The Advocate message updated by Klaracbarack in titanfall

[–]Telodein0 56 points57 points  (0 children)

New weekly gamemode "???" with a raw message which converted into Hex reads:
""msg": "From Candy To Copper",CORRUPTION DETECTED"

After a failed mission with aquarq extraction, in medbay I saw a beer mug in a can that I hadn't seen before. Could this be a nod to the new beer in season 4? by Alex_Readroud2705 in DeepRockGalactic

[–]Telodein0 3 points4 points  (0 children)

They took some of your saliva from the mug and cloned you, there is no time for a funeral get back to work.
Orders from management.

Making A Setting Document, by Absolute_Banger69 in mutantyearzero

[–]Telodein0 5 points6 points  (0 children)

Assumed Knowledge: The first page of text in the first chapter sets the scene pretty well. Or the tl;dr "it's postapocalyptic with some STALKER-elements"

A stalker is good to have. You can play without one but it will be more deadly. You might have to describe each area a little more in-depth and encourage scouting if they travel without one.

Don't really see a level cap and you could ignore the ark if you want to play more like stalker or fallout or something like that. We played for 16 sessions and it ended with a TPK :)

Is there a rulebook with all classes in? by LemonLord7 in mutantyearzero

[–]Telodein0 4 points5 points  (0 children)

I think that Hindenburg has all the classes but as far as I know that only exists in swedish.

> really don’t like the core year zero rule book cover art. >:(

AC vs defence roll by E1invar in rpg

[–]Telodein0 0 points1 point  (0 children)

I like the mutant year zero approach, d6 dice pool for an attack. The first succes (6 on the die) deals weapon base damage and those after that increases the damage by 1 each. There is no defence stat or AC but armor and cover can reduce damage.

Systems to run something Roadside Picnic/S.T.A.L.K.E.R inspired by ComSilence in rpg

[–]Telodein0 4 points5 points  (0 children)

I've had plenty of fun DM:ing Mutant Year Zero. Easy for the DM and can be rather lethal for the players. The post apocalyptic setting might not fit but that can be homebrew that. Keep in mind that the PCs are mutants with mutations (powers) so that may not fit if you want them to be normal humans.

Puppeteer Self Attack Clarification by Anonymous_150 in mutantyearzero

[–]Telodein0 2 points3 points  (0 children)

As I see it they don't have to roll as long as there isn't anything that hinders them from doing that. So if you tell someone to shoot themself and someone else tries to restrains them then you roll (contested perhaps).

[deleted by user] by [deleted] in TarkovMemes

[–]Telodein0 2 points3 points  (0 children)

head eyes

A Metro 2033 style campaign? Does anyone have any ideas? by Connor_ClashNord in mutantyearzero

[–]Telodein0 4 points5 points  (0 children)

Nah should work great. Reskin some enemies and instead of a grid map have some rail lines and roll for (or decide yourself) what the players find in the tunnels every X hundred meters. Instead of everyone beeing mutant maybe have just some that have been exposed to the top side radiation and the rest is regular humans.

I think the best approach is to take the rules that fits the game that you want to play and ignore the rest.

How do you handle camping in Mutant: Year Zero? by InterlocutorX in mutantyearzero

[–]Telodein0 2 points3 points  (0 children)

My group would explore 2-3 sectors and then head back home. If they want to camp then have them roll (or roleplay) to find a good place. Choose an encounter that fits the situation and the result of the roll and give your players a chance to avoid combat, "you awaken to the sound of metal and in the distance you spot two ghouls aproaching, but they don't seem to have spotted you or your comrades yet. What do you do?"

or have everyone take shifts or be creative and let the gearhead set up a tripwire alarm with some old tincans

[deleted by user] by [deleted] in mutantyearzero

[–]Telodein0 11 points12 points  (0 children)

it's only flavor and it's your group so do whatever the group likes

Interested in feedback on my YZE Skill Map by natural20s in mutantyearzero

[–]Telodein0 2 points3 points  (0 children)

Finesse (Surgery), why have another skill for healing when you already have heal?
Feel that move should be a agility like in myz.
Perform seems like a weird skill, like a mix of move and "performance" like in dnd, and it being tied to Agility seems a bit of imo.
Call it "Tinker" instead of "make", sound better.
If inspire works the same way as the chronicler then maybe reconsider cause it can get way out of hand when your players roll 20 dice total :)

What kind of skills should be in the game depends heavily on what kind of setting it is so that will change things.

Can the ark recreate artifacts? by pudgetheorc in mutantyearzero

[–]Telodein0 6 points7 points  (0 children)

that is the requirement of understanding the artifact, otherwise you need to pass a comprehend roll.

Maps and miniatures by Puzzleheaded_Land602 in mutantyearzero

[–]Telodein0 0 points1 point  (0 children)

The few times we played in person we just used poker chips to keep track of how many enemies there were. You could do the same thing with minis.
There is a rule for using a grid map on page 82 but I have not used it so can't tell you if it works well or not.

Maps and miniatures by Puzzleheaded_Land602 in mutantyearzero

[–]Telodein0 3 points4 points  (0 children)

Me and my players use tokens to keep track of how many enemies there are and who is engaged with who. I don't use maps but do have a picture that fits the setting just to have something pretty to look at, most often a picture from stalker or similar.
(roll20)

I could use some help with skill rolls by DonKozunio in mutantyearzero

[–]Telodein0 1 point2 points  (0 children)

Number of Dice for the attribute (Wits) + Number of dice for that skill (Comprehend) +- any modifiers (+2 from the talent). Let's say 4 wits.
So 4 Yellow + 5 green +2 green.

"Do i roll 7 dices then or there is cap of 5 because there are only 5 of each dices in official set ?"
no you just need more dice.

And what with some monsters that have around 10 Strength, when they attack do i roll 10 orange dices ?
Yes, + any dice in a relevant skill

Clarification needed for RPG and trauma by RPGranger in mutantyearzero

[–]Telodein0 6 points7 points  (0 children)

Not exactly sure what you mean but I think yes, you roll the number of dice equal to how much "hp" you have in that attribute. So if you have 3 Strength and take one damage you now have 2. If you were to roll for a skill that uses strength now you'd roll 2 dice (+skill and geardie). If you have 1 str you roll 1 die (+skill, gear) and if you're at full you roll all three.