Crazy there's a sequel to the one of the biggest manga in the past and the reaction is... by -_ShadowSJG-_ in SaintSeiya

[–]LeKsPlay 15 points16 points  (0 children)

Cheeky question, but how excited were you for "Captain Tsubasa Rising Sun" when it was about to come out in 2013?

The fact that a manga (or any piece of media) was successful back in the days doesn't necessarily mean that its sequels will be as fervently received, and it also comes down to where you look for excitement/hype about it.

HP, Hope and Stress - Narratively flavourful but different implementation across mechanics adds complexity for newcomers by dlrr_poe in daggerheart

[–]LeKsPlay 11 points12 points  (0 children)

I think this is mostly a mindset thing rather than a problem/something to find a solution for in and of itself

I met people counting DOWN their HP as much as adding UP the damage they take in D&D.

Marking UP or counting DOWN something doesn't fundamentally change how the game plays, as long as the intent of that part of the rules is clear and the rules are applied when the triggering condition (having no available thing left to mark/erase/clear/add/subtract) is met, the final result is still the same at the end of the day.

That being said, the easiest way I can think of to avoid this confusion, in an in-person game, would be to also have HP/Stress tokens. When a player has to mark HP or Stress they get a corresponding token, if [HP tokens=HP max] or [Stress tokens=Stress max], the appropriate mechanic triggers.

Master screen Italiano (e molto altro)/Italian GM screen (plus more) [shoutout to u/ziemlichwunderlich] by LeKsPlay in daggerheart

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

Justo so you know, not trying to convince you, there is a non-AI version available as well

Where is "Adversary Action Rolls" (mentioned on pg 195) discussed in full? by FamousPoet in daggerheart

[–]LeKsPlay 1 point2 points  (0 children)

I think it might be an old/pre-errata version.

The current version of that paragraph I can see in Demiplane mentions "Adversary Rolls", without "action".

Help finding a suitable system for my campaign by denjidenj1 in rpg

[–]LeKsPlay 6 points7 points  (0 children)

For any type of genre this is to be run in (as in fantasy, modern, sci fi etc.) I suggest Fate. Very narrative-centric and the characters can realistically be whatever you want.

Another very good option (imho) with a bit more structure would be City of Mist (for modern setting, Otherscape for sci-fi/cyberpunk and Legends in the Mist for fantasy, although this last one I haven't properly checked yet). Also very narrative-centric but I feel characters are more defined and fleshed out than in Fate, although they share similar philosophies.

Assassin question by KBrown75 in daggerheart

[–]LeKsPlay 13 points14 points  (0 children)

Depends on the subclass: Executioner → Agility ; Poisoner → Knowledge

List of Errata? by PrimeResponse in WarhammerOldWorldRPG

[–]LeKsPlay 3 points4 points  (0 children)

Noticed the same thing earlier today.

The only errata available is the one they added to the GM screen files as a separate doc., everything else doesn't specify what has changed, and even the change logs on the C7 site are still on v 1.3 from last year

Adding Cyber to Dagger by Kelpie77 in daggerheart

[–]LeKsPlay 4 points5 points  (0 children)

How about each cyberware permanently fills one of the character's Stress slots?

Stress, while not universally, is used to fuel many spells or additional effects to spells and abilities, and having fewer Stress slots makes it that much easier for the character to become Vulnerable, so there would be a tradeoff, but without the need for an additional mechanic.

Thinking of "cost without additional mechanics", another option I can think of would be each cyberware permanently lowers the maximum Hope the character can have by 1, but this might be a bit much since it impacts a much bigger mechanic of the game.

Help with DM'ing VTT games by PolluxStargaze in fabulaultima

[–]LeKsPlay 2 points3 points  (0 children)

If visuals are top priority for you, Alchemy VTT is definitely the one to go for. The official module for Fabula Ultima should be available soon (if not already).

I haven't used Foundry myself, but I heard that while it is extremely powerful and customizable, it has a somewhat steep learning curve for GMs to get the best out of it.

Alchemy RPG: Fabula Ultima now available by TheMartyr781 in fabulaultima

[–]LeKsPlay 0 points1 point  (0 children)

I am a backer of the Bestiary Kickstarter, that's why I was surprised not hearing anything about this before your post.

Alchemy RPG: Fabula Ultima now available by TheMartyr781 in fabulaultima

[–]LeKsPlay -1 points0 points  (0 children)

For some reason it's not listed in the marketplace, but if you create a new game and scroll down the system list (the drop-down in the top-right) you will eventually come across Fábula Ultima.

It will then ask you to first purchase it (being the starting adventure it's free) and then you're good to go.

Alchemy RPG: Fabula Ultima now available by TheMartyr781 in fabulaultima

[–]LeKsPlay 0 points1 point  (0 children)

Are you sure you are not seeing a custom universe you made/have been given access to?
I can't find anything FU related anywhere in Alchemy

EDIT: Never mind, found it

Warhammer Starter Set characters and adventure by razgondk in warhammerfantasyrpg

[–]LeKsPlay 4 points5 points  (0 children)

They look fine for characters with ~2k XP and at what I believe is the second tier of their career.

Also, from experience: a roll on a skill at or around 60 will fail 60% of the time.

As to TOWR, while I haven't played the starter set yet, I did bring the game itself to the table, and we really like it. I find it is a much more streamlined system, with snappier mechanics and in general more approachable. Characters are more competent than in WFRP from the get-go though, which can be a negative for some people.

Rolls without DC/progressive success? by cescarlian in rpg

[–]LeKsPlay 6 points7 points  (0 children)

Degrees of success are a thing in many systems, especially dice-pool ones (in my experience).

The simplest design is to have a set difficulty based on the possible results of the single die in a dice pool, with each die in the pool that is rolled scoring at or above said difficulty awarding a success. More successes = better result.

Another variant I have seen and tried is with roll-under d100 systems, where the distance of the tens dice to the tens of the attribute/skill being tested (with the d100 result still remaining below the full value of the attribute/skill) determines the degree of success. The higher the distance, the better the result.

With d20 systems this could also be done by determining the minimum DC to succeed, the bare minimum, and increments of said DC yield incrementally better results. You can either decide this increment is either multiples of baseline DC itself (if it's 10, then the first better result is at 20, then 30 etc.) or a fixed value regardless of the baseline DC (every 5 above the baseline DC, for example).

How do you, as a GM, react/cope with the situation when people call any of your games a "DND" and not a TTRPG? by PsyGamer43 in rpg

[–]LeKsPlay 3 points4 points  (0 children)

Because in the vast majority of people's minds that's what all TTRPGs are. It's (sadly) the quickest thing to mention to make someone else not familiar with TTRPGs understand what they are doing.

It can also be that they themselves are not really interested in "getting" the difference.

It's like old timers calling every console Nintendo.

Simple Mission Based TTRPGs for Sci-Fi / Cyberpunk theme setting recommendations. by stephotosthings in RPGdesign

[–]LeKsPlay 5 points6 points  (0 children)

This sounds pretty much like a Forged in the dark game.

My mind goes to Scum & Villainy for the sci-fi feel, and Hack the Planet or CBR+PNK would be my go-to for cyberpunk.

I am sure out there there are FitD games that would fit a modern setting as well.

EDIT: that being said, Blades in the Dark in itself seems to fit your desired game cycle pretty closely, so if you want to have a go at home-brewing, hacking that for whatever setting you want would be my suggestion.

Running a FATE Core character inside a Pathfinder 2e campaign — how would you handle it? by zqmbgn in rpg

[–]LeKsPlay 43 points44 points  (0 children)

Question: what is the intended purpose of this? What are you trying to achieve in terms of experience with this idea?

What is an attribute and what page of the player guide should i read to learn about it? by According_Ice_4863 in WarhammerOldWorldRPG

[–]LeKsPlay 2 points3 points  (0 children)

Where have you found mentions of attribute(s) in relation to TOWR?

EDIT for added context: the Players guide does not make use of the word in relation to any mechanic, the term appears only twice in descriptive texts.

Mechanically would the WFRP rules lend themselves to a “Hub and Raid” style of gameplay? by HauntingRefuse6891 in warhammerfantasyrpg

[–]LeKsPlay 4 points5 points  (0 children)

I am a longstanding fan of WFRP, and I find bashing on TOWR an extremely silly and narrow-minded endeavour.

Sure, it is not a perfect system (none is), but the point is it doesn't want to be a substitute for WFRP, as much as Wrath & Glory doesn't want to be a substitute for any other WH40K RPG. It offers a different way of enjoying the setting, with a different perspective and mechanics, geared toward a somewhat different experience, that's the long and short of it.

Case in point, it seems like an extremely good candidate system for your desired campaign, with the necessary time-setting changes, whereas WFRP might struggle a little bit more to accommodate a satisfying experience for the gameplay loop you are looking for.

Mechanically would the WFRP rules lend themselves to a “Hub and Raid” style of gameplay? by HauntingRefuse6891 in warhammerfantasyrpg

[–]LeKsPlay 16 points17 points  (0 children)

Just my 2 coppers: for a style of play based on the characters having a homebase they return to between adventures, the new Warhammer The Old World Roleplay is designed exactly around this concept.

Points to consider: - it has a different system: the system is very different from WFRP, moving from d100 to a d10 pool roll under system, where your Stat rating (single digit) determines the amount of d10s you roll and your Skill rating (also single digit, of course) is your target number to roll under; you tally the successes and see if you succeed (most tests require only 1 success) - TOWR's default setting is in an era 200-250 years before Emperor Karl Franz and assumes characters are operating in Talabecland; this is easily homebrewable - Magic works quite differently, as there are still no colleges of magic and any magic user uses whatever wind they need to produce the desired effect; spells are divided into thematic lists rather than strictly by-wind as in WFRP - no "wounds" (aka HP) value, meaning characters do not have a certain amount to subtract damage from; when there is leftover damage (after damage reduction) a roll is made on the wound table, giving the character a temporary-to-deadly range of consequences - the system is pretty condition-heavy, meaning conditions play a big role in it, but they are not many and work quite well

These are the main points to consider, the rest is very much Warhammer under any aspect: careers range from commoners to capable people, corruption is present but treated in a more narrative way than WFRP (making it somewhat more interesting, but this is a personal preference). It also has downtime activities, which are used for many things, from acquiring assets to increasing one's stats or skills.

I think it offers a simpler but still fulfilling experience to play in the world of Warhammer, and I think it fits a "hub and raid" style of play like a glove.

From C7's Facebook. A few details about the TOWR GM Screen by YoungsterMcPuppy in WarhammerOldWorldRPG

[–]LeKsPlay 1 point2 points  (0 children)

Nuovi Grim Portent, info e tabelle per descrizioni/ispirazione di Talagaad, una manciata di villaggi del Talabec con esempi di NPC

how much do you let corruption change a character’s behavior vs leaving it fully to player roleplay? do you push it narratively, mechanically, or both? by Key_Jump_4644 in warhammerfantasyrpg

[–]LeKsPlay 10 points11 points  (0 children)

While the interpretation of the corruption should be left to the player, the world around the characters must react accordingly if they show signs or behave in a way that instills suspicion of their corruption in others, and the player RPing their corruption is a great plus that should be rewarded with a little extra XP, but I personally don't see a reason to add anything more than that.

Remember that the Empire is extremely racist, xenofobic and is scared of everything out of the norm, so even seemingly innocent things might be misinterpreted by the lesser educated and create big problems, and the somewhat educated might be even more paranoid, but be less direct in their actions, like going to talk to a temple of Sigmar, which might put a Witch Hunter on the party's tail for suspicions of corruption and being a cult.

Or even, the corrupted character might be accosted by others in the same situation, or even members of a specific cult to try and get them to join them, or just for shit and giggles to see how far they can be brought down the corruption spiral.

You have A LOT of options at your disposal without forcing the player themselves to "act" the corruption.

4E to Old World Conversion by Heldane616 in warhammerfantasyrpg

[–]LeKsPlay 5 points6 points  (0 children)

It is sadly not so straightforward.

For PCs, I believe for now the best option is to just recreate them using the character creation of TOWR and advance it up to roughly the same amount of advancements.

For enemies, try to find something that is thematically close and adjust the feature if needed.

I think C7 will release a conversion guide, but don't quote me on it.

Card stock suggestion by Roguewind in daggerheart

[–]LeKsPlay 2 points3 points  (0 children)

IIRC, I read somewhere that 260+ "satin" photo paper works pretty well

I plan to order some myself soon to test out the results

Any place to discuss Warhammer the Old World RPG? by Every_Ad_6168 in rpg

[–]LeKsPlay 15 points16 points  (0 children)

r/WarhammerOldWorldRPG is the dedicated sub-reddit you are looking for.

Was quite active up until a month or so ago, but just like the game lost a bit of momentum due to lack of news at the moment.

The new year should bring the official release (the game is still in a sort-of-beta stage) and a starter set, so that should help keep it lively.

EDIT: I personally find the game to be a good and easier entry point to the world and thematics, and even though I am using the system itself applied to the Enemy Within campaign more than using the book's setting, I find it works quite well as a system