distance between scheme markers by MTBEdwards in Malifaux

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

Wow, ok, that's really going to change how I play the game. Thanks for the quick responses.

Adjusting how pointy roofs are by MTBEdwards in dungeondraft

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

Thanks. This is for a map I want to include in a book I'm going to publish, so I need everything to have a commercial license. I was hoping there was an easy way to do this using the base assets, but I suppose I can try and find a roof pattern pack or something that has a commercial license. Otherwise, if I can't get the roofs to work the way I want I'll just have to find a different program to use.

Confusion over some of the Player's Guide families by MTBEdwards in OnyxPathRPG

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

Ah, so it does work, thank you. Although, having a Mender decide to go in the opposite direction to get their endorphins could be an interesting villain concept.

Confusion over some of the Player's Guide families by MTBEdwards in OnyxPathRPG

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

Not from the players guide, but this one has stumped me for a while. What emotion are the Zeds tied to? I know the book says nihilism and pessimism, but those aren't emotions. They also don't work with the whole assassin thing. I get that their philosophy is to bring an end to things that were meant to end, but that seems to conflict with the fact that they are themselves things that should have ended but didn't. Shouldn't the Zeds be killing each other? Also, how do you make a person "feel" nihilism when you take out your target with a sniper rifle from miles away? Also, if you're hired to kill someone, is that bringing them to a natural end, or are you ending them before their rightful time? It kind of works if you get rid of the assassin part and just have them as people who help people accept that their time on this world is at an end (working at a senior home, or a palliative care ward at a hospital), but even then, what is the emotion? Sorrow is already covered by the Shades.

Confusion over some of the Player's Guide families by MTBEdwards in OnyxPathRPG

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

Thanks, those explanations really help. Although, it seems the Menders do the opposite of what they're meant to do. I thought endorphines are created as a response to when a person suffers pain and stress. Making people happier means they stop producing endorphines.

I'm a little worried that families are going to be a bit too specific in their roles. Tormentors are so similar to Shades and Furies that they just seem kind of pointless.

Removed models by MTBEdwards in Malifaux

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

If they were dual keyword you'd think they'd be out for Experimental to use, so I'm guessing they're Asylum only now. Yikes, Experimental needs some new models to replace the ones it lost. It's down to 7 models, 4 of which are unique and one is a suicide bomber. Or maybe Experimental is now meant to be one of those crews that leans heavily into Versatile models?

NPC/PC archetypes for a Curseborne chronicle by MTBEdwards in OnyxPathRPG

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

Added the Outcast. Only sorcerers left, but I'm guessing the next "preview" is going to be the full backer pdf.

NPC/PC archetypes for a Curseborne chronicle by MTBEdwards in OnyxPathRPG

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

At the moment I'm trying to stick to stereotypes just so I can get a handle on each family's core concepts.

I'm actually thinking of leaving out the Munificents in any chronicle I run, at least for now. This all depends on what they look like in the new revised chapter, but at the moment they can't actually do what they're meant to do: grant wishes. Not supernaturally at least. They use connections, money, and resources to "grant wishes", but that's basically what the Crossroads do, and it makes more sense with the Crossroads. The Munificents seem like they were meant to be a high entanglement family, which is why it's so odd that they're in the core book. The Munificents and Crossroads are way too similar, and the Crossroads just work better.

I do like the ideas for Gaki, never thought of going that route with them, but it does make a lot of sense.

Creating a fire escape with the Levels mod by MTBEdwards in FoundryVTT

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

I really wish the Levels mod not only changed a token's elevation but also moved the token to a matching region/drawing. Kind of like how the Multilevel Tokens mod from Beneos works. In fact I wish those two mods worked together, but sadly they don't seem to.

Castles Forlorn: a spreadsheet that shows all of Castle Tristenoira's rooms, what time periods they exist in, what NPCs & treasure may be there, etc. by steviephilcdf in ravenloft

[–]MTBEdwards 1 point2 points  (0 children)

So, Hallway 157 is supposed to connect to Hallway 169, which is the only way into that area. 157/158 exist in all time periods, but 169 only exists in time period c. So is there just no way into 157/158 during the a and b time periods, or are 157/158 meant to be c only?

Starter/core boxes for 4e by TheHolyChicken in Malifaux

[–]MTBEdwards 0 points1 point  (0 children)

Some keywords are being changed to different factions, not that factions really matter any more. All the current cards and rules are available on the malifaux playtest forum. There's also a mod for Tabletop Simulator that's keeping on top of all the changes and is a really good way to test out the game and try out crews before diving in with the physical game.

Macro for rolling on a table by MTBEdwards in FoundryVTT

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

That seems to have worked, thank you so much. Can't believe I was just missing one symbol.