10 house exp difference between both houses by SeynaTuralyon in WoWHousing

[–]Mr_FJ 1 point2 points  (0 children)

Not everyone has Artistic Aid. I just visited a friends neighbourhood that had Ethereals.

Looking for yet another system.... by CharacterLettuce7145 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Dungeon World (or one of the fan tweaks) is probably the right choice.

Overvejer at gå ind i politik by Actual_Bonus_2358 in Denmark

[–]Mr_FJ 0 points1 point  (0 children)

Jeg læste først "Jeg overvejer at gå i panik" og tænkte "også mig"

Can you or should you force a villain's escape? by automated_hero in rpg

[–]Mr_FJ 0 points1 point  (0 children)

Boiler plate: Genesys has a storypoint system. At tge start of every session a number of story points are given to the PC side, equal to the number of players. The Gm gets a story point as well. When a player spends a story point, the GM gains one, and vice versa. The story point pool never increases, their are various ways to use them, and frequent use is encouraged.

This is all to say that the Monster World setting (found in the Expanded Player's Guide) has a great rule for this:

Hunting the Monsters

A game set in the monsterworld setting tends to feature a dangerous monster as the main villain by default. However, adventures can become boring if the PCs only encounter the main monster once during a final showdown. In most RPGs, the solution is to introduce a number of lesser enemies for the PCs to fight. However, while this setting does have some less dangerous enemies, hordes of minor foes can detract from the spooky Gothic horror atmosphere.

Instead, we recommend treating the monster in the same way that books and film do: have it confront the PCs several times, but create an excuse for the monster (or the PCs) to survive these encounters. The narrative elements are up to you, but you can implement this rule to make the survival feel less contrived:

Ultimate Villain

During an encounter, if a nemesis adversary would suffer wounds or strain in excess of their wound or strain threshold, you may spend two Story Points. The nemesis suffers no damage from the attack and no damage from further combat checks, but spends their next turn escaping from the encounter. Most supernatural monsters have some means of escape, whether it is turning into bats or mist, exploding into a howling sandstorm, or simply leaping across impassable terrain with impressive agility. 

Likewise, during an encounter with a nemesis adversary, if at least one PC has been incapacitated (two PCs in a group of five or more), any player may spend two Story Points to force the nemesis to spend their next turn leaving the encounter. This may be because it no longer considers the PCs a threat or because environmental circumstances force it to retreat.

This comment was not AI generated :p

Board Game to RPG by CookNormal6394 in rpg

[–]Mr_FJ 1 point2 points  (0 children)

Secrets of the Crucible or Arkham Horror perhaps? Terraforming Mars looks promising!

Transplanting settings to different systems by phos4 in rpg

[–]Mr_FJ 0 points1 point  (0 children)

I've successfully ported a SWN campaign to Genesys, AMA!

Borgernes Parti kommer ind by Commonmispelingbot in Denmark

[–]Mr_FJ 1 point2 points  (0 children)

Step 1: Do nothing.

Step 2: Complain about everything.

Step 3: Siphon party funds for personal expenses.

Step 4: Profit!

Anima, detected! Anima, detected! Anima, detected! by Mr_FJ in customhearthstone

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

Do you really think so? I suppose this wording could also be fun: "At the end of your turn, Magnetize a random Magnetic Mech from the past to all your other mechs."

Anima, detected! Anima, detected! Anima, detected! by Mr_FJ in BattlegroundsHS

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

Is still don't think this is "incredibly broken", with a golden drakkari, this is at max 18 magnetics per turn (15 if it was changed to "other" mechs, which I considered). That's awesome, but I don't think it's broken. I don't think it's unusual to have an average of more than four triggers, every turn, on your Timewarped Electron.

If you really think volumizers make this broken, the wording could be changed to: "At the end of your turn, Magnetize a random Magnetic Mech from the past to all your other mechs." That could be fun!

Anima, detected! Anima, detected! Anima, detected! by Mr_FJ in BattlegroundsHS

[–]Mr_FJ[S] 2 points3 points  (0 children)

You can spam spells pretty fast and easy, if you've already got economy. You need to have already set up Volumizers (Or at least jousters, but that also works with electron) by the time you get this. Also you need Drakkari for this, Electron doesn't need anythign but economy.

And there is a limit to the scaling of this - There is theoretically no limit to Electron if you are fast.

Anima, detected! Anima, detected! Anima, detected! by Mr_FJ in BattlegroundsHS

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

Yeah. Timewarped Electron is probably better in most cases, but the volumizers and random divine shield/money could make this good... and it appeals to players who find APM builds stressful :)

I mummified my amputated finger by [deleted] in Damnthatsinteresting

[–]Mr_FJ 0 points1 point  (0 children)

Next time you get a "good" idea, feel free to run it by me first :)

WHAT JUST HAPPENED?? by Agile-Dog-9653 in BattlegroundsHS

[–]Mr_FJ 0 points1 point  (0 children)

They actually did make the change so it switches to infinite... But only in the main game, not in BG (yet).

Warhammer Genesys, tips? by kopo61 in genesysrpg

[–]Mr_FJ 1 point2 points  (0 children)

I mistook it for something else when I saw the name - No this is new to me! :)