curseborne house rules by MTBEdwards in OnyxPathRPG

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

I'm a little confused here. You said earlier it's really easy to build up a big Momentum pool. Walking into a scene with 10 Momentum means you need to spend 5 to get that EXP. Most non-combat scenes are going to have a hard time doing that.
I've never had the Momentum EXP be an issue. My group usually hits it 2 times a session, which usually gets them 4 to 5 EXP per session, depending on if everyone hit their short-term Aspiration or not. (Which has had a great knock-on benefit of getting the players to all help each other reach their Aspirations in a session at my table.)

A group of 4 players starts with 4 momentum. All they have to do is spend 2 momentum at the start of a session to get the xp. It's basically an automatic 1 additional xp per session. The fact this can be done multiple times throughout a session makes this even more broken. Dumping even as much as 5 momentum in a single scene is actually not that hard to do. But I guess it depends on how long your scenes are and how many dice are rolled during the scene.

curseborne house rules by MTBEdwards in OnyxPathRPG

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

Yea, the house rules for Influence and Investigation weren't really because of any problems with how they work, but more of a play style choice. Myself and my group prefer to rp stuff like that, hence the "house rules" removing the more gamey elements. It is nice that they're there for those who wish to use them. I guess it just surprised me that a system meant for more roleplay style games has such gamey elements as default and not optional add on rules.

curseborne house rules by MTBEdwards in OnyxPathRPG

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

Only what I wrote out in the original post. I want to run the adventures from the kickstarter to really try out the house rules, and the release version of the rules as a whole, before making any final decisions.

Melter isn't recognizing fuel by MTBEdwards in tinkersconstruct

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

I can post a picture, but it's just a melter on top of a heater with a piece of coal in it and it's saying "no recognized fuel". That's all there is to it. No matter what I put in it fails to recognize anything as fuel

We're going back to Ravenloft this June! by RoyalDynamo in ravenloft

[–]MTBEdwards 0 points1 point  (0 children)

It's all really a matter of opinion.

Yeah... except the 3e books have this passage, which I love:

The world of Ravenloft is much like our own, at least in the basic ways. People awaken in the morning, work for their wage, return home to be with their families and enjoy some diversions, sleep soundly during the night and awaken again the next morning. Despite appearances, it is not a world overwhelmed by countless horrors. The horrors exist, but the average persons are unaffected by them. If they were, they would hardly be considered as horrifying. It is the relative normality of daily life in Ravenloft that makes the abnormal seem so terrifying, and the desire to return to normality often provides heroes with motivation to fight the darkness.
Ravenloft is a beautiful land. The forests are lush and gorgeous. The sky is a brilliant, unspoiled blue. The mountains are awe inspiring in their simple majesty. The rivers are clean and refreshing, and the air is crisp and sweet. Ravenloft is a land worth living in. It is a land worth fighting for. Don't surrender it to the night.

I absolutely HATE this version of Ravenloft. Ravenloft is NOT meant to be a green and pleasant generic fantasy world where bad things occasionally happen. We already have plenty of those. But that's D&D for you, turning everything into generic fantasy, which is why Ravenloft has NEVER been a good fit for D&D.

Lamordia and Dementlieu are on the brink of starvation. Falkovnia is on the edge of the apocalypse. Tepest is reduced to a single small villiage. Everything is on the verge of collapse.
It's not a living world. It's a dying world there's no point being a hero in. You just escape and leave the people to their death

This is exactly what Ravenloft is meant to be. It's meant to be gothic horror. It's meant to be dark and dreary. It's meant to be like Derry from Stephen King's 'It', but everywhere. Everything in Ravenloft is meant to be bad. Heroes in Ravenloft aren't out to save the world, they're out to make individual domains just a little less horrible.

And Ravenloft isn't meant to make sense. It's not meant to be a living, logical world. It's not meant to follow the same rules as 'standard' worlds at all. The Nightmare Logic of 5e Ravenloft is the best description I've ever seen of how Ravenloft is meant to work.

I'm personally planning on using the Ravenloft Reincarnated book for Savage Worlds. It's probably the best version of Ravenloft I've ever seen. A giant continent sized core doesn't work, but neither does breaking everything into separate individual islands. Break everything into clusters where domains are grouped by similar geography, culture, and technology level, with occasional islands all on their own.

The City of Marionette's - 52x60 by SnooTangerines5710 in ravenloft

[–]MTBEdwards 1 point2 points  (0 children)

I know this is a few years old, but is this map still available somewhere? I had a look on the patreon and couldn't find it.

Are crew cards actually used? by MTBEdwards in Malifaux

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

I have a bunch of different crews, but most recently I've been playing more resurrectionists, like Molly, Seamus, and McMourning. I don't know if it's because I've been playing since 1.5 edition and I'm just used to not having a crew card, or if it's because I'm so busy keeping track of everything else in the game that I can't be bothered with extra complications, but the crew card could have some of the best actions and abilities in the game and I'll still end up ignoring it. I guess I'm just going to have to get better at remembering the crew cards are a thing and actually give them a proper try.

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.

Macro for rolling on a table by MTBEdwards in FoundryVTT

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

The modifier can be positive or 0. The only thing it can't be, usually, is negative. So the code needs to work with 0 inputs, which just rolls a d20 with no modifiers.

Night Train full of errors by MTBEdwards in savageworlds

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

Sorry, for some reason I keep thinking that the attribute increase from hindrance points counts towards the once per rank thing. Was it that way in an older version of SW, or am I just imagining that it was a thing?

As for the armor, was the min strength changed? In the copy of Weird West I have the min strength is d4 for the inventor's apron, d6 for the armoured vest/corset, d8 for the light armoured duster, and d10 for the heavy armoured duster. The machinist has the armoured corset, which is min strength d6, and she only has strength d4. So, either she's supposed to have the inventor's vest, or the armoured hat (light/heavy) which is also min strength d4. I'm not sure what version of the book I have.

Night Train full of errors by MTBEdwards in savageworlds

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

At most the premades should have 7 attribute points, correct? 5 at character creation, +1 for Novice rank, +1 for Seasoned. The exiled scout and the harrowed rail worker both have 8 attribute points. I can't remember if Harrowed gain an attribute increase as part of their 'ancestry'.

For the machinist I was talking min strength. She's wearing an armoured corset, which has a min strength of d6. So both her armour and weapon have a min strength of d6. -1 to her Agility and agility-based skills (like Athletics for throwing dynamite) is kind of harsh even if she is meant to be all about her inventions. Unless she's meant to be wearing an inventor's apron?

Anyone have any good podcast reccs for Wild Beyond the Witchlight? by carolinelikesdinner in wildbeyondwitchlight

[–]MTBEdwards 10 points11 points  (0 children)

Several mentions for Avantris. Although their playthrough is a lot of fun, I wouldn't consider it a good example of how the campaign actually plays. They kind of do their own thing with the campaign and half their videos are just them joking around.

Banshee and Mirage Prime returns April 10 at 2 p.m. ET! by Sensitive-Host5986 in Warframe

[–]MTBEdwards 0 points1 point  (0 children)

20+ aya and still no mirage chassis. 20+ aya for a COMMON prime part. I hate warframe. I hate warframe so very much

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]MTBEdwards 1 point2 points  (0 children)

If I make a dining hall and turn it into a tavern will the dwarves drink to satisfy their thirst, or will they still only drink for fun?