Hidden 10 yrs ago Post by MercuryHg34
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MercuryHg34 Likes long walks on the beach

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Honestly, the numbers for averages are accurate but estimating the "above average yet not overpowered/broken" is more difficult than you might think. They are really just estimates at this point, they could be higher/lower. We have played Pathfinder before, but this is our first time GM'ing this engine. There are certain questions that I just can't answer because we've never experienced it ourselves. This is a bit of a learning process for us too, so please bear with the balancing/GM choices we've made and wait until we've gotten some actual gameplay in before over-analyzing what we're working on.

For now, think of building your character this way: Think of your character, ignoring stats, as though they were a real person or a person in a novel/show. What is their personality like? Who is this person? What do you want them to be and what do you want them to do? After you've fully created your character in this way, THEN you adjust your parameters to reflect this person you've made. As the game progresses, build your character even further towards that end goal. It should be that your personality and the character themselves dictate what parameters you invest in, not the other way around.
Hidden 10 yrs ago Post by MercuryHg34
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Sorry it took a while, but Parser and DragonBeastMode both of your characters have been accepted. You will both receive a PM to further flesh out your personal skills, even though it looks like you both have a good idea of where it's going. The only thing, DragonBeastMode, is that your character can't be from Texas since it doesn't exist. This is a different planet that just happens to be called Earth. Your character can however be from somewhere that is basically our world's equivalent of Texas. It's a minor technicality, no big deal.
Hidden 10 yrs ago Post by DragonBeastMode
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oh ok lol I'll change the name to something less real earth like if that makes sense xD. sorry
Hidden 10 yrs ago Post by Whisket
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Totally forgot to edit my stats into my post they're there now. I'm pretty sure they're right but I'd appreciate to go ahead from light.
Hidden 10 yrs ago Post by MercuryHg34
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As long as you used the point-buy calculator Light made and the end total equals 0 then you're fine. Also, no stat can be any lower than a 3.
Hidden 10 yrs ago Post by Parser
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DragonBeastMode, have you gotten a PM? I fear my PMs may not be working properly.
Hidden 10 yrs ago Post by DragonBeastMode
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Not I didnt get one yet
Hidden 10 yrs ago Post by Parser
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Oh, alright then. Just checking.
Hidden 10 yrs ago Post by MercuryHg34
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You guys didn't get it yet? I'm sorry, I'll make sure Light sends it to you both today.
Hidden 10 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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Sent
Hidden 10 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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Mercury, please archive all CS's in the OP. It will be much easier to reference and keep track of everyone.
Hidden 10 yrs ago Post by Konica
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Konica (ง •̀_•́)ง

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Just curious, how much longer until we get started?
Hidden 10 yrs ago Post by MercuryHg34
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I'll work on that, Light. Also, we've been discussing personal trees with everyone and we've gotten some good feedback. Soon we'll create the character sheets in the google spreadsheets with links to those in the OP, where you can glance over your characters and finalize them or make any last minute changes. Beyond that is Light and I finishing the effects of the remaining skills and updating them in the OP, and then everyone spends their first handful of skill points on skills as they please. I already have an opening scenario and a general arc of the story planned, but most of the details are up to how the party proceeds so it's not totally linear. I want to provide opportunities for side-quests and optional dungeons, etc. along the way as well.
Hidden 10 yrs ago Post by Jerkchicken
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MercuryHg34 said
Also, please explain what you mean by inflation.


Let me start of by saying that it's cool and all that you two are making a homebrew system. However therein lies some issues. The first one being that things change from a video game environment to a pen and paper rp environment. And in particular the handling of general maths and numbers with your mechanics and mechanics themselves. With video games you got the machine handling the maths and mechanics which means the devs can afford to put in a bunch of fiddly bits. Now on the tabletop side of things; everything is handled by people which adds error and a little bit of slowness, also you can abstract things.

I know you guys are all insistent on handling the crunch. But as one GM from another excessive amounts of fiddly bits isn't exactly the most fun thing to run and runs the risk of bogging things down. And I'm seeing you guys use odd and large numbers in places where most systems don't really use and clunky odd maths with stats and generally unnecessary and complex subsystems that could be handled in a more abstract and easier manner that won't get bogged down. And it's not just system being clunky it's also the needless delay it's causing as you guys build more and more.
Hidden 10 yrs ago Post by DAWNSTAR
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Just personally but it seems like this has died.
Hidden 10 yrs ago Post by Konica
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Konica (ง •̀_•́)ง

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Maybe something happened to the GMs? Haven't heard from them in a while.
Hidden 10 yrs ago Post by Jerkchicken
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No clue but yeah probably dead and the incomplete status of the rules won't help things either.
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