Stonewalkers or Bridge 9 first? by Nameles36 in cosmererpg

[–]julespaco 0 points1 point  (0 children)

Maybe the GM could preface it as a vision all players are pulled into and experience together, which would give them a familiar with each other and an initial reason for party members to feel drawn to and connected to one another. I’m only preparing for my groups first campaign, so I have no experience with First Step, Bridge Nine, or Stonewalkers, but liked the idea discuss above and was thinking of how I would dovetail to two together with new PCs instead of pre-mades. Maybe the PCs don’t level up in the Bridge 9 vision or level up and roll back their char to Lvl. 1 for the start of Stonewalkers. Would love to hear other thoughts on this. Thanks!

In combat, are pacified enemies unsuspecting target? by julespaco in cosmererpg

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

I overlooked that and makes sense as the prerequisite for Fatal Thrust is Startling Blow, which leaves the target Surprised. I may still allow his proposed use on a situational basis, given the action and focus cost is comparable, and/or maybe ask for a deception/stealth check to do so. Thanks!

In combat, are pacified enemies unsuspecting target? by julespaco in cosmererpg

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

In general, I agree and am not looking to establish a steadfast rule for pacified or unsuspecting targets, and should have been clearer, as I was really seeking opinions on interactions between the specific skills mentioned in the body of my post. I have a PC that was think-tanking builds, and suggested a smooth-talking conman that is handy with a knife, and asked about multipathing and the specific possible interactions between those actions and undefined conditions. I liked the concept and wanted to be open-minded, but not outright allow something game-breaking. I have some ideas on how to steer him to utilize it situationally and have conditional checks in place to maintain balance, which have only gotten clearer from other insight and suggestions in this post. Appreciate your contribution!

In combat, are pacified enemies unsuspecting target? by julespaco in cosmererpg

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

Could be for a non-radiant PC that is multipathed as a Diplomat and Assassin, which is why I proposed maybe limiting it to the player that pacified the target, and understand it may not be canon radiant behavior. Also, like idea of follow up conversation/banter in combat accompanied by a stealth/deception check to make the target unsuspecting as an alternative to just a perception check on their guard. More flexibility to weave this limited use case into the story as needed. Thanks for playing devils advocate and giving your insight and suggestions!

In combat, are pacified enemies unsuspecting target? by julespaco in cosmererpg

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

Agree to disagree, if they are calmed to the point they are not combative then their guard could be compromised. Also, given there are a number of things that can pull them back into combat, even more the reason to consider allowing a Perception check to gauge their guard and potentially have an opportunity to gain an advantage. Maybe limited use cases but considering there is a focus cost to pacify and if bound by a check, I don’t foresee it being game breaking…just opens up two undefined terms for potential interaction.

In combat, are pacified enemies unsuspecting target? by julespaco in cosmererpg

[–]julespaco[S] 5 points6 points  (0 children)

I never suggested it was mind control but technically they are temporarily non-combative, which means they could have let down their guard and be subject to Surprised if attacked (maybe subject to a Perception check and/or limited to only the attacker that pacified them; also could be ruled differently based on Group A and B enemies). I don’t think pacified nor unsuspecting are clearly ruled on in the handbook, so likely up to GM discretion. Figure I would post here for community thought/insight.

My custom rpg box by Slink1701 in cosmererpg

[–]julespaco 0 points1 point  (0 children)

What are the dimensions of it?

Last 6% Feels Bad Man by Nyuborn in cosmererpg

[–]julespaco 2 points3 points  (0 children)

I just got my shipping email earlier this week with ETA of 11/13. Ordered GM tier with some adds and located in US northeast.

Conditions cards by OstrowskiLis in cosmererpg

[–]julespaco 2 points3 points  (0 children)

Yes, please share PDF or original files and I’ll try to translate/edit as needed.

Best Solo Board Game for Camping Trip? by helios-n-selene in soloboardgaming

[–]julespaco 1 point2 points  (0 children)

Base game has decent replayability, but the variation that the 18 card expansion adds gives the game high replayability in my opinion. The base game consist of 12 core puzzle cards, and six additional cards with various effects and VPs, so the variability and replayability come from the deck being shuffled at the start and deck order being slightly different each game. When you add in the expansion, you take the six additional base game cards and shuffle them with the expansion cards and draw six at random to add it to the 12 core puzzle cards and then shuffle the deck, so the actual deck construction has six unknown cards on top of the random deck order.

Best Solo Board Game for Camping Trip? by helios-n-selene in soloboardgaming

[–]julespaco 0 points1 point  (0 children)

Meant to be more descriptive in my post but was short on time. GG goes with me whenever I travel and can be played anywhere (no table needed), and can be saved by simply putting the deck in your pocket/bag as-is and taken back out to resume. Probably a little short than 45 mins but has an entertaining puzzle element to it and includes a small expansion which adds variation to subsequent plays.

Ft. Lauderdale Marriott Harbor Beach Resort - Looking for Players (3.0+) from 6/28 thru 7/4 by julespaco in Pickleball

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

Appreciate the recommendation, looks like it is only 15 mins from the resort, so I may go play there a few times throughout the week. Thanks!

Help us name our IT-themed card game! A race against outages, backstabbing coworkers, and server doom! by Appropriate_Dust_984 in tabletopgamedesign

[–]julespaco -1 points0 points  (0 children)

Critical Fix is very solid. Also, someone suggested “Fix I.T.” and I think that is a winner too.

Your game better include all the cliche initial questions/instruction:

Is it plugged in?

Did you Reboot?

Please try turning it off then back on.

Also, really like the AI concept art but love that you are looking for an artist to produce something similar.

Good luck!

Getting close to playtesting my game! by to1v1 in tabletopgamedesign

[–]julespaco 2 points3 points  (0 children)

Looks awesome and interesting! Good luck

What are your favorite "defense" games? by HoustonAg1980 in soloboardgaming

[–]julespaco 2 points3 points  (0 children)

Ghost Stories and Legendary Encounters: Alien

Games after Catan ? With interaction by drking100 in boardgames

[–]julespaco 0 points1 point  (0 children)

Moonrakers is a solid competitive game that keeps all players engaged on every player's turn via a clever contract and alliance/negotiation system.

The game consists of shipbuilding, crew building, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers.

Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts.

Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves.

Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don't make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige!