got to take an indie system called Against the Darkness for a spin, and also poked Numenera rather briefly since the local demo-guy for Monte Cook Games was there today
It's a modern-set heroic/supernatural game (i.e. unlike a Mythos setting, the players are expected to win on the whole). The conceit is "demons are real, and the Catholic Church is tasked with kicking their rumpy tails"
The base resolution mechanic is quite simple (dice + attribute + skill, with possible opposed rolls, and a distinction between mundane skills and miraculous ones) -- each attribute has a die size set with it (d8/d6/d6/d4 as their are four attributes).
The Japanese and Korean term mu (Japanese: 無; Korean: 무) or Chinese wú (traditional Chinese: 無; simplified Chinese: 无) meaning "not have; without" is a key word in Buddhism, especially Zen traditions.
== The word ==
The Chinese word wú 無 "not; nothing" was borrowed by East Asian languages, particularly the Sino-Xenic "CJKV" languages of Chinese, Japanese, Korean, and Vietnamese.
=== Pronunciations ===
The Standard Chinese pronunciation wú historically derives from (c. 7th century CE) Middle Chinese mju, (c. 3rd century CE) Late Han Chinese muɑ, and reconstructed (c. 6th century BCE) Old Chinese ...
I'd like to give her the benefit of the doubt that the managing editor for Illuminerdy whose handle includes "d20" is speaking from experience, but why doesn't have anything to do with her point anyway.
I can say from my experience that I've been the GM she's describing, with all the best intention in the world, and it's driven people from my table.
A flat "Are you sure?" is not a very good idea, but new players DO need to occasionally need to hear what will happen if they do "that action" before it resolves and be given the option to rethink.
Because they might not be familiar with tropes, rules, or just simply the fact that they CAN do that thing and the game won't stop them, even if it's instantly fatal or campaign derailing.
I don't know, I'm not seeing much of that. I don't believe that 'The Best Action is the one the player invents for their character." when it comes to actions that will get them killed because they don't understand the consequences of their choice due to lack of experience with the game.
It invites the same reflection on the interaction of declaration with narrative, with the added bonus of encouraging evocative detail, and without positioning the GM in a position of superior judgement.
And without showing them that they are misjudging some hidden variables that would heavily influence their choice.
It won't help a low level character who just stated "I stab the vampire lord in the face", because they can explain very well what that looks like; they just don't know it's too powerful an enemy to attack like that.
(And personally, that kind of mechanical shutdown is one reason I stopped playing 4e even though I loved what 4e was doing.)
I had a new player with amazing, dramatic, interesting ideas which would've made sense with the narrative and created excellent story--but would've trashed 4e's mechanical balance, so I spent the whole night telling her "no."
It was a threshold moment for me, and re-framed all my struggles and challenges over nearly 10 years of D&D.
I'd been thinking about trying DFRPG, and that night was what cemented in my mind that we needed a dramatic system change. Turned out DFRPG wasn't the right system for us, but it was a good gateway because the group was excited about the franchise--which helped bridge reticence about sunk costs.
So: lair effects of the silver dragon (MM p118) has: Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. For example.
@Yuuki Healing spells cast by good creatures on good creatures near a Unicorn's lair can be maximized.
I don't like the Good-Evil nomenclature and was wondering if there were any mechanics that would be messed up if I retooled it for my homebrew setting.
Looks like it's pretty open, then. Even those things I found were open. Alignment is talked about quite a bit in PHB, but it's mostly RP stuff (as it 'should' be)
Working on completely unnecessary details for my homebrew setting, I decided to fix the one problem I've been having with other fantasy pantheons: the death god is always the bad guy.
So the death god in my setting is both the "leader" of the gods, lawful good (or lawful altruistic), and a god of nature.
@Yuuki The Raven Queen's a nice alternative in Points of Light.
There was a god of death, undeath, and several other things -- and he became drunk with power, so a few other gods and minor gods decided to bring deicide down upon him. After he died they split up his portfolio (because they figured this much power shouldn't be given to any one deity), and the "death and afterlife" part of it went to The Raven Queen, who was previously said corrupt god's consort (by force; she didn't want it).
So I'm going to make a lawful good death god and a chaotic evil life god.
Both are also deities of nature.
In this case, good is "altruistic" and evil is "egocentric".
I feel like chaotic egocentric makes the most sense with a god of life and nature as that represents wild animals the best. Nature doesn't care much for rules, only survival which is innately self-centered.
What tag should I use if I'm looking for the article that a rule or statistic is found in?
@Yuuki It's easier than most people think to write a death god as being good. All you need to do is make immortality an evil, corrupting force and you're good to go. (Hell, lots of fantasy already does that, especially with undead being almost 100% evil).
So I just realized that I'm spending waaay too much time writing out greater-scope lore when I'm probably starting at 1st level where characters wouldn't interact with that at all.
@Yuuki I've heard it described that lore should be written like an inverse donut: the players need detail about what's immediately around them, and detail about the big picture of the world, and don't need detail about the intermediate stuff.
I think for deities, players would care about a brief summary of the major deities, because that's important to establishing the big picture, but the intimate details of a deity doesn't matter until they are directly doing business with that deity.
@Yuuki Also, a general political overview of the setting would be appropriate. What's the big news everybody in the area got to know about?
This can easily tie into local situations like gropus of soldiers relocating, political unrest, tax raises or other things that the players will recognize as symptoms of a consistent world.
(Wow, it looks like I could build a campaign in a custom setting, if I only would...)
@Yuuki A sprite can know a creature's alignment via the ability called "heart sight" so if you have a Sprite Familiar, you can learn alignment. There is a DC 10 for all except fiends, celestials, and undead whose alignment is known without a save
Hipster Opinion: Blockly [Google's block-based cross-language-(so-long-as-someone-codes-it-in) learning tool] is a legitimately good way to pick up a new language or tool even for experienced programmers.
@doppelgreener It seemed to me that PID would be reasonable to put on the question @TomDacre was asking about, but the wiki excerpt didn't really support it. I figured since I can edit the wiki and not vice-versa, perhaps it should change =)
Quick heads up - I know I'm late to the party, but I've just added my thoughts on moderation style to the "how are we doing" question, and I'd appreciate any feedback. I mention it because it's relevant to the ongoing elections.
@SirTechSpec Seems sensible. I know BESW's identified a few things that help his communications seem welcoming, but there's a lot of parts to it as well and it's taken me a while of being around him to pick up on how he does what he does.
@doppelgreener Yeah, I mean, obviously a lot of it comes down to extensive training and/or attitude, but there are some parts that should be more easily reproducible by those of us who are willing. KS linked to part of that, but I know there's more already written somewhere.