Avatar of VarionusNW

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3 yrs ago
Current It's definitely weird coming back here after realizing I've cut ties or lost touch with basically all the people I've known from here, which were all some of my closest friends on the internet.
3 likes
4 yrs ago
It's been a while, and It's good to be back. Let's see if I can get back into the swing of things.
2 likes
5 yrs ago
Join my new RP, Kodomo-O-Eru Acadamy For the Tsukamu Artes! roleplayerguild.com/topics/…
2 likes
5 yrs ago
and can we please have an answer for Summer's important question: Can we ban me for being one of the straights?
1 like
5 yrs ago
Summer clearly wasn't taking it personally. If anything, it seems more like you are, friend.
1 like

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Most Recent Posts

Yo, had a lot going on for a bit, but wanted to try and join the discord, the link was timed and is no longer available. @BayRat
Consider me tentatively interested, hue hue.
@Dark Cloud PF1e is essentially D&D 3.75, and PF2e is completely different and kind of sits as a mix of the PF1e "customization first" mindset and d&d5e simplification ethos. All abilities are now kinds of feats and are selected from lists, all action types are replaced with just "action" and "reaction" and you simply get 3 actions and a reaction each round. Status effects matter more than tiny bonuses and debuffs. Classes don't have archetypes, the term is now used to refer to multi class/prestige class options that are basically additional feat pools. And a bunch more stuff. It's more customizable than 5e, and less fiddly than PF1e.

It's good if you like a little crunch with a streamlined base, rather than crunchy base with sanded off edges of 5e, or the oops all crunch of PF1e. I think it actually appeals best to people who want to step away from 5e rather than former PF1e players who liked that system.
TL;DR: It's the same design philosophy but streamlined for more intuitive gameplay.
@RickyG85 last few days were just pretty bad and busy for me so I've just not had a chance to write my ideas down. I finally have a character concept and a deck list, so I can get those sent in soonish hopefully but likely not until wednesday unless a miracle occurs. I definitely don't want to hold things up, so feel free to keep things moving and I'll catch up somehow.
I think simply using a simulator would work for standard stationary duels and that's about it. The action duel like duels, I've just been calling them hunt duels in my head, they are majorly effected by RP and movement around a location, so can't really be resolved in a simulator. If the players in character RP in the sim chat it's kind of functional, but there isn't really time for stuff like GM intervention when necessary, and I'd still rather see the duel in prose in the end. It's a bunch of trade offs really.
<Snipped quote by The World>

If duelbook or similar simulators have a written play by play that could be referenced after the fact for writing purposes, that might help, but still seems like more effort than my proposed system, particularly since my method can function even if you only have time to go through a single turn.

My system does have a slight stumbling block of "what if you go through a whole turn only for the other player to have a response to everything before they can even take their own turn", but at that point it's a matter of coordination between the players, making both ideas kind of a hassle in the same ways that matter, so maybe just roleplaying it is the better (or at least simpler) option?

I'd like everyone's input on this, seriously: simulate it, or just roleplay it (for the love of gods, just vote for one; "I'll just go with whatever" is completely unhelpful)


Collaboration posts using a public writing pad site is usually how I've done things. Whole duel in one post. Granted that's also usually in RPs with discords or other forms of active immediate communication being utilized so that players can discuss as rhey are adding to the duel.
etherpad.wikimedia.org/p/Test as an example
What do you all think of this?


thanks for the thorough response, apologies that everything seems to be going pretty terribly for ya. I feel ya on the weather for sure, I think we got 6 inches of snow last night out of nowhere, thankfully we weren't massively effected by it. Everything sounds alright to me. The bennies idea is neat, I'm personally pretty neutral on it myself. I'd say maybe if they weren't 3 per scene, but rather 3 per some vague segment of the story, or just rewarded occasionally on top of the starting 3, but they don't get used up, only passed around. Basically works as an influence mechanic you see in some TTRPGs. Each player has 3, and can hand one to another player to influence their interaction or the duel against them. Pulling a heart of the cards gives it to the GM (or the other player still works potentially?). Then the GM can use these to power up NPCs and monsters in the same way the players can, and this could either completely remove the points from the pool or give them back to the players potentially.

Im just trying to figure out if I should go balls to the wall and run a gamba deck or just run sky strikers...

gamba is so tempting.......


Gambler is absolutely the more fun option. Plus that gives the character room to grow and get better. Granted I'm also biased and just don't like Sky Strikers too much.
I'm interested in joining! Could you clarify how the duels will be conducted? Will they follow standard rules, or will there be elements to keep them dynamic and engaging, like using the 'heart of the cards' to draw the cards we need? I'm eager to participate and would prefer to use a thematic deck rather than a meta one.


So as far as my reading has elucidated, we are using standard rules when they come up, and otherwise things appear to be in a slightly looser format? I don't think we'll have any anime-ified rule of cool mechanics like that if they weren't mentioned in the opening post, though. I believe the GM did mention that he had a good potential way for resolving duels as well and that will hopefully be explained before the first IC post goes up.

I also wanted to ask if we can codify the specific kind of dueling we'll be doing. I assume there might be more PvE duels than PvP, and that duels will often take the place of dealing with wild monsters or hunting down other duelists of the enemy faction? Kind of like there being a field to run around in an action duel, but minus the action cards and minus a limit to the field. Would it be possible to codify these as types of duels with their own mechanics or extra weird rules to both add some interesting texture to duels and make it clear how they're supposed to work? I at least assume being near enough to your opponent to attack, and not having stuff blocking line of sight is relevant for these fuels where you're chasing people or monsters down? Would there be unique traps that care about physical location of their deployment, etc? Just stuff to think about when you have time, I suppose.@RickyG85
I am currently potentially looking at a Thaumaturge of some sort as long as no one is going in that direction? I was also considering a summoner or sorcerer since both also kind of fit my idea, but I think Thaumaturge is the most flexible and interesting option. I can PM about specific character details to see if they sound decent enough.
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