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Tanaka84

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Posts posted by Tanaka84

  1. 15 hours ago, RosenMcStern said:

    Why do you say so, tanaka?

    The majority of powers and weapons do interact with Basic Combat, although the effect is less detailed and granular than what they would do in Advanced Combat - but this is normal, as AC is "more detailed" than BC.

    Specifically:

    - armour offers 1 or 2 points protection against Resolution Point damage;

    - weapons do a specific die of Resolution Point damage;

    - weapons with +1 or +2 to Might in addition to the attacker's Might do extra Resolution Point damage;

    - two-.handed weapons still bestow a +1 to the attacker's intrinsic Might;

    Powers have other important effects, for instance:

    - Absorb Energy may still block elemental attacks if sufficiently powerful

    - Confusion, Demoralize, Disruption, Dominate, Palsy, Smother and other direct attack spells do direct Resolution Point damage - useful with a physically tough opponent which lacks magical deenses;

    - Damage Boosting adds to the weapon die, thus does extra Resolution Point Damage on a successful hit;

    - Diminish or Enhance Characteristic may affect Might or starting Resolution Points;

    - Fanaticism provides a Bonus to attacks;

    - Grant, Improve or Suppress Trait may alter die rolls in a substantial way;

    - Haste and Hinder influence Strike Rank, possibly allowing or denying preparatory actions;

    - Heal and Restore allow the recuperation of Resolution Points on an Advantage defense roll;

    - Neutralise Magic can be used to defend against a magical attack if you lack Willpower or another appropriate trait;

    - Project Energy or Web can be used to deal direct damage to Resolution Points, like a weapon;

    - Protection subtracts 1 or 2 damage when the target is hit;

    - Resist Power may prevent usage of attack spell on a target;

    - Shimmer still provides a Penalty to hit the target, possibly multiple times per round;

    - Speedart does +1 Resolution Point damage for the additional Might, and provides a Bonus to the attack;

    All these, and others, are effects that result from application of the rules, not freeform use of power traits. Nevertheless, you can still use powers such as Illusion, Form, Fly, Telekinesis, Teleport and so on to provide "narrative" bonuses in basic combat if you wish, but the majority of powers have non-narrative effects even in BC.

    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 :P 

    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

    • Like 1
  2. On 6/21/2017 at 8:52 PM, pansophy said:

    @Rosen: when you are doing a revised edition of the RD100 book (as a hardcover, of course ;) ), maybe you think about renaming 'Basic Combat' to 'Narrative Combat'? IMHO this is a better fitting title, as the current Basic Combat does not have anything in common with the Advanced Combat rules. This way somebody who is not interested in the narrative side of combat knows he can simply skip that chapter without missing any rules - and the other way round.

    Also, a bit more advise or a separate chapter for the Powers and how to use them in Narrative Combat would be great. Currently it is not easy to decipher if a rule in the Powers section is relevant for Narrative Combat at all. Not that it is unusable, but it could be easier to have a better separation between the two. Or maybe use different colors? I don't know ;) 

    But now, get back to work on that Kickstarter! :D 

     

    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)

    • 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 :P 

  3. 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 

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