@BESW Interesting. Sounds tedious. :/ I mean, it could work alright if you gave everyone tokens that represent their moves. Still, this would still be everyone moving once in order, just with some folks doing more in their turn.
I'm envisioning essentially the opposite. A system where you only perform one action each time your turn comes up, but the action's cost and your characters speed determine when their turn will next come up.
@DampeS8N That sounds interesting. So if I try to take an action that costs 4 seconds to perform and I do things at a rate of 2 seconds per whatever, I don't get to go for a while?
Dorian bobs his head in vague agreement, a blithering idiot in one hand, and obviously paying more attention to the portable dvd player in his lap than he is to the conversation.
There's an eight-section "battlewheel". Every action has a speed, which is the number of "ticks" that elapse before you can take another action. Some character or weapon traits can speed up or slow down actions.
It's actually one of my favorite mechanics, but IIRC they cut it from 3e because apparently some people found it too complicated to follow
The impetus for this is a CRPG I've been working on designing for years. It has a system where time is specific and important, actions have 3 phases: charge, release, and delay. Where charge is time before, release is the moment of the action and delay is time after.
@Grubermensch That sounds exactly right. Thanks!
Anyway, working on that game got me thinking about how I might model the same thing in a TRPG... And I can't think of a good way, but thought an FFX type battle system could be really close.
@Dorian In theory these chat rooms aren't meant for entertainment but for structured conversation that the Q&A portion of StackExchange doesn't support well. So the chat has been largely designed to support more scholarly discourse. The Q&A portion of StackExchange is generally more successful at its goal.
I realize that but it's worth a shot to test. I think I asked at one point too but I couldn't remember the result if I did.
I just have an odd habit of randomly posting every couple of minutes as a way of letting people know I was still paying attention, even if only vaguely. Comes from the many chat rooms where I've been a moderator or at least a veteran member.
@DampeS8N Not sure what you're getting at there. I wasn't meaning chats via SE though, just to clarify. I was mostly referring to some old RP forums that had chatrooms they used for casual discussion and randomness.
I'm planning to start throwing story based mental stress at characters in my Fate game soon. I'm looking for advice on how to measure and dole it out? How do you decide if seeing someone hurt is a 2 stress or a 4 stress? How do you keep it consistent?
I think the major knob you have with mental stress is how immediate the stressor is (ex. family member mugged vs person on street mugged vs news report about mugging will be different levels of intensity, and thus take different amounts of time to bleed off).
@DampeS8N deadEarth is an awful system, but I occasionally do chargen for lolz.
@C.Ross @Emrakul has the right of it, I think: make it an attack roll. I'd say start with a baseline and then add +s for relephant story factors like "It's my Uncle Ben" and "I could have stopped that mugger earlier."
(Peter Parker takes 5 mental stress and gains the consequence Guilty about Uncle Ben's death, which cannot be removed until after he begins to deal with it.)
@Emrakul @BESW I don't like the attack roll mechanism because of the variance, and because it implies there is some chance involved in how strong the attack is. It wouldn't make any sense for "Uncle Ben's death" to be a +5 attack roll, roll a -3 and have it only be a fair that he shrugs off.
I was thinking more static attacks based on the trap example I believe is in FC, the heroes are running through an arrow trap, trying not to get hit. It has a static DC of X, the players roll against that or take stress.
@pet Basically, in 4e monsters exist as foils for PCs, obstacles and challenges to be overcome. That defines their role in the game and thus defines the powers and abilities they have. In the case of falling below 0 hp, for NPCs the PC dealing the final blow just gets to decide "unconscious or dead."
If monsters got death saving throws, PCs would just start stabbing already-unconscious monsters before they make the saves. Which is both vicious and boring, so it doesn't happen.
Well in that case why do you want the monster up in the first place? If your players have already gotten it in a hole and are throwing explosives after it they'd probably expect it to die.
You can of course make some emergency rule patch but that's just silly in 4e, a rules-heavy game.
But yeah, I think the big issue is not the hole, but the grenades.
Handing out non-power-defined objects in 4e can quickly lead to narrative-first solutions in a game that's totally dedicated to mechanics-first problem solving.
This is a system transition issue, not a creativity issue.
4e is a very different system and that's okay, but it's not for everyone. There's a gap between the player and the system and your job as GM is to help facilitate bridging that gap. Your goal in this should not be to make the player conf...
Hey anyone know any good dark classical violin music playlist somewhere I can turn on? Need help focusing on writing up my NWoD chara and she's due tomorrow.
the most frustrating problem I ever had like that was with javascript for school, had a PDF version of the textbook, part of our exercises including copying sections of code from the text and fixing them. Since I had a PDF version I figured hey save myself some time, directly copy and paste....
it took, but the quotations mark character from the PDF was recognized as a different quotation mark character, slanted quotation marks, and was thus not valid for any sort of syntax
I didnt have color coding on at that time, so there wasnt anything obvious to scream THIS ISNT BEING READ CORRECTLY