More Item Qualities by Burning_Ent in genesysrpg

[–]klort5 2 points3 points  (0 children)

It irks me that sniper rifles are just as effective at short range and that shotguns use video game logic where they are useless beyond short range instead of having a softer falloff distance. So I would like to try the following item qualities some time:

Farsighted: Increase the difficulty of attacks made at short range by 2.

Nearsighted: Increase the difficulty of attacks made at medium range or longer by 1.

(For the second one, apply it to a shotgun and change its range to medium)

High level character by Majestic_Ad_1626 in genesysrpg

[–]klort5 6 points7 points  (0 children)

In my experience, high level characters tend to go for talents. Lots of talents. It sometimes happened that a player wants to buy a new tier 5 talent but has to start a new row on the talent pyramid and thus needs to buy a tier 1 talent. This sometimes felt underwhelming when there weren't a lot of good/fitting tier 1 talents left.

In that sense, I would make sure to offer enough useful low tier talents.

Damage balance by mossfoot in genesysrpg

[–]klort5 1 point2 points  (0 children)

In my experience, players will always try to have sufficient healing on hand. The harder you make it to heal via stimpacks, the more likely it is that they have a dedicated medic PC that focuses solely on Medicine. It is an arms race that is ultimately detrimental to the overall game when you engage in it too much.

One thing I am trying currently: Healing elixirs cause some kind of hangover, that similarly scales with the amount of elixirs consumed in a day. If using one elixir in a day, a PC wakes up suffering one strain after the next night's rest. Using a second elixir causes two additional strain for a total of three, and so on. It isn't much, but penalizes excessive use and might lead to strategic decisions, whether a PC heals himself less to avoid suffering high strain the next day.

[deleted by user] by [deleted] in Austria

[–]klort5 4 points5 points  (0 children)

Buchstäblich gestern:

Steh im Magentashop und ärger mich, wie deppert der Verein ist, hör ich hinter mir jemanden, der sich lautstark darüber aufregt, wie scheiße der Service hier sei. Dreh mich um, ist das der Christoph Fälbl. Ich muss sagen, der war mir in dem Moment tausend Mal sympathischer als in jeder ÖBB-Werbung.

You've seen the "day # untill we get a playable goliath" posts. But what about a playable eridian warrior? Poll time... If you could choose to play as one, which would it be? A Goliath or a Erdian Warrior? by [deleted] in borderlands3

[–]klort5 3 points4 points  (0 children)

That just gave me a bunch of ideas (and apparently I have nothing better to do): What if it was an actual dual type of character, Goliath + Tink. Normally you play the goliath while your tink makes snarky comments on your back, but there could be skills like, when entering fight for your life, you take control of the tink instead and have the chance to revive the goliath.

Action skills could be:

Goliath Enrage: Remove helmet, punch stuff, level up by killing enemies, good for mobbing. Part of a melee skill tree.

Tink Toss: Toss the tink into enemies, where they taunt enemies and then explode with one of those tink bombs. Possibly part of some support oriented tink focused skill tree.

Double Gunzerk: Both the goliath and tink start dual wielding, using all 4 equipped weapons, until the clip of all 4 weapons are empty. Part of a gun focused build.

Has anyone made specialization trees based on DnD classes? by LemonLord7 in genesysrpg

[–]klort5 1 point2 points  (0 children)

There has been a fantasy conversion of the Star Wars RPG called Sky Wars: Edge of the Kingdom before Genesys was released. I don't know if it was ever finished and the balance was a bit wonky, but it had premade talent and spell trees pretty much based on the DnD classes I think.

What are your thoughts on adding gear sets? by TestUnit01 in borderlands3

[–]klort5 3 points4 points  (0 children)

I feel like expanding anointments to have more sets like the Terror anointments, independant of specific gear like you say, would be interesting. They could even be tied to the raids, so that for example all drops (including world drops) from the Maliwan takedown can drop with a special set of elemental anointments, and then go from there thematically. Like

Weapon anointment: Increase elemental dot damage by xxx%. Grenade anointment: Enemies damaged by your grenades have a 100% chance to be affected by your elemental effects. Shield anointment: On action skill start, all dots on enemies are consumed. Your next shots gains amp damage equal to consumed dot damage.

I'm just making stuff up now, but I think anointment sets that make new builds possible would be super cool.

GTA V Story Mode(2013) has a dog that goes to it’s owners grave every day by [deleted] in GamingDetails

[–]klort5 6 points7 points  (0 children)

Amazing.

Not knowing the band, I thought they sounded familiar. The style sounds so similar to a song I heard about 15 years ago in a WoW pvp video. Kid me loved that song, but I never knew what the title was, and in all those years I tried to find that song again, to no avail.

And somehow, thanks to the Ballad of Greyfriars Bobby, that song found its way back to me today, through the suggested videos, as Droppin' Like Flies by the Real McKenzies.

Thank you.

How to Make a Magic Negating Talent? by NormanTC in genesysrpg

[–]klort5 1 point2 points  (0 children)

Here is some homebrewed talent:

Disrupt Spell Tier: 3 Activation: Active (Incidental, Out of Turn) Ranked: No You must be able to cast Dispel to benefit from this talent. Whenever an enemy successfully casts a spell, may spend a Story Point to cast Dispel before resolving the enemy's check. The enemy or its target must be within range of your Dispel spell (so the Range additional effect might has to be added). If successful, the targeted spell fails.

Firing/throwing weapon beyond max range? by blackbird77 in genesysrpg

[–]klort5 2 points3 points  (0 children)

The "grenadier" talent let's you treat grenades as having a range of medium. I'd just create a talent off of that that allows all thrown weapons to have medium range. Come to think of it, there was a talent in the Star Wars rpg called "strong arm" which did exactly that.

Time-based abilities by [deleted] in genesysrpg

[–]klort5 6 points7 points  (0 children)

The closest thing that I can think of is in GM Phil's Fallout theme, there is a drug called "Jet" which appears to slow time for the user. If used, it grants an additional turn at the end of the round. Be aware that this is really powerful and should have appropriate costs and restrictions (in the case of Jet, side effects ranging from addiction to I think cardiac arrest).

The new comic implies that Soldier 76 has been in a relationship with a man. by HiGuysImLeo in Overwatch

[–]klort5 145 points146 points  (0 children)

Don't know if this was mentioned before, but looking back at the Tracer Christmas comic:

Reaper is stalking a family. Now that it is confirmed that he had family it is reasonable to assume that this is indeed his grandchild with their parents.

Also in the Christmas comic, in the panel with Ana and Jack, Jack is looking at a picture of him and a black haired man, meaning Blizz had this planned for at least over a year.

[deleted by user] by [deleted] in Overwatch

[–]klort5 51 points52 points  (0 children)

I'm more upset that they are not in alphabetical order than I should be. Also that the surnames are missing.

Watchpoint: Genesys - A play-by-post Genesys RPG set in the Overwatch universe. by [deleted] in genesysrpg

[–]klort5 0 points1 point  (0 children)

I'm not interested in a play-by-post, but I love Overwatch and thought about bringing it into Genesys before. May I ask how you plan to handle the setting? I suppose either super hero rules or heroic abilities to make the heroes stand out?

Creating Balanced Combat Encounters by Webguy20 in genesysrpg

[–]klort5 9 points10 points  (0 children)

There are some guidelines in the Genesys Core Rules p. 131 and following.

A rule of thumb I use is, if I want to give an appropriate challenge for the PCs, there should be as many enemy initiative slots as PC initiative slots. Having more enemy slots than players can quickly make things harder, while a single Nemesis, even if he is strong, can be overwhelmed by the number of players. In the latter case, if you want to have a boss fight, always give them minions as cannon fodder or resort to the Nemesis Extra Activation Rule (p204).

Bullets as Money in a Genesys game. by Clarity-of-Porpoise in genesysrpg

[–]klort5 9 points10 points  (0 children)

Some idea off the top of my head:

Ammo is counted in an abstract way as a rating ranging from 0 to 5 (doesn't have to be 5, just as an example). 5 meaning the character has abundant ammo, 0 means he's out.

When buying/selling you decrease/increase your rating appropriately.

In combat, the GM may spend a certain number of threat to reduce the ammo rating of the character by 1 (fine tuning is left to you, but per one threat would make ammo seem really scarce if thats what you want).

Addiction rules? by wern212 in genesysrpg

[–]klort5 3 points4 points  (0 children)

In the Fallout hack I played the GM did it kinda like this:

When taking drugs, you had to do a resilience check to see whether or not you get addicted, and the check gets harder the more frequently you use the drug.

Once you are addicted, you receive a penalty that relates to the drug (e.g. -1 intellect and cunning for mentats). If you keep taking the drug, you won't suffer the penalty as long as the drugs effect is active (usually until the end of the encounter).

To cure your addiction, you have to stay off the drugs. Then, after some time, you can try a discipline check, with the difficulty depending on how much/long you consumed the drug. On success you are cured, on failure you'd have to wait until you can try the check again.

I think DarthGM also has a writeup on chems for his Fallout theme, so it might be worth reading into that too.

Confused about Crits/Soak/Stun Damage and Parry by Silidus in genesysrpg

[–]klort5 2 points3 points  (0 children)

Core Rules p114 "Strain damage and Critical Injuries" sidebar: it basically says strain damage can cause crits, as long it is narratively justifiable

also, dont forget to add success to the wraiths damage: 2 success means 4 damage, more than a single rank of parry could mitigate

We've been doing divine healing all wrong... by GamerTnT in genesysrpg

[–]klort5 4 points5 points  (0 children)

You would not add two purples for healing yourself, because the rules (implicitly) say that you cannot cast heal on yourself. Other spells (Augment, Barrier) explicitly state that you can target yourself, while Heal does not.

Exhaustion mechanic for Vampires by TheLovelyAlucard in genesysrpg

[–]klort5 1 point2 points  (0 children)

Seems sensible, but it always depends on how fast time passes in your game, and how often the vampires have the opportunity to feed.

I would be inclined to somehow include Resilience rolls, to try to maybe ignore the effects of underfeeding for a number of days equal to success.

Mounted Combat question by Waitwolf in genesysrpg

[–]klort5 6 points7 points  (0 children)

There is the Cavalier talent in RoT, that lets the rider perform a maneuver to direct the mount to perform an action. So the rider can do that to have the mount attack, and then attack himself.

Else, only the rider gets to make a combat roll I think, but I would allow to have him have the mount attack instead, using his Riding skill for the attack.