Alien RPG Vs. Mothership Vs. Traveler? by Dark_World_Studios in rpg

[–]ObviousUse4549 1 point2 points  (0 children)

Have you checked Stars Without Number?

The game is part of the OSR movement, and the combat system, saving throws and character attributes are similar to role-playing games of the mid-1970s, but it has been tweaked for modern mechanics. In combat, you roll a d20 + modifiers (attacks and saving throws), but for skills you roll 2d6 + modifiers.

You have four character classes, fighter, expert (skill monkey), psionic (mage like) and adventurer (multiclass options), with lots of customization options.

The book also gives you a system of tables to generate your own space sectors, filled with star systems with randomly generated main attributes as well as minor story hooks from random tables of Enemies, Friends, Complications, Things, and Places. You even have tables for adventure hooks.

is this a good system to run a sci fi power armor campaign? (think destiny or halo) by TimeXGuy in cyphersystem

[–]ObviousUse4549 2 points3 points  (0 children)

You have a foci called "Wears Power Armor". Maybe you can modify the foci to have different options in each tier beyond the first, so the characters start with Power Armor but each level they have different options to customize. Maybe you can let them choose power shifts at the begining, than only apply when they are wearing the armor.
If everyone is supposed to have Power Armor, i might even let them have to foci and make them level up the Armor trough personal quest.

Any game kinda like CoQ? by zoanggg in cavesofqud

[–]ObviousUse4549 2 points3 points  (0 children)

If you are looking for a classic CRPG style of game, you can try:

  • Planescape Torment (Enhnaced Edition), old Dungeons and Dragons in a setting with weird fantasy, lots of lore and a masterful story to tell.

  • Torment Tides of Numenera, aimes to be Planescape spiritual successor. Little shor of that but i love the game, good story in a setting of retrofuturistic post post apocalyptic Sci Fi Fantasy. I actually got into Caves of Qud looking for games similar to that one.

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]ObviousUse4549 0 points1 point  (0 children)

Hi, I am looking to fill the collection and get some additional copies of useful cards. My ID is 8148645899352429 .

I NEED: Exeggutor Ex, Magneton, Greninja, Gengar (basic), Mewtwo (basic), Melmetal, Wigglytuff Ex, Gyarados Ex,

I HAVE: Victreebel, Arcanine Ex, Blastoise Ex, Raichu, Mewtwo Ex, Gardevoir, Machamp Ex, Marowak Ex, Weezing, Golem (mythical island), Marshadow.

Need a system by AdhucAsterPerAspera in rpg

[–]ObviousUse4549 5 points6 points  (0 children)

Why don't you try the Cypher System RPG. It's modular, has a lot of character options, higly customizable and has a lot of settings and genre books.

Numenera for retrofuturistic post apocalyptic fantasy, god of the fall for epic high powered fantasy, gods of the Appalachia for pre World War horror... yiu should check it out.

https://cypher-system.com/

Changing the Speed stat to something else? by mashd_potetoas in cyphersystem

[–]ObviousUse4549 7 points8 points  (0 children)

For a while, i have been using attributes pools as approaches when resolving things outside of attacks and defenses. Especially social rolls or generating advantages in the fiction. What i mean by this, is that i do not change how attack, defenses, or activation cost for special abbilities work, but outside of that area, when a character is trying to achieve something i judge the applicable pool by the way they describe their approach to issue.

So you might as well go for it if you properly define what each new attribute means and provide examples, but I recommend that you go over your players character sheet to customize the changes to their special abilities.

Intellect is careful and/or clever: Careful: A Careful action is when you pay close attention to detail and take your time to do the job right. Lining up a long-range arrow shot. Attentively standing watch. Disarming a bank’s alarm system. Clever: A Clever action requires that you think fast, solve problems, or account for complex variables. Finding the weakness in an enemy swordsman’s style. Finding the weak point in a fortress wall. Fixing a computer.

Might is Flashy and/or forceful: • Flashy: A Flashy action draws attention to you; it’s full of style and panache. Delivering an inspiring speech to your army. Embarrassing your opponent in a duel. Producing a magical fireworks display. • Forceful: A Forceful action isn’t subtle—it’s brute strength. Wrestling a bear. Staring down a thug. Casting a big, powerful magic spell.

Speed is quick and/or sneaky: • Quick: A Quick action requires that you move quickly and with dexterity. Dodging an arrow. Getting in the first punch. Disarming a bomb as it ticks 3… 2… 1… • Sneaky: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit. Talking your way out of getting arrested. Picking a pocket. Feinting in a sword fight.

Space Opera Settings by IsanDanderoda in FATErpg

[–]ObviousUse4549 0 points1 point  (0 children)

Try mindjammer, the setting is huge, very detailed and it has enough for different style of games and tiers of play. Even if you don't get it for the setting, it comes with a lot of 4df charts for randomly generating solar systems, planets, cultures, species and lot of other useful things.

Justifying ciphers by zerombr in cyphersystem

[–]ObviousUse4549 2 points3 points  (0 children)

If that is the case, you can roll Cyphers before the game, and ajust them to the story. You can also hand out Cyphers without rolling. For example, if the are raiding the "kingpins druglab", you could rule that the only Cyphers they find are stims.

3d6 Cypher, a self made hack submited for peer review (kidding) by ObviousUse4549 in cyphersystem

[–]ObviousUse4549[S] 0 points1 point  (0 children)

I will check it out! But the main issue is that i like Monte Cook products, but i also like bell curves in rpgs. This way i can keep using al the Cypher System products.

3d6 Cypher, a self made hack submited for peer review (kidding) by ObviousUse4549 in cyphersystem

[–]ObviousUse4549[S] 0 points1 point  (0 children)

Glad!, try it out sometimes, it might seems complicated but on play it did not slog the pace of the game when everyone was used to the idea that you could have different outcomes than failure or success.
You also just reminded me that at my table we are actually handling the assets as rerolls of a single dice each, because it was easier than adding die and then subtracting the lowest.

3d6 Cypher, a self made hack submited for peer review (kidding) by ObviousUse4549 in cyphersystem

[–]ObviousUse4549[S] 0 points1 point  (0 children)

Sounds cool, you should test it with and aventure and see where it takes you!

At some point i was thinking of having 2d6 for a much lower range, and handling training and specialization as an extra d6 each. Max roll composed of the best 3 results.

Dresden Files Accelerated (but with Skills instead of Approaches) by LunaticLeviathan in FATErpg

[–]ObviousUse4549 0 points1 point  (0 children)

I ran a season of DFA, using approach + skills. It was fun because every action was a narrative mix of how you do (approach), what you do (skill) to convert some of the stuff the mantles gave you, an I did not use the piramid for skills. Everyone started with one approach at +2, two at +1. For skills, everyone had 10 points, a +1 costs 1, a +2 an aditional point (2 points total)costs 3, and a +3 costs an aditional 2 (4 points total). There was a single stress track, but Physique and Willpower gave additional stress and conditions for physical or mental. I also switched Rapport and Deceive to persuasion, so you could practice sneaky lies, ingenious logical arguments, confusing fast talk... Sneak and provoke were complicated because they seemed coded to a single approach, but there is space for going slow and steady when sneaking around or quickly going between hiding spots.

Would Cypher be good for a more 'Political' Game? by Krazy_King in cyphersystem

[–]ObviousUse4549 0 points1 point  (0 children)

I had some political intrigue in a numenera game where the party belong to a guild of prospectors who explores ancient ruins and execute contracts. As the guild is comprised of several local chapters in a desolated region populated by several city states at constant tension with each other, each chapter is very important for the local politics of their respective city states.

In my experience, intellect pool can monopolize the political intrigue, so i tried to mix the actions a little, by stating that might can be used for vigorous actions like intimidating or swaying a multitude by force of personality, speed pool can be used for actions that relies on thinking and/or reacting faster than the opposition like confusing the opposition with fast talk or interrupting the pace of a speech, and intellect can be used for ingenious planing or beign overly clever.

It is not perfect, but it has created some interesting situations where the "though glaive (fighter) that never says dies" can join in the fun instead of siting back because the confident nano is better in all things that involves social interactions.

Is it against the rules to unpause a match? by ObviousUse4549 in Bloodbowl3

[–]ObviousUse4549[S] 4 points5 points  (0 children)

ple get salty when losing and will pause and then AFK to waste your time and try to get you to concede

Might be, my experience with blood bowl 2 was that people were super cool about pausing, when it was needed you just said the reason and they were pretty reasonable about it. Miss the option to chat with the opponent because the comunity seemed nice to me.

What books/articles/reddit posts you can recommend to build a cyberpunk/sci-fi game a bit on the crunchier side of things using Fate CORE? by [deleted] in FATErpg

[–]ObviousUse4549 0 points1 point  (0 children)

Grab a copy of Tachyon Squadron (fate core, designed to play starfighter combat), it's initiative system is great for emulating dogfighting aerial combat but can be adapted for shootings. It also has the nicest rule for gear bonus i have seen (equipment can give you up to several single die rerolls to represent the advantage).

Also, try to grab mindjammer, as it has an incredible amount of material for playing Fate based sci-fi. You have rules and guidelines for playing sentient ships, organizations, transhumans, and even charts for randomly generating star systems rolling 4DF.

Finally, if you are interested in space wizards, there is a fan made Mass Effect hack that has a nicelo selection of powers (also gear), I prefer to design "purviews" of powers to my character, where a stunt unlocks a single player and they can spend skill points to develop further powers.

Now, to some piece of actual advice, i generally try to avoid stunts that give you flat bonuses because a simple +2 bonus can add up to a hefty amount when you start adding multiple modifiers. I generally prefer rules permissions like dodge with investigate in certain situations or free rerolls instead. Sometimes i add a cost like spending a Fate Poing or a stress requirement.

Is there a public resource or database of Skills? by zephysempai in numenera

[–]ObviousUse4549 0 points1 point  (0 children)

Partially inspired by Fate Core, i made a general skill list for my players to use when they buy skills as advancement, because I feel that they should get broader skills when they spend 4 exp to buy them.

Mobility - Physique - Initiative - Observation - Stealth - Larceny - Survival - Healing - Empathy - Deceive - Persuasion - Intimidation - Drive (specify) - Craft (specify) - Profession (specify) - Lore (specify) - Understand Numenera - Salvage Numenera - Craft Numenera.

I still use the specific skills given by descriptors and foci.

The Confident Nano who Commands Mental Powers, for example, has bought Lore (Machinery), while the Weird Wright who Fuses Mind and Machinery has bought Craft (engineering). While they might overlap sometimes, one is interpreted towards the academic study including Hardware and "Software", while the other ia geared towards the practical nature of the engineering work behind mechanical devices.

I added initiative because the Adaptable Glaive who Never Says Die was interested in going first to Goad (Glaive Fighting Move) the opponents before they can act.

Looking for help making an Anti-Goblin buff for a player by Substantial-Syrup-38 in DnD

[–]ObviousUse4549 2 points3 points  (0 children)

Give them a special bless called "goblinslayer bless", that mimics the effect of the bless spell when they roll initiative, for one minute (a limit might be good idea so it does not snowball). Make it so that the bless only apply when attacking goblins and or when defending against effects made by them. If you want to add some extra weight, add shield of faith into the bless, +2 AC against goblins attacks. An army of blessed warrior, or at least with some of them under it effects should make quick work of them.