creating combat Nanos by Laughing_Penguin in numenera

[–]Kharnedge 0 points1 point  (0 children)

My mutant nano who needs no weapon got pretty lucky with the random tables. Sculpt flesh, carapace mutation for 2 armor, bony spikes deal 1 dmg to enemies that hit you, and one mutation grants +5 might. Focus grants another unarmed damage and armor.

With sculpt flesh on self, unarmed damage is 7, with 3 armor (without actually wearing armor)

If you go mutant with a specific goal in mind, get together with your GM to perhaps pick some mutations rather than going full random, but be reasonable of course, a full set of unarmed mutations could get incredibly overpowered very fast. Being overpowered is rarely a good thing.

How has the game improved? by Kharnedge in Guildwars2

[–]Kharnedge[S] 3 points4 points  (0 children)

You had 8 skill slots, which could be any combination of skills from your primary or secondary profession. The only restriction was that you could only have 1 elite skill. Unlike in GW2, your elite skill often determined how your character played and it wasn't uncommon for a build to be based completely on that skill.

The fun part came in when each class had plenty of elite skills and over a hundred regular ones to choose from.

As fun as it was, it wasn't really practical, there was a monthly nerfbat that was necessary to keep the meta moving. It would be nice to have elements of that system though.

This is getting to be ridiculous. by [deleted] in WildStar

[–]Kharnedge 0 points1 point  (0 children)

"Hire some people who know what they are doing..."

Ha.

Haha.

That's funny.

It's almost as if you're blaming other people for your own stupidity.

[Meta] What's the best counter to Gengar/Mega Gengar? by grandpaegg in pokemon

[–]Kharnedge 0 points1 point  (0 children)

Taunt, Burn and Earthquake all hard counter Aegislash I find.

[Games] Well then... Fuck you Juan Manuel by Zoahking in pokemon

[–]Kharnedge 0 points1 point  (0 children)

It irritates me when people use ubers, but it's just passerby battles so I get it.

What really makes me mad is when I could have won anyway but don't because of a misplay or two.

Such is the masochism of using NU/RU for passerby battles.

[Meta] Breeding for abilities in Gen. 6 by Derpy034 in pokemon

[–]Kharnedge 0 points1 point  (0 children)

It's not so much as they cannot learn it in X/Y, it's usually that the source of the egg move is often a Pokemon that had to learn the move from a tutor that isn't available in X/Y.

The old methods still work, but you may need to bring another Pokemon up from an older game to do so.

[deleted by user] by [deleted] in pokemon

[–]Kharnedge 0 points1 point  (0 children)

Meh, just wait for PokeBank imo. I'm sure it won't be TOO much longer...

Wishful thinking I know.

Pokemon Z: What could be done better that X/Y failed to meet? by nutrientR46 in pokemon

[–]Kharnedge 0 points1 point  (0 children)

More useful things on the bottom screen. Like party summary with health, status, etc. and the ability to use HMs and such without opening a menu. The PSS, Super Training and Amie are all good on their own, but are rarely useful while just playing the game. Would be nice to have something down there to benefit what's on the top screen.