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[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1454181404417.png (1.77 MB, 1027x1426, 1027:1426, Screenshot (2).png)

 No.214640

Has anyone here ever played this game?

It's pretty old (2009 I think) and due to release shenanigans didn't made the news (in spite of getting an Ennie nomination).

So, here are the reasons I like it, and want to attract more attention to it:

>Combat mechanics

Your character learns fighting styles, represented by a sheet containing it's available move, organised into lines and rows that you "navigate" with a token, ion order to choose your move. No "action points", no "times per day" limitations. You start combat in one of your "Rebalance maneuvers" (your basic moves that that style allows) and work your way to the good stuff. Combat also revolves around stopping your opponents (and they trying to do the same to you) from getting their best moves as well. Easy to learn, hard to master.

>Social encounters

As in many other games you use Charisma in social encounters, but a few changes make these encounters interesting. You can deal damage to a character's Mood to get information, persuyade him, or to make him reveal his Inspirations (another cool mechanic of the game). There's social-enhancing gear, and a Reputation mechanic as well.

>Inspirations

What inspires your character has a bearing on the rules, but also on the game's setting. Inspirations give you extra bonus dice on rolls, and might even prevent death. Literally, the universe conspires against your death if you have too much love or ambition (hence defeating the BBG in battle is not enough, you have to attack his inspirations as well). This is recognised in the game, as a kind of magic of it's own. Which brings us to…

>Magic

Magic in the Kingdoms is wild, causing magical mishaps on a critical failure. In the setting, this means that commoner's receptivity to magic may vary, since it might be seen as a danger, or as a necessary risk. Which brings us back to Inspirations being seen as magical, and therefore, as dangerous.

>Atmosphere

The nobility see as their duty to protect the people from the dangers of magic, even if it's from the people's own Inspirations. This brings us to a heavilly regulated victorian world. Where the lords will dictate what people may like, love, think, and how passionate they can be about it.

>Do I have to buy this? Is OP a fucking shill?

Not if I can help. I purchased a PDF back in the day. Didn't play much of it, or of any tabletop game since, due to being too busy to dedicate any time to the hobby. So, here's my request to the elegan/tg/entlemen of this board:

How the shit do I remove watermarks from a PDF? As soon as I can remove my personal data from every page of mine, I can share it with you.

 No.217911

>>214640

>Combat mechanics

It's that thing with graphs for styles? Yes, the idea is very good.

The problems are dice stepping and irrelevance of weapons.

>Inspirations

Not so good, but certainly better than most at handling this.

Generally, good, but needs improvement on the same level.


 No.220484

File: 1456064779283.jpg (108.97 KB, 500x348, 125:87, mindGremlins_500.jpg)

>>214640

>>214640

>How the shit do I remove watermarks from a PDF? As soon as I can remove my personal data from every page of mine, I can share it with you.

Bump for good question.

Victorian atmosphere pic related.


 No.220497

>>220484

Volcanohound would know. Go ask in the new PDF arrivals thread.


 No.221060

>>217911

>irrelevance of weapons

I kind of agree on this one. What style you choose and your talents are more important than your weapon. Weapons are only relevant when they have special habilities attached to them, if it's a masterwork (dealing extra damage against weaker armor), or if you are attacking masterwork armor (that soak damage unless your weapon is of a certain quality).


 No.221160

>>221060

To be absolutely fair, most swords will kill you just as dead as a knife.

And it's not like knives haven't got advantages over swords; one has greater reach, the other is faster and easier to hide. Pistols vs. Rifles in the medieval age.

But if you really wanted to, couldn't you adjust the damage values on weapons?


 No.221233

>>221160

You could homebrew it, of course.

But I particularly like the game's balance.


 No.221243

>>221233

Fai'nuff. I'm totally stealing the combat grid for my own purposes, though. The only two things I can think of that would improve it would be turning it into a build-your-own-grid system, and adding some kind of bonus/penalty that scales with the width or height of your grid. The question is, do you make it a bonus, and stack the combat in favor of people who have a lot of skills or build sideways, or make it a penalty, and create a David/Goliath situation where nobody wants to be Goliath?


 No.226239

>>221160

The point is that weapons/armor/tactics were developed to counter existing weapons/armor/tactics.

The most obvious being maces vs. chainmail and beaks vs. plate. But ultimately this applies to sabers, rapiers, small shields and everything else remotely swashbuckly.

SK tracks only tactics (styles) and does this well - but lumps the rest.




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