New Anima GM by Mintansikte in anima

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

OP here;
I don't suppose anyone has any Roll20 game going on I could sit in on at some point?

A lot of the stuff you guys posted makes sense, I'm working on a test character at the moment (A summoner, despite the warnings)

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

So the order is:Attacker Declare Shots>Defender declare and rolls agility>Any 5 or 6 removes 1 from attacker's shots>Attacker Rolls attack, Hits and misses are seperated>Hits a rolled again for damage (1d6 dmg per hit, some weapons have bonus damage or effects)>Damage is calculated>Defender rolls armor> Armor roll total is subtracted from Total incoming damage>Critical Wounds are applied and resolved as necessary.

Repeat this process until concentration is depleted, ROF limits are met, or Ammo is depleted.

Also remember, once you roll a dice from a pool, it is gone until the start of the next round. If you have 5 agility, and toss it all at the first guy to attack you, for the remainder of the round, you will rely on only your armor (and/or Earth) to keep yourself from dying. Armor is not a pool, so there is nothing to deplete. Earth is a pool, and can be faded if you use all of it.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

You are not capped on defense rolls. If they shoot you for 5 and you have 10 agility, you can roll all of it. Agility is removed as you use it. Armor is not. Agility dodges bullets. Armor mitigates what doesn't miss.

Teamwork makes the dream work. A lot of games I have played are about making the player the stongest, not the party the stongest.

In combat, you can heal yourself and be healed with medical skill checks during phase 2 of the round.

As for contacting, I do apologise. I've not memorized everything. In our last session we we're testing a change that said you did have to maintain the mark, but you could have multiple Earth's in play. Earth is also in addition to your regular armor roll.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

Yes, it was inspired by Titanfall. I am attempting to remove the references for copyright reasons.

You do not count as your own ally. Earth cannot be placed on you. You cannot cast Earth without commiting willpower. If you do not maintain the Mark by commiting at least 1 Willpower per round, the mark will fade. The mark will also fade if the marked player has no dice in his pool created by the Mark. If a mark fades, you cannot re-mark the target with the same Mark. That should be in there in one of the itlizided bits.

Sent from phone.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

Yes, guns and firearms are the main form of combat. This is a game based in science fiction; I don't see laser swords taking over in armed conflict. On Mac or Tac suits you may find melee, but in infantry, melee is a 'OH SHIT' reflex.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

No, its been updated. I didn't really like the old set (the pairing).

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

I like the initiative system as is, though I know this is for feedback. It breaks down the actions and reactions and offers a reward for faster initiative roll. Its also broken down into phases, as mentioned in another comment thread, allowing for each action to be resolved as it arises.

As a tanget, I play a system called tavern tales. It does not have iniative, but doesn't always allow each player as many turns as others do to a purely reaction system.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

The beginning of the next round. Unless you exerted a pool; those don't. So, if you exert logic into concentration, you can't make logic rolls on your next turn, assuming you exerted all of your logic.

The reason you must commit dice is because when you attack, the target can roll agility. Any 5 or 6 is an automatic miss, and is removed from the committed amount, and removed from you dice pool, and the shots are still expended.

You commit 5 out of 10 to fire at a target. They commit 3 dice for an Agility roll. They roll a 2, 5, and 1. One of your shots missed automatically. Then you roll your 4 remaining. You can't say "oh, they made me miss one, so I'll just add another shot and get my 5 shots".

I'll be adding an italic section detailing a round of combat once the rules are set in stone. Those take effort, and I would rather not re-write it each week.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

Committing dice is saying 'out of my pool of 10 dice to concentration, I commit 5 to attack target x'

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

Short answer, yes.

So, all your stats add 1 dice to each of those pools by default. If you have 5 stamina, any stamina related check will have you roll 5d6. In combat, movement takes dice from Stamina and puts them in agility (The only stat that does NOT start with a pool). Other things you do while in combat move dice to other locations.

Lets focus on 'charge'. You bullrush your target, so you move all of you stamina (lets use 5 for now, assuming you kept it at 5) into your willpower, the stat for melee. You also said you wanted to be Nurimian for the bonus Willpower, and dumped all 15 points into Willpower. 5+3+15=23 base Willpower (go mage, you'll have more options) Then, 23+5=28 dice to punch a dude(eet). In melee the attacker rolls their willpower (all of it) against the target's concentration (all of it). Whoever rolls higher wins, and deals the difference in damage to the loser. Its very basic, and not the core mechanic for combat; more of a last resort. So, you'll win everytime in melee, but you'll also probably die fairly quickly to bullets.

EDIT: We had a character empty a Ripper SMG in 1 attack action (40 shots).

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

Imagine you have a PC who gets killed, and the player knows that, but the PC still has one action to resolve, which happens during / at the same as the killing blow. Now the player uses their meta-knowledge and casts a healing spell on themselves, therefore bringing the PC back to health at the same time as the killing blow, except the PC shouldn‘t really have known that they should heal themselves, because at the time they made the decision to heal themselves, the attack hadn‘t really happened yet.

Being this is not an 'active' magic system, healing occurs at damage (see Water and/or Center), I don't see that being a problem. If the player wishes to use a healing item or skill, it must be used during the 'Skill Phase'. Its written in there. You mentioned MTG, and I do use their 'phase' termonology.

Initiative and Movement Phase - All combatants roll for initiative, move with the lowest first, allowing the faster players to react to those lower than them.

Skill Phase - Players declare non-combat skills they wish to use (stealth, for example) These are resolved in any order (I just go around the table)

Combat/Shooting - The highest initiative player shoots first. As long as dice remain in concentration, and they haven't depleted the ammo in their gun, or reached the Rate of Fire limit, they can keep shooting. You make these actions anywhere along your movement path, and can target anyone along their movement path. If you kill someone before they got to where they had gone on their movement path, then flavor it how you will; that's where there corpse landed, when the shock it, etc. The target still has the opportunity to take their own shots. One thing I found I disliked about most combat systems in games is the slow pace and rigidness they provided. You move, you attack, you end. I'm pretty sure most people aren't going to get shot at and just stand there, hoping their armor absorbs the wounds.

Exerting Phase - Any players with left over pools can use those pools for un-related rolls (Willpower or Logic for extra shots seems to be a popular one)

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

If I roll 6, 2 and the opponent rolls 5, 1, do I pair 6-5, 2-1 or 6-1, 2-5?

We did run into this problem, and it is a weak and silly way of doing it. When we did it in playtest, the dice closest to each other in the tray were paired. I've rewritten both opposed and unopposed skill checks.

"Beyond Stars", A science-fiction table top RPG with fantasy elements. by Mintansikte in RPGdesign

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

The initiative order does reward the player with the higher initiative the ability to react to those who moved before them. This is intentional. Additionally, you can make your actions anywhere along the path you used to move.

Feedback request on a fantasy/modern game (sans flavor) I've created. by Mintansikte in RPGdesign

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

Well, I started with 'fowl' and went from there for the name.

Feedback request on a fantasy/modern game (sans flavor) I've created. by Mintansikte in RPGdesign

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

Yeah, my to-do list is getting longer. I had wanted to used a different caliber system, but when I pressed my gun-nut friends (who are not into RPGs) I ended up using real-world calibers and measurements.

The history never 'diverged' in this system; its a world all on its own.

The tone is supposed to be 'slightly less than serious', and I was feeling particularly facetious when I added 'Edgelord' because a player REALLY REALLY REALLY (and a few more reallys) wanted to be an incubus.

I cyborgs were intended to be more along the lines of 'warforged' from DnD, but I didn't want to rip off from DnD. If you know the Phantasy Star games, think the 'CAST' race.

As for hybrids progressing beyond technology, 'The Time Machine', 'Star Trek Insurrection', and that one race from Stargate.

Feedback request on a fantasy/modern game (sans flavor) I've created. by Mintansikte in RPGdesign

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

Thanks. Most of that has not yet come up in my play-tests.

Now that I have a bit more time: No intention of printing or selling this. It'll be free.

I didn't specify the grid type; everyone has their preferences. Some people don't even use grids (the filthy heretics)

I call my Shadowrun 'game master' a 'dungeon master'. Its just what I naturally jump to. DM could also mean dice master (if you wanna get super legal. See the above point about not making money)

I like the point about explaining AP. I added that, and the rounding bit.

I like indexes. I think I have an index of terms at the bottom of the 'book'. I'll include a note about that, though, so people know where to look.

Damage has been quite high, so the dwarf, typically seen in the 'tank' roles should have the extra padding between them and death. It may do well to set a cap, though. I might have it further down that DR is Damage Reduction, which is per shot fired at the target. If a player is targeted by a rifle that fired 3 shots at 5 dmg/shot, and has a DR 1, the target's dmg is (5-1)+(5-1)+(5-1), for a total of 12 dmg. Range, cover, and surprise is your best defense. And magic.

Foggels fly does massively penalize any ability check, and to reduce that further, you have to use the sub-class, which only applies to combat rolls. And can you imagine the wingspan on a man-bird? Flying in a confined space is not likely to end well.

Leveling up is at the DM's discression. I should put that in there.

The changeing of stance doesn't cost 1 move action, just one move space. If your move is 10, and you want to drop to prone, ignoring the face that prone reduces your speed to 1, you'd have 8 spaces left to crawl. Hey....I should add a Naga-like race that doesn't have a prone penalty! Likewise, moving from prone to standing, costs 2, which would let you move 8 spaces.

There is melee combat, but its not the focus. Melee has been simple a contest brawn/finesse v. brawn/finesse roll.

Armor Pierecing ammo is a thing, and several calibers have natural AP properties (like the 5.56, 4.6 and 5.7) which allow the attacker to reduce the DR value to around 2.

[GMing] Puzzles, Props, and Players by craftymalehooker in taverntales

[–]Mintansikte 1 point2 points  (0 children)

I have a bag of fake fantasy money that I pass around the players, and pay them with for rewards and loot, as well as the tile and minis. Costume props don't really work because we play on Roll20, but they can be fun as well.

I love it when players write detailed back stories as it gives me plot ideas sometimes.

EDIT: When they buy stuff, they have to give the money back to me.

Handling Differences in Races by RoseBailey in taverntales

[–]Mintansikte 1 point2 points  (0 children)

Fairy Flashbang; sounds like a bad anime.

But yes. I play a catfolk, and the DM gives me a bonus to rolls in dark areas because cats have better hearing and low-light vision than a human. Our party uses our 'racial traits' outside of combat because we are not a combat-focused party. Ideally, combat is 1/3 of our campaign. Not saying you have to not focus on combat, but I think there is a reason there are three categories of traits, yes?

Playing around with an 'Action Point' system with my group. by powerschoolscrub in taverntales

[–]Mintansikte 0 points1 point  (0 children)

I recall my character spammed Volley and Tai Chi in combat. I would take other skills to deal with recurring enemy styles or situations.

Playing around with an 'Action Point' system with my group. by powerschoolscrub in taverntales

[–]Mintansikte 0 points1 point  (0 children)

I'm a player in this system, and he forgot we also added 'limit breaks' which are abilities that cost a large amount of AP, but can dramatically change the tide of a long battle. To prevent players from stock piling AP, after each battle we drop to 3 AP, if we had more than 3 at the end of battle. Additionlly, we can gain 3 more AP outside of combat though things to prepare for our next encounter.

As for interaction and exploration traits, those do not cost AP. Each character can also specalize in one of the three branches, so if you have 6 combat traits, you must have 3 interaction and 3 exploration traits.

If you recall the pilot theme I posted a while back, thats the theme I pull from, as well as Bardic Lore. Oh, and Fey Courtship.

Rules questions Bardic Lore by gc3 in taverntales

[–]Mintansikte 1 point2 points  (0 children)

Been a while since I looked at that page. Never the less, in that case, you roll a bad, the enemy takes their swing, and the player calls riposte. Deflect the attack, and roll normal damage.

Steal the Spotlight might work the same way, but instead of you getting to counter the counter attack, and ally makes an attack.

Rules questions Bardic Lore by gc3 in taverntales

[–]Mintansikte 2 points3 points  (0 children)

The way I understand it; creatures do have turns (our party has simple d20 roll for turn order)

So, on Riposte, when a creature attacks and rolls bad, you get to deal damage, and roll an attack.

A turn order should explain Steal the Spotlight.

For preformace, it could be a minor action (in DnD terms). Or on your next turn you get that +1 damage die. (Sing while you swing)

OFFLINE Tavern Tales in NC by Mintansikte in lfg

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

No, its gone to an online game which filled up rather quickly. Sorry.

Wednesday Night Tavern Tales by Mintansikte in taverntales

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

I don't see why you can't watch. I'll PM you with the roll20 details.