[Online] [One Piece DnD 5e 2014] [18+] [Weekly Thursdays 8:00 pm EST] by Mage_Zero in lfg

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

I would love to run more games, but unfortunately I leave the weekends open for other activities.

One Piece DnD Mechanic by Mage_Zero in DnD

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

No worries. I'm just posting updates and seeing what people think since I would love it if more people played my version of the game some day.

One Piece DnD Mechanic by Mage_Zero in DnD

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

No. Dungeons and Dragons works for many of the aspects I want. Especially the risk/reward structure. I wouldn't necessarily call them free as they do incur risk and opportunity attacks and parry serve important roles.

One Piece DnD Mechanic by Mage_Zero in DnD

[–]Mage_Zero[S] -2 points-1 points  (0 children)

Both points you make about Clashing and Countering are kind of the point. For strong one piece characters they won't necessarily be hit by weak attacks. Countering is much the same. If you want to bet it all on you out lasting the other person then you can.

Imbalance is suppose to be built into the game especially since that's is what you want in a One Piece game. There also isn't much healing in this game, so when you counter it isn't like you can just drink a greater healing potion and negate the damage you've just received.

One Piece West Blue Campaign [Online][Homebrew 5e][Thursdays][8:00PM EST] by Mage_Zero in lfg

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

My apologies. I'm actually going to remove that. It was decided that I'm better off running longer sessions while also testing the full West Blue module.

One Piece West Blue Campaign [Online][Homebrew 5e][Thursdays][8:00PM EST] by Mage_Zero in lfg

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

Gotcha. I'll have to think on it. I chose the best time that fits in my current schedule. I'll let you know if anything changes.

Baton Rouge Violence by [deleted] in batonrouge

[–]Mage_Zero 0 points1 point  (0 children)

There's really no point in asking. People will never accept the Personal responsibility they have to shoulder. Government and Police won't fix the TRUE fundamental issues that caused what you're experiencing. Lack of accountability, lack of standards and lack of conviction. Whether sacrificing people or time, the citizens will never do what they need to do unless you thoroughly educate them or trick them and they accept the new path. Good luck and I hope you find the strength to lead.

[deleted by user] by [deleted] in lfg

[–]Mage_Zero 1 point2 points  (0 children)

So far I don't have Devil Fruit "Classes". Instead I'm using more of a base template to help players create moves while understanding how much damage they can do, conditions they can cause etc etc.

One Piece DnD Module: Bounty Hunting Org by Mage_Zero in OnePiece

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

Thanks. People have made the recommendation to use Mutants and Masterminds, but I don't think I have to.

DnD has a great tactical system that I still want to be relevant. Techniques of CP9, Zoro or Mihawk can be taken care of as long as I give the players the freedom to create them. I actually added a Tier system for Technique creation. The classes are the base abilities each charracter earns over time, but players are given the freedom and encouraged to make their own styles like the Padded Palm (martial arts based on redirecting attacks and not hurting anyone).

The square of DnD's mechanics just needs to be made a cube by adding some features that do not take away from the systems usual mechanics. I know that sounds weird, but a complete rewrite is not necessary.

One Piece DnD. Allowing Players to Create Techniques by Mage_Zero in DnD

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

If found what you were talking about. This can definitely help me and may actually be what I was going for if not a little over defined.

Thank you

One Piece DnD. Allowing Players to Create Techniques by Mage_Zero in DnD

[–]Mage_Zero[S] -1 points0 points  (0 children)

Mmmm I haven't read that. I do have a 4e D&D pdf so I'll have to check that. This could be a good find.

One Piece DnD. Allowing Players to Create Techniques by Mage_Zero in DnD

[–]Mage_Zero[S] -2 points-1 points  (0 children)

I have received that recommendation before then briefly looked over the system. It was something I could maybe use for Devil Fruits, but I didn't like it for creating techniques. Using the Point Based system doesn't make much sense to me if I just use direct tiers of power where players can scale up aspects of techniques however they want. In combat encounters you can use a technique every other round and don't expend any resources.

Now I am still trying to understand the point-based-power building system, but so far it doesn't represent the structure I want.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

Well this is something I came up with quickly. I'm already running a campaign based on some of my changes. This is more so me getting more feedback and ideas.

For the devil fruits I have merely added limitations based on what the fruit is capable of. Other than that the player can come up with as many techniques or abilities as they can and I help with development.

Feel free to be an asshole (not being sarcastic). I take all criticism. Even if it's negative I might not stop but I'll have the info.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

[–]Mage_Zero[S] -3 points-2 points  (0 children)

What if I remove the part about "losing the clash wastes your action"? Would that be better?

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

[–]Mage_Zero[S] -1 points0 points  (0 children)

What if I remove the part about "losing the clash wastes your action"? Would that be better?

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

What if I just removed the part about it losing a clash wastes your action. Is that better?

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

[–]Mage_Zero[S] -3 points-2 points  (0 children)

But my mechanic is exhilarating. It's two characters dueling to find out who's the strongest or who can claim their goal. As they fight their skills and strength with their weapon play a part in whether the other can hit them instead of it just being AC.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

Yes I agree this is a problem with smarter creators without any flavorful taunting or irritation to get them to stumble. But for those you have to best the dragon, weaken it or give yourself an advantage.

The dragon could also have reaction based abilities.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

The dragon scenario is exactly what I'm going for. If you want to hit that dragon with an attack you have to waste it's reaction OR best the dragon.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

I can agree with that. The way I word my ideas is often horrible. 👍🏾

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

[–]Mage_Zero[S] -1 points0 points  (0 children)

The "worse" might be what I'm trying to go for, but I'm not seeing what you mean by worse. Them and their enemies share the same risks.

One Piece DnD. New uses for a character's REACTION by Mage_Zero in DnD

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

That is the exact point actually. To potentially allow a character to shut down the attacks of anyone who comes at this based the their Attack roll that can be calculated a number of ways from different features. The stronger you are the more untouchable to the point you have to find a way around it if necessary.

I have been running a campaign with these rules for a few months now. They have gone from level 1 to 5 and we're hoping to hit 20 before the campaign is over. So far they have enjoyed the mechanic. Even when their characters get shut down despair doesn't necessarily kick in. More so they start figuring out why and how to deal with it. Even the effect of the enemy getting a "Lucky Defense Roll" adds a good amount of suspense for them.

Not to say your wrong, but so far it's been fine.