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Archivist

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Posts posted by Archivist

  1. I wasn't clear from the new SRD how exactly "damage" (states of adversity) worked.

    1. Is there any way to generate a temporary Flaw from a poor conflict outcome? It seems like this would be a fun optional rule. 
    2. What do the penalties apply to. Just the abilities used in the conflict? All abilities? Just where it makes sense?
    3. How do you keep track of the states of adversity from multiple sources. If I get a sprain (narrative description of damage from conflict 2) then move one more track down (narrative description of damage from conflict 2) because I've seen something sanity blasting, do I need to write that down somewhere since they might affect different abilities or recover at different rates? or is recovery just an overall thing (regardless of source if you're at level X here's how long it takes to get back to normal)

     

  2. Reading the SRD gave me the impression that (1) you don't roll much and (2) when you do you're resolving a very large-scale story obstacle. So this makes it seem like most adventures would be over very quickly.

    e.g., characters are vampires that want to take over the city. Player wants to roll "Ventrue political prodigy". Character rolls and succeeds. What normally would have been 10 sessions of interesting and tense intrigue, discussion, negotiation happens in a few minutes.

    This can't possibly be how the game works. I think I've misunderstood something.

  3. Thanks!

    My general comment is i think that what's Revolutionary about Revolution D100 isn't the crunchy parts, but the many freeform and narrative aspects about it which are brilliant (the contests, traits, etc.). So of course I'm looking for stuff in a companion that details how to leverage that (as much as creating more detailed armor types). 

    Antagonist Creation:

    I have a copy somewhere translated from the French COC 6e - I've also seen this approach in Ubiquity and Fate, where when you make an NPC/antagonist you first pick importance - e.g., mook, important, full. Maybe for the full level you build them as a character, but for the Mook and Important levels they only have a handful of statistics - where one stat serves multiple functions. e.g., Combat 50%, Social 50% or whatever. So you can generate for these guys a very short stat block. You only need a big full stat block for something you're going to be interacting with over the long term in a complex way.

    So the last three would be covered by things you have helped out before with on the list. One default way to create a setting where characters have special abilities (e.g., Vampires, Werewolves, Psychics) and interact with weird stuff (gates to other worlds, infrastructures) is the cafeteria-menu style, which is used in most superhero games. You have an explicit list of powers in the core game, then you just reskin them for your setting. This would certainly be okay for the companion - you could have a section (like they do in the new Cypher System Horror Tookit book), where you would talk about "here's how to set things up if everyone is a certain type of thing in your setting" (e.g., all vampires).

    However, I'd love to see something where you talk about using all of the cool abstract, narrative bits in Revolution D100 to achieve the same thing. 

    I'd also like OPTIONAL rules for stuff like simplified armor / weapons.

  4. Some ideas (that have been posted before). And remember Revolution guys, just because its obvious TO YOU doesn't mean the average person reading the Core Book gets how to use it.

    1. Simplified NPC / Antagonist Creation

    Several different options for creating NPC / Creatures quickly, maybe with 3 different levels of detail

    2. More simplification options / alternatives

    3. More stuff on non-cafeteria menu power construction. I think the system supports a very free-form approach to this kind of thing

    4. More stuff for playing supernatural / weird creatures

     

  5. 5 hours ago, Atgxtg said:

    But is only is fun because your character becomes good at new things. If the characters doesn't become good at new things, or bettewr at the things they are already good at then where is the fun?

    But what if you start to fall behind in difficulty? That's the problem I see with automatic blanket increases in difficulty. Everything goes up where as with PCs not everything will improve  because they have limited Hero Points to improve with and will be forced to prioritize. 

    Yes, somewhat. The game should be fun, or at least have the potential to be fun. Acutally being fun is something that requires a group effort. But if the difficulties increase over time, regardless of how the characters develop then you will wind up with the PCs not bein gup to the task when they pick up new abilities. 

    Yes, but if the opposing value is 2w2 your Campfire Cook 15 isn't going to cut it. That;'s the problem I see with any sort of  pre-set automatic increases in difficulty, they don't take into account  what  abilities the character don't have. It's like old D&D adventures where a party was in big trouble if they lacked characters of certain classes. No thief and the fell for every trap, no cleric and they had no healing, no magic user and they could never identify and item and so on. 

    So if you are already into a long running game and suddenly decide to diversify by taking Campfire Cook, it won't help you if the default difficulty has been raised to 2W5 by that point in the campaign.

    Yes, we don't want someone to take Unified Field Theory at 5W8 and be able to use it for everything. That actually ties into my point. In play a PC gets a limited number of hero points to spend on improving abilities.  So in any campaign where the PCs diversify some, they won't be able to raise all their keywords at the same rate. That's both a  given, and IMO desirable. But if all the opposing difficulties go up at a uniform rate over time, then the players are discouraged from diversifying, as the more abilities they have, the fewer points get spent on any one ability and the father behind they fall. 

     

    For instance if the default difficulties go up by 5 points after each season, then the PCs need to improve all of they abilities by 5 points just to  tread water. If they can improve faster than that, well they will run ahead of the curve and the game will become too easy. If they progress slower than that, then some abilities will fall behind the curve and become unusable. It why I don't believe blanket raising of difficulties can really work. Like it or not the position has to be scaled to the actual abilities of the PCs. 

    How do people handle this?

  6. I think the best thing about OpenQuest is to encourage people to make stuff with HeroQuest, because after Robin Law's brilliant innovations the best things have come from licences - chained contests, flaws as heropoint generators. I think there's more cool ways to leverage the rules and make new rules widgets that we're not even aware of yet.

  7. Revolution D100 Rules for Spirit Combat, Spiritual Entities, Etc.

    - Yes, I realize this is in Mythras. But I doubt that I understand Revolution D100 let alone Mythras enough to do a good job at this. Spirit Combat, Travel, etc. is definitely a thing in multiple Genres - Gloranthan Animism, Enochian Magic, Werewolf the Forsaken / Apocalypse

    Simplified Antagonist Creation

    Rules for how to quickly "stat out" some kind of NPC ior creature without going through all of the character creation rules.

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