Jump to content

Tanaka84

Members
  • Content count

    16
  • Joined

  • Last visited

Community Reputation

4 Neutral

About Tanaka84

  • Rank
    Member

Converted

  • RPG Biography
    I've been playing for over 18 years, started with ad&d and have tried and played dozens of different games, from savage worlds to small indie games.
  • Current games
    Star wars ffg
  • Location
    Caracas Venezuela
  • Blurb
    College professor, social psychologist, happily married, geek, lover of rpgs video games and pop culture.
  1. Updated PDF available

    BTW, Kudos on the new PDF, it´s very light and very gently on my mobile devices!
  2. Yes you did, and it worked like a charm! once I got used to it I started introducing aspects from Advanced Combat and I'm slowly building up to migrate to it
  3. I agree, RD100 is less math heavy than a lot of other games I player (13th Age for example, nothing too complex, but there is a lot of addition). I made the sheet because: a) I was out of practice with Excel, so I wanted a small side project to practice B. I do most of my gaming online nowadays, so I'm losing the face 2 face perk I might as well take full advantage of the benefits of online gaming and C. I can whip up a "legal" NPC in a few seconds (Most of the time I just wing it ) CHeck out the conflict sheets, they might be useful
  4. Here is the link to the document: https://docs.google.com/spreadsheets/d/1t_SEdR8WpuSc81nVnZZ753vhB7X9sMwy40NXclRojJc/edit?usp=sharing Let me know if you have any ideas
  5. Implementing Advantages / Feats / Edges

    Hahahhaha, i was under the impression that stunts only work under certain subsystems, for example in advsnced combat, good to know I was wrong
  6. Implementing Advantages / Feats / Edges

    Actually I have done something of the sort for my game Since my group is lazy and I will never get them to read the main book I wrote a "redux" version (in spanish) for them; as I was organizing the information I had a flash of insight: Stunts and powers are also traits. (Duh I know) Once I started thinking like that, I realized that I could hack stunts into my game (I don’t use advanced combat), in essence a stunt is a trait that a. doesn’t provide a bonus b. changes at least one mechanical variable c. may provide narrative permission (for example Acrobatics and Read intentions both provide narrative permission, they justify why you can use acrobatics to make a Wuxia like jump, or use dodge to avoid bullets) So basically I defined a trait as “a word that specifies something about your character” and it can be an Enhancer, a Stunt, or a Power Enhancer traits are what we know in RD100 as a “trait”; if you can justify how the trait aids you, you get a bonus to your check, or it can be used for support actions (Denoted on the character sheet with an E after the trait) Stunt traits on the other hand, do not provide bonuses; instead they may introduce a new mechanic into the game, change the way a mechanic works, and provide narrative justification. (Denoted on the character sheet with an S after the trait) In order to buy a Stunt trait you need to have a pre-requisite Enhancer trait Power traits are a mix of enhancer traits and stunt traits, that is, it’s a trait that can be used to get a bonus, but which also introduces new mechanics. (Denoted on the character sheet with an P after the trait) So a character may have for example Spellcasting (E), Range (S), Demoralize (P) ------------------------------------------------------------------------------------------------------------------ Up till now, it’s just semantics (I’m just teaching the same game with different words), but here is where it gets interesting, let’s say I want to run a game about supernatural creatures, so I come up with two enhancer traits, Werewolf and Vampire Now, each enhancer trait can have a family of stunts and powers associated, for example: Werewolf (E): Regeneration (S): Once per physical conflict, you may choose to regain 1D6 resolution points. You may do so a second time if you take an “enraged” consequence. War claws (S): Your natural weapon damage is D6 Protection (P): As per the protection power Vampire (E) Invisibility (P): As per the invisibility power Blood sight (S): You never take penalties from environmental sources that would impair your vision Haste (P): As per the haste power If you are lazy like me, you can get rid of Powers (powers as freeform traits) and just use Enhancers + Stunts, that pretty much hits my crunchiness sweet spot. So I guess my hack is that I opened up stunts to be like edges/feats from other systems
  7. Suggest a change or correction

    I'm not going to write a long reply, because that's not the purpose of this thread; but you really opened my eyes, thanks for the insight mate. I'm going to look at Basic Combat with a fresh set of eyes. Ok, so, let's avoid the N-work (not that N word!).... hmmm how about M-space's name AKA Quick Combat, I like the sound of that, and it doesn't feel like it;s a little brother to advanced combat Thanks again mate!
  8. Suggest a change or correction

    So, here is a neat Idea, let's work on the How to do X in Revolution thread, and then it can be published as a PDF collection as an OGL thingie... or better yet, maybe a zine
  9. Suggest a change or correction

    - A short one/two page table for adjudicating spells in Narrative Combat -and remove the Narrative combat explanations from the spell list- - Related to the first point, perhaps an optional rule on using overcome powers in narrative combat; the way it is right now, it´s a waste for a character to have several overcome spells, as mechanically they all do the same thing (Loss of RP). - An optional rule for "creating obstacles" as a support action in conflicts, that is, situations that prevent a character from taking a certain action until they are overcome. For example, "I use my elemental wall talent to create a water wall, preventing them from running", this forces the opponents to change their tactics. This could be used in conjunction with the second point above, so a mind control spell could be used to prevent a creature from attacking (until they win a roll for effect against the caster in a battle of wills).
  10. Modeling Chronicles of Darkness

    First Paolo, thanks for the reply, this what I love about Alephstar the most, you love this game and are always in touch with your fans! Second, keep in mind that I fully recognize that this is a subjective opinion I guess that my perception is based on two aspects: - First, if you want to keep the engine within the purview of basic combat, there is a lot of information in those chapters that you have to discard, and while you really learn the rules, it's not obvious what is supposed to go with Advanced Combat and what has to go with basic. - As for the second one, some guidelines on how to handle powers in basic combat beyond "check the basic combat section" would have been awesome, in fact, that post right there needs to get pinned for newcomers to read Having said that, my playtest session was fantastic, and I really want to write my own game using the engine. Keep up the good work mate
  11. Modeling Chronicles of Darkness

    Agree on both ends, the basic combat section feels like an afterthought due to how little it interacts while half the book (equipment and powers), which is unfortunate since its really versatile in comparison with advanced combat (which models tactical an "realistic" combat specifically)
  12. What do we need to do now?

    Find what RD100 is good at and recommend it when the need arises Figure out the target audience and current perception of the game, for example, being a BRP derivative people will probably perceive the game as deadly/crunchy. An introductory/quickstart product like Savage World's Test Drive rules; the book while amazing is a huge beast, with many subsystems. A barebones product let's newcomers (specially non-BRP gamers) test the game without having to sit down and read the whole thing. FFG's beginner box introduces the Star Wars system in very manageable chunks. Conversion documents for popular media: Star Wars, Marvel, Westworld, GoT, Walking Dead. A couple of years ago someone explained the Avenger's battle in New York using Fate Accelerated, that drew many people into the game and helped grok how the game was supposed to be played. Make podcasts, write to kurt wiegel or other reviewers with a fanbase to put the game on their radar, post actual play's on youtube. Keep the content moving, make a fanzine Build a community on G+ (Sadly, while I love forums, communities are easier to access with cellphones and tablets) with links to the content I've talked about above, direct curious folk to said community. Make products using the OGL Ok, that's a long list
  13. Questions from an initiate

    Hello everyone, name's Gustavo. I backed revolution d100 and might have found my new rpg darling. It's a great system and I'm dying to give it a try. Having said that, I've hard a hard time digesting the rules. I guess that it has to do with the fact that this my first d100 derived games (aside from CoC 5th edition which seems rather tame in comparison). 1) by default powers work just like traits, that is, one must invest a trait slot to learn them, is that correct?. If the answer is yes, it would seem that wizards need to dedicate a lot into concentration to get enough slots for both powers and manipulation traits. 2) on page 26 under the "multiple traits" header the rules state that a character gets a bonus to the roll if more it had more than 1 applicable trait. Is this how it works in conflict resolution as well? Or in conflict resolution should one always resort to support actions? My interpretation is that if it would make sense to apply both traits immediately then the character gets a. Multiple trait bonus, but if it needs some preparation then it would require a support action (and neither trait could be used for support). I'm pretty sure Im going to be making lots of questions from now on, so I'm sorry Happy new year everyone
×