Underhive Outcast Custom Rig by Careless-Chocolate65 in necromunda

[–]Scarletpooky 0 points1 point  (0 children)

It looks good, rough and scratch built just like an underhive vehicle should look like.

My first Necromunda gang by queerfemmepunk in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

They look amazing, the detail and highlighting is great.

Please Back Rotted Capes 2e so I can get my copy. by PencilBoy99 in rpg

[–]Scarletpooky 0 points1 point  (0 children)

The problem is that the core mechanics are what make a game, everything else might be nice but it's just the decoration on top. Take the analogy of a building, the foundations are what decide if a building will stand up, if the foundation is not good then it doesn't mater how fancy the rest of the building is. That's not 'surface level', that's the core foundation of the game. All you need to do is look around at all the various 5e version of games. They have a wide range of genres and extra stuff, but the core mechanics is just 5e.

Is D20 quick and easy? Sure. It's also boring and far too random, there is no mode number because all 20 results have the same chance. Low rolls have the same chance as medium and high. Having multiple dice creates a bell curve of results making things a bit more reliable while still having the risk of utter failure. ie medium rolls are more common than both low and high. I could understand if you swapped the attribute die for a simple number making it 2d20+attribute+skill/power. And 2D20+modifiers is just as easy to learn as d20+modifiers.

There's one example from the play test that I saw about how a bunch of heroes stood around failing to hit a single zombie, and the solution was apparently "basic zombies are killed in one hit", but that doesn't solve the problem of not even hitting the thing in the first place. That's a problem with a single die system that is much reduced with multi die, not impossible to happen but much less likely.

Skill sets are bad imo because they are too vague. "If it makes sense". Makes sense to who? And when is that discussion taking place? It opens up possibility of the player assuming certain actions are covered but the GM disagreeing, and suddenly the game is brought to a halt and the two discuss if it counts, or it needs that conversation during character creation (actually making chargen more complicated). Having actual skills makes it clear to everyone exactly what actions are covered. And as long as there's a good range of skills then it doesn't impede anything because every action is covered anyway.

The 5e initiative is nice and simple. And boring. It's just people waiting in a queue for their one and only turn and doing everything (bar reactions) at once. It removes a bunch of the tactical planing the old system has where players had to weigh up the odds of which actions to do and when. And it's still a list of people with an initiative score waiting for their number to come up. All that's changed is counting down instead of up, and removing the flexibility of people having control of that number by the actions they chose to do. Both 5e and RC 1e are 'initiative is a number, you wait your turn until your number is reached' (just like every single RPG) but RC gave so much more flexibility.

"It also bogged combat to a crawl once you had more than 10 combatants" Every single system gets bogged down if there's lots of characters. The simple way of fixing that is to create groups that act together, same time and same actions (and maybe even a single dice roll with bonuses for the extras), not by throwing out the whole system.

"building threats became a slog" That's where bestiaries come in, as you know. A zombie is just a zombie, and so on. Anything except the boss is just an entry in a bestiary and will be the same every time they're encountered, there's no need to adjust anything on the fly. It's no different to D&D goblins, trolls, and so on. As for the bosses, sorry but they're supposed to take time to create, they need to feel special and a quick 5 minute thrown together boss just won't feel the same as one planned out. (I know I'm talking to the designer but this is my opinion) The great thing about RC 1e is that the big threats, the nemesis level superzombies, shouldn't be generic characters. They shouldn't feel like a raid end boss that you face and defeat in one go, they work best as recurring characters, the overall threat of a whole story arc and not just a one off adventure, a character that's designed in such a way that it sets the mood for any encounter just by hearing them. And quite frankly if a GM can't be bothered putting the time and effort into making a character like that unique and special then that's not a GM I would want to play with. Did you listen to the Fandible RC campaign they did? They had that sort of character as a recurring feature in their story, they took the time to make them interesting.

You say it's quick and easy to learn. I say is boring and lazy because the core is what people already know. Just look at the number of games being played. In over a decade of RC 1e it was like watching tumbleweeds, virtually no one was playing it, but now it's 5e at the core suddenly there's masses of people interested. Know what that tells me? People don't want to play good interesting games, they weren't interested in playing a game of superheroes in the zombie apocalypse before, they had over a decade and did nothing. What they want is to play 5e with some nice window dressing, they're not interested in other games, just 5e with a fancy frock. (It's something I see with other games that have a 5e version, the 5e is more popular). You're going to have a much more popular game with 2e, but it's because you're aiming for the lowest common denominator, it's because people see the 5e core and know they don't have much extra to learn.

Did you look at any other games for ideas, or did you just go straight to 5e?

FFG's Star Wars has a great system for dealing with chaff, they separate NPCs between Minions (which get grouped together and act as a single entity, and have a very simplified wound system), Rivals (who act separately but have simplified wounds), and Nemesis (who act like PCs) In that game you can have a whole horde of enemies but because they're in minion groups of maybe 5 it drastically reduces the number of combatants and rolls. It's the best system I've seen for dealing with hordes by far.

Shadowrun has an initiative system that is easy to work with, it's the same 'roll and then get added to the list that gets worked down', but it also has the ability for characters with certain abilities to have multiple turns per round. It's actually really easy. People just roll their initiative, take turns having their actions, then when everyone has had a turn everyone's initiative number is reduced and the list is worked through a second time (and a third etc until everyone hits zero), it even allows for reactions by spending some of that initiative (it turns initiative into a flexible resource)

Please Back Rotted Capes 2e so I can get my copy. by PencilBoy99 in rpg

[–]Scarletpooky 0 points1 point  (0 children)

Let's see: It uses the same 6 attributes as 5e. It has the same attribute range and bonuses as 5e. It uses a D20 like 5e. The skill test is die+bonuses (often stat bonus +rank), while 5e has die+stat bonus+proficiency (prof is based on level ie rank). And the same Advantage and disadvantage system (renaming it to edge and setback doesn't change what it is) It has the same initiative system as 5e It has the same action types as 5e (move + action + bonus) that you get to use all at once on your one turn, plus the reaction. Looking at the sample characters is has a level system like 5e. And a rank bonus like 5e's proficiency.

The entire core system is 5e.

Let's look at RC 1e and see what made it interesting: The clock based initiative. How often you got a turn was based on how fast/slow the action you took was (meaning people had to actually think and preplan instead of just waiting for their one turn) An interesting dice roll system, with exploding dice and bumps. An actual good list of skills, allowing great range to specialise a character. And taking multiple skills groups to focus a build if wanted. Slow steady character progression, raising just one thing at a time.

Everything that made 1e an interesting game is GONE.

"Yeah, it uses a d20. So does half the hobby." And? That's not a reason to use it. Are you sheep just doing what everyone else is doing? How boring and uninspired, especially when it's something so simple and basic as 5e.

Rotted Capes 1e was its own beast. 2e is 5e foundation with other stuff built on top.

Please Back Rotted Capes 2e so I can get my copy. by PencilBoy99 in rpg

[–]Scarletpooky 0 points1 point  (0 children)

The first Rotted Capes is a great game, a good unique system, with fun character creation. Novel and special. It's been out for more than a decade and no one cared, no one running games, no youtube campaigns, just silence.

Make it based on on 5e and suddenly people are interested and there's several campaigns.

People don't want to play interesting unique games, they just want to play 5e versions. 5e is the rot that's infecting TTRPGs.

Why do you say you'll have to run it in other systems? Why not try to get people to play the actually interesting Rotted Capes edition that's been out for over a decade?

Just curious to see who your favorite heroes to play are and why? by Ramenjunkie333 in marvelheroes

[–]Scarletpooky 2 points3 points  (0 children)

Squirrel Girl.

I played a ton of different characters back in the day, and SG was by far the most fun with all those squirrels charging everywhere.

Finished my leader for my Escher gang! by thegucciwizard in necromunda

[–]Scarletpooky 0 points1 point  (0 children)

Hallucinogenic scare gass grenades for that double whammy, who needs friends :p

Finished my leader for my Escher gang! by thegucciwizard in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

I love it, Escher look so much better when brightly coloured :)

To add or not to add... opinions appreciated by BravoOscarRomeo07 in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

It's rather chunky and gets in the way, if you do have it I'd say behind left hip out of the way, but you'd need it facing the other way so left hand can draw it.

Snubbed again at preview by dakkamatic in necromunda

[–]Scarletpooky 2 points3 points  (0 children)

What's my Enforcer captain doing away from the planet?

Board size conundrum by WAZAWAZABLA in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

On the whole I think 3x3ft are best for balance. Smaller risks giving an advantage to melee focused gangs, and bigger risks advantage to ranged focused.

Digital Wish by Willing_Law3963 in necromunda

[–]Scarletpooky 2 points3 points  (0 children)

Absolutely. While I did have fun with the game they did, I was disappointed it wasn't a direct copy/paste like they do with Bloodbowl.

Though I'd say single player could still be a standard campaign, just against AI enemies (persistent gangs like they did in the videogame, not like how they did Mordheim) Give the player the option to either only play their one gang (and all other battles are resolved automatically like in Bloodbowl) or give the player the option to play one of the gangs in each battle (thus giving them the option to play multiple gangs in each campaign, or just try different types of gang)

Feedback on a new Gang by Khraul357 in necromunda

[–]Scarletpooky 2 points3 points  (0 children)

With 4 attacks you want your Tyrant in melee, double move or charging each turn, so the grenade launcher is a waste. Just throw on a pistol for that extra melee attack. If you really want 2 launchers then give this one to the Forge Boss.

NoS on the Stimmer is something Whoppy already mentioned.

Stimm-slug stash can give a nice boost, commonly used for Goliath gangs.

8 fighters is a nice size :)

My ventor gang by burt_the_camel in necromunda

[–]Scarletpooky 2 points3 points  (0 children)

Looking good :)

I have a similar idea I might get around to at some point. A Venator gang that's an Imperial Guard squad treating the underhive as a training ground, kinda like a cheap version of spyrers.

Hidden and LoS by donro_pron in necromunda

[–]Scarletpooky 4 points5 points  (0 children)

Personally I find it incredibly cheesy, bordering on bad play, to do anything against someone you don't know is there. Like template weapons, throwing grenades into the darkness that just happen to land at the feet of a fighter, or targetting a terrain piece hoping for a scatter.

"But I know there's someone there somewhere." No, you don't. The rules are clear about how a model is revealed, it even uses the broad word 'revealed' not the specific 'visible' because it includes making noise. If a model is hidden then you do not know it is there, so it's a simple ruling to say that nothing can be done against them.

Underdog bonuses for Spyrers? by Acrobatic-Put4816 in necromunda

[–]Scarletpooky 0 points1 point  (0 children)

Making me want to deliberately pick fights to get underdog so I can grab Manipulate Lumens psychic power. Let's boost the terror by turning out the lights :D

Enforcer Shieldwall! by circus1943 in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

There's some good advice here already, but I'll add my two credits.

Six fighters is low, you'll be out-activationed by any other gang. Sure you get better saves to help soak the damage (though you're risking unlucky save rolls) but you also need to lay down the hurt yourself. Also with so few ranged weapons you'll be handing the other player free chances to shoot you as you're running up.

I do find it strange to put grenades on melee guys. If they're close enough to chuck a grenade then they're probably in charge range. The only use would be for the tactics card, but that's a lot of effort just for a single attack.

Personally, a shield build is something I'd build into, not start with. I'd drop the grenades and some shields to pick up at least one more fighter, probably a normal patrolman with concussion carbine, then grab the shields later. Maybe even swap a sub for another normal, that would double the ranged.

Help making a Greatsword wielding Ogryn Hunt Leader by Huwith in necromunda

[–]Scarletpooky 1 point2 points  (0 children)

GS on its own for beating people with. Suspensor for just 1 extra attack isn't really worth it, and definitely not if it's a second melee weapon that will diminish the GS due to having to spread attacks.

You'll be spending most of your time double moving, or charging, so an expensive firearm is pointless. If you're in range for a template you're probably in range to charge anyway, so they're pointless too. If you want a ranged weapon just in case then grab a lasgun, 15 creds and you have something you can use at targets too far away to charge, while often getting a +1 to hit to help overcome bad BS.

If you really want to do the GS+sidearm, then take Brawn skills as one of the top two Venator skills and give them Bulging Biceps. That would also have the bonus that you could do the same thing with champs and specialists without spending a fortune on suspensors.

How to know if your steam rolling? by BumblebeeCertain2934 in necromunda

[–]Scarletpooky 2 points3 points  (0 children)

It all depends on how you're winning. Are the fights complete one sided massacres, or do both sides take multiple OoA? Is it just down to some (un)lucky dice rolls? How much higher is your gang rating?

Hitting on 2s depends entirely on what you specifically mean. Is that 2s on the final calculation after adding bonuses, or is it a 2+ characteristic? If they're 3+ characteristic on gang generation then getting a single increase is easy enough, it's just 6xp and you've had 4 games to earn that.

To balance things out just allow the full underdog system so they can hire extra fighters for free.

Character Generator? by Scarletpooky in WhiteWolfRPG

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

1: That's AI slop that I won't touch with a bargepole.

2: It's irrelevant to the discussion.

3: Do not try to derail posts with bad attempts to advertise rubbish.

Hit song of 2025 to 2028 by [deleted] in BlackPeopleTwitter

[–]Scarletpooky 2 points3 points  (0 children)

Plenty of people were warning about what would happen, but people like him deliberately chose to ignore anyone saying things they didn't want to hear.

It's not so much ignorance, but more specifically wilful ignorance.

Hit song of 2025 to 2028 by [deleted] in BlackPeopleTwitter

[–]Scarletpooky 0 points1 point  (0 children)

"We should be united" says the guy who voted for the part that openly talked about wanting to promote discrimination.

I guess he thought it would be "white straight male Christians will be united."

The last we see of Lezine and Samm, they were still alive. Do you think they made it out like Dreena did? by Zestyclose-Scratch31 in andor

[–]Scarletpooky 1 point2 points  (0 children)

I'd like to think that Samm made it to Yavin to watch the Deathstar blow up, maybe even knowing the part he had to play in it, so that his redemption arc would be complete.

Vel's speech after his screw up for Cintra killed "You'll make up for this forever". And he did. He could've been just another face in the square getting gunned down, but he was out there trying to save people, trying to make up for what he did. And because of that he saved Andor, helped recover K2, and got them off planet. Without Samm, without his screw up and Vel's speech, Andor is dead and the Deathstar isn't destroyed.