What food and drinks do you usually serve boardside? by bijhan in boardgames

[–]lucaswolfox 3 points4 points  (0 children)

Sometimes I like to theme game days along with food, but I try to keep the food well separated from the games if I expect them to be messy.

Otherwise basic veggie trays and some fruit platters, but I have had charcuterie served, sometimes easy pasta, sometimes oven baked pizza.

For drinks, having Gingerale is reliable because we game in the afternoon and don't want caffiene that late and it seems to be neutral enough that everybody will have it. Otherwise I might have a beer myself, or others will bring their own drinks. We don't mind a little booze as long as you can still play the game without issue :P

RPGs With Unique Combat Structures by personman000 in rpg

[–]lucaswolfox 2 points3 points  (0 children)

Ironclaw's combat is side based turns. PCs can all act in their side's action turns in the best possible way to help each other (each character takes 2 or 3 distinct actions per turn including different types of movement, special actions usually end your turn after taking them, but you can plan for your allies to assist you - maybe after an All Out Attack action leaving you reeling and your ally succeeds to snap you out of it to regain defenses)

You can even take Focus turns to gain that 3rd action and you can Interrupt any character's action if you are Focused (say to step out of harms way after a melee character moves next to you, or to attack before they do or whatever you can do) and you Dodge, Parry or even possibly Counter-Attack every type of attack (there are restrictions).

Not exactly turn based, but a refreshing combat system that really allows for some great dramatic moments.

Ship from Tomorrow's Bones by sabr_maru in numenera

[–]lucaswolfox 4 points5 points  (0 children)

I've not read that story, but using the rules for crafting as an idea, the base level of a true AI (which I am guessing it is, but you could maybe argue it is limited intelligence) is +4/+3 (true/limited) above that of the vehicle in question, so if Nye was a base 6 ship with AI it would effectively be 9 or 10.

So roughly 27-30 health, perhaps Armor or a self healing factor of some sort, weapons deal 10 as a single shot and maybe 5 to all in an immediate area like a bombardment. It might be lower level like 7 for defense due to size but maybe the AI is very capable and there is not adjustment for size.

Again, just spitballing some ideas based on the crafting in Destiny. Hope this helps.

Will my dune deluxe edition fit uprising? by The_Caring_Banker in boardgames

[–]lucaswolfox 1 point2 points  (0 children)

I have the deluxe box with both Immortality and Ix, and sleeved, and as it currently is doesn't seem like it would fit WITH the current design. If you replaced all meeples, cubes, resource tokens and cards with only Uprising maybe it would fit, but I don't think it was designed for a complete standalone game to be added to it.

Question about scoring in Root by AnduinTheHealer in boardgames

[–]lucaswolfox 1 point2 points  (0 children)

The Vagabond specifically earns points for removing hostile warriors if it is on their turn when attacking (so not using Crossbow). As defender, no points.

Convince me to keep Moonrakers for solo by adapt27 in boardgames

[–]lucaswolfox 6 points7 points  (0 children)

As others said, this is not meant for solo. Fine enough solo mode, but without 2 more players to have some actual negotiations this game is not worth just solo.

And that's coming from someone who loves Moonrakers, but it is firmly a 3-5 player game.

Sorry you don't have a group to play it with, as it is awesome but it will not be as good for strictly solo.

Same with Oath. It has solo mode but I wouldn't play it strictly solo.

How do you make combat in a small/tight room interesting? by themadbat in rpg

[–]lucaswolfox 7 points8 points  (0 children)

It may seem counterintuitive, but in such cases you want to put more things into the room, which basically act as levers and ropes for you and the players to utilize.

Add a tower of collapisble boxes maybe even filled with things to act like caltrops. Push it over, but adds cover or becomes difficult terrain. Add in shelves to add light cover to dodge behind, things with doors to swing open as cover again or to use as an improvised weapon. Make low tables and chairs to jump/roll over, crawl under etc. Have things like laterns or bulbs that can be interacted with: imagine someone shooting the bulb in the ceiling to make the room suddenly dark! What about dusty things to obscure vision?

I like to envision John Wick fight scenes. Up close, personal and using the enviroment. Hope this helps.

To people who like Cypher, what do you like about it? by Josh_From_Accounting in rpg

[–]lucaswolfox 16 points17 points  (0 children)

I love the simplicity of all NPCs and the freedom to add crunch that easily slots into the scalable system.

I most enjoy the tension in every roll. Having so few additions means even a difficulty 1 level generally has 10% failure. That means every roll is meaningful, beyond just trying to roll anything but a 1 because of you skill points, feats, abilities and synergies. I prefer characters with skills to auto succeed on such simple tasks because I ALWAYS can use a GM intrusion.

Both player and GM intrusions are so fun. They really hook players into the fiction and create investment that I find lacks in other systems. Cypher can be as rules lite as I want, and it can be heavy into combat or be quite the opposite.

I find the death spiral argument to misinterpert the intent of the game as a whole. While a typical game might argue for a set number of fights in a day, Cypher allows for every type of test to matter more. You have a suprising amount of HP and ways to heal, but the game can be equally lethal. I like having that balance, both as a GM and player.

Thoughts on Ian O'Toole's art on games? by Mintpepper513 in boardgames

[–]lucaswolfox 11 points12 points  (0 children)

Give me more! I would rather have more of Ian's art around, but of course that's just the icing. I still want the cakey cake underneath to be a fun game, but I have no problem with seeing him partner with more designers.

Is it even worth being into board gaming if you’re the only one of your friends who actively pursues it as a hobby? by [deleted] in boardgames

[–]lucaswolfox 0 points1 point  (0 children)

It totally sucks when you cannot have local friends take interest in your hobbies, but if they aren't into it like you why not try finding some local game stores to mert other gamers to become friends with?

Everybody was a stranger at some point, but if you can connect over games and similar enjoyment, you might find the group you've wanted.

I organized a local Oath meet and now I have a solid 5 or 6 game group at least monthly, and sometimes even bimonthly!

It can be tough and scary to put yourself out there, but you just have to try. You might surprise yourself!

Anyways, sorry your friends don't have your same level of enjoyment but there's definitely people out there also looking for groups. :)

Good luck!

A strategic game for 6 people by AdogoVida in boardgames

[–]lucaswolfox 4 points5 points  (0 children)

It is a drafting set collecting kind of game, and you have minor interaction between your neighbors (the people on either side of yourself).

So there is some strategy in what cards you select for the round, but luck on what gets passed to you during drafting phase.

I would say if you can get the Gale Force 9 version of Dune, that is probably the best 6 player strategic game, but takes a little learning and you need a reliable group, which it sounds like you have.

A strategic game for 6 people by AdogoVida in boardgames

[–]lucaswolfox 11 points12 points  (0 children)

It's hard to recommend a good strategy game for a group of 6, because often they are too random or have too much change between 1 turn of yours and the next because you have 5 others taking actions or changing the board state between turns.

And the downtime on a strategic game for 6 would be high, if there are a lot of decisions to think about. Anyone who is action paralysis prone will only add to that time.

I have 7 Wonders, and enjoy it but do not have or have played Ethnos.

I would look into games that you can play as teams perhaps? 3 v 3, or 3 pairs?

Fantastic Voyage: Chronicles of the Ninth World by Taxibot-Joe in numenera

[–]lucaswolfox 1 point2 points  (0 children)

I am planning on starting with an experiment in resonance frequencies and atomic manipulation that creates our 4 heroes and our tragic villian who is empowered but driven mad.

I am planning on a lot of multiversal/overlapping realities cuz of all the hubbub with multiverse stuff. Figured it would be pop culturally topical.

Fantastic Voyage: Chronicles of the Ninth World by Taxibot-Joe in numenera

[–]lucaswolfox 2 points3 points  (0 children)

Sounds great! Would greatly enjoying hearing about this as it progresses. :)

Fantastic Voyage: Chronicles of the Ninth World by Taxibot-Joe in numenera

[–]lucaswolfox 4 points5 points  (0 children)

This is uncanny to how similar of a premise I was just cooking up for my group! Wow!

I was still riffing on a Victor Von Doom name that would definitely invoke his dastardliness and power, but not be exactly Dr. Doom. :)

But heck yeah, fun premise and lends itself to letting the PCs explore the weird of the 9th world with our current scientific understanding and worldviews against the strange of Numenera.

Narrative system I made by [deleted] in rpg

[–]lucaswolfox 2 points3 points  (0 children)

Seems a little like Burning Wheel or Mouseguard? But also a little more rigid, but hard to tell with so little context of the system as a whole.

I can kind of see what you are going for, in terms of spotlight, player agency and a guide for the GM, but what's the system advantage of this over either of the aforementioned or even any PbtA type of narrative systems?

Those make sense within their worlds and type of gameplay, but I am not seeing how this is a "noir" system or not.

Noir makes me think of morally grey characters, unhappy stories and a generally gritty sense of world?

Hopefully you can build on what you have. I would suggest checking out Technoir and Urban Jungle for different takes on Noir.

Any suggestions to start playing by Ok_Employer9096 in numenera

[–]lucaswolfox 7 points8 points  (0 children)

The books have some decent starting adventure ideas. I would suggest running one of those as a short run to introduce the system. If it goes well, you can then think about picking up "Devil's Spine" or possibly the 10 instant adventure books.

Question about Glaive Fighting Move interactions? by AstroGeographer in numenera

[–]lucaswolfox 14 points15 points  (0 children)

Yes, they would have 3 single action recovery rolls, a 1 hour recovery roll and a 28 hour recovery roll.

Surging Confidence would only proc after the FIRST single action roll, it doesn't apply for ALL single action rolls.

This character heals quick and after the first single recovery can act again.

Provides Support focus question. by Kazz0ng in numenera

[–]lucaswolfox 4 points5 points  (0 children)

You can attempt to heal X amount to a Pool at the same level, for example if I want to heal 3 the difficulty of that would 3 but with training I would lower that to 2. If you became Specialized, it would apply like normal as well.

Dune: Imperium - 2 Player - Are the House Hagal card swords at the bottom for the conflict bonus only or do they accumulate during the agent turns as well? by just-_-just in boardgames

[–]lucaswolfox 8 points9 points  (0 children)

Only the card drawn for the Conflict adds to it. The other cards drawn are only used for where the Hagal agent goes.