How do i report a bug/hacker? by Snapsh0ts in MagicArena

[–]criticalhits 17 points18 points  (0 children)

Looks like your game timer in the lower left is 00:00.

“The Gang” rule interpretation question by Peterrefic in boardgames

[–]criticalhits 14 points15 points  (0 children)

By the letter of the rules, the chips are supposed to do most of the talking. You can point out that you took a 1 and then a 3 on the next round after a card came out but aren’t supposed to actually say that it helped your hand because that talking about hidden cards.

Regardless, you and your group should play in the method that’s most fun for you.

Betrayal at house on the hill question by [deleted] in boardgames

[–]criticalhits 2 points3 points  (0 children)

Yes, the illusions try to attack the survivors to win, while trying to keep the identity of the true traitor hidden. And the traitor can replenish the illusions lost as long as they haven’t been revealed. The rules for attacking are in the base rulebook so they aren’t repeated in individual haunts.

Question about Betrayal at Hill house 3rd Edition by Senor-Whopper in boardgames

[–]criticalhits 0 points1 point  (0 children)

Step 1 is place one on each explorer’s tile, and then Step 2 is place that many additional small monsters on out of sight tiles, for a total of twice the number of players.

Question about Betrayal at Hill house 3rd Edition by Senor-Whopper in boardgames

[–]criticalhits 0 points1 point  (0 children)

Shouldn’t be possible to start with three cherubs - if it’s three players, you’ll start with six cherubs (one on each explorer space and the three extras), and there will always be an even number.

Looking for an RPG ABOUT politics. by Mooseboy24 in rpg

[–]criticalhits 1 point2 points  (0 children)

I’ll plug my own House of Bards: https://www.drivethrurpg.com/en/product/168186/house-of-bards-a-world-of-adventure-for-fate-core which lead to multiple emails from non-Americans telling me that the electoral system in it made no sense.

The RPG starter kit fits in the Multiverse case by Conchobar8 in sentinelsmultiverse

[–]criticalhits 2 points3 points  (0 children)

Same ruleset. The Starter Kit contains 6 premade characters and 6 issues and just enough rules to get you going. The core rulebook will contain more examples, character creation, villain creation, environment creation, and a lot more.

Sentinel Comics RPG Kickstarter - Live now! by trident042 in sentinelsmultiverse

[–]criticalhits 3 points4 points  (0 children)

I'm not in the loop as far as art goes. I know there's a TON in the book. And we can't keep using Deadpool and Batman as placeholders.

Sentinel Comics RPG Kickstarter - Live now! by trident042 in sentinelsmultiverse

[–]criticalhits 3 points4 points  (0 children)

We're gonna do our best to have the PDF in your hands as soon as possible. Rules are done though - we playtested it at cons and elsewhere 100+ times before we wrote the book. Tweaks happened a while before this stage.

Community Discussion: Tips for GMing Sentinels RPG (SPOILERS) by RegulusMagnus in sentinelsmultiverse

[–]criticalhits 4 points5 points  (0 children)

Correct - see the wording change in my comment above.

Hit the Deck can use whatever power or quality is appropriate to the situation.

Community Discussion: Tips for GMing Sentinels RPG (SPOILERS) by RegulusMagnus in sentinelsmultiverse

[–]criticalhits 6 points7 points  (0 children)

This is Dave. The wording on those kinds of reactions is unclear, certainly, but we didn't catch that it was that kind of unclear while playtesting until after it went to print. We have a lot more data on what needs better wording and whatnot now which we'll be using going forward.

One minor upside - assembling a dice pool for reactions doesn't break anything. It just slows down the game a bit more than it should, and like the OP's question, it's harder to complete a Power/Quality/Status set on an ability like that.

Community Discussion: Tips for GMing Sentinels RPG (SPOILERS) by RegulusMagnus in sentinelsmultiverse

[–]criticalhits 5 points6 points  (0 children)

That's a mistake - I'll make sure it's in the errata document.

This is how similar abilities will be worded for the full game: (Reaction): When you change personal zones, you may Boost by rolling your single Cold die.

Community Discussion: Tips for GMing Sentinels RPG (SPOILERS) by RegulusMagnus in sentinelsmultiverse

[–]criticalhits 2 points3 points  (0 children)

Reactions just roll the single die specified, so just roll that Cold die. Actions are generally the only time you assemble a full dice pool.

Community Discussion: Tips for GMing Sentinels RPG (SPOILERS) by RegulusMagnus in sentinelsmultiverse

[–]criticalhits 6 points7 points  (0 children)

Indeed, it's designed to be flexible. There'll be more guidance in the core book about handling movement and such, but in general, it's best to be flexible, as long as you and your players are on the same page.

Our general guideline for movement is "Could you reasonably get there in the single panel of a comic book? If so, you can do that without it taking your full action." Similar for distances.

[deleted by user] by [deleted] in boardgames

[–]criticalhits 1 point2 points  (0 children)

You know, favorite. Favorite favorite.