|
Post by Yuko Sayre on Sept 25, 2015 1:44:24 GMT
This isn't really an idea, though it might be considered Feedback? At any rate. I actually do have a copy of the old pdf downloaded to my PC. Something I've been wondering though.
Is there a reason you decided to take out the Sanity rule from the original pdf? I haven't seen it anywhere in the new pdf, and it always seemed like a pretty neat thing. (If it wasn't abused.)
Another thing is (and I'm not sure how fairly common this is seeing as I've only played 3 sessions of D&D and 1 Evangelion Campagin) but theres no system of inspiration (or luck as its called in Eva) to give players a chance to influence things in their favor. I mean you have the combat re-rolls, but what about outside of that? Is there a reason for this or is it something thats being worked on? I know there is stunting, does that count as the substitute in this case?
|
|
|
Post by TM93 on Sept 25, 2015 2:51:18 GMT
I didn't recall seeing anything about sanity in the release I found and edited. Beta .08 update edition? That was the handbook I found, if more was added after that my apologies. If I missed it, it'd be welcome if you pointed out the page it showed up on.
Edit: searched the old, dead forums, I found the sanity and inspiration update, it was in the .07 Beta, thus why I never found it in the .08 Beta I'd been working from. It must have been taken out for one reason or another.
|
|
|
Post by Yuko Sayre on Sept 25, 2015 4:58:48 GMT
It could have been as simply as it was taken out to be worked on, but never put back in. I really don't know why it would have been taken out.
At any rate, is it something you plan to bring back into play at a later date?
And was there an inspiration update? I had assumed it was something that had never been looked at due to the implementation of stunting, and that may very well be the case. I'm alright with that. I'd just like to know so I don't try to homebrew something into the tabletop I'm working on. If it is, I'll just capitalize on the fact that RP matters.
|
|
|
Post by TM93 on Sept 25, 2015 12:57:13 GMT
I'll certainly look into working that back in, honestly I'm a bit surprised it got taken out. Admittedly because I'm a lazy turd I'll probably end up just adding a whole new page on the subjects and stretching them out as far as possible to avoid reformatting a whole document.
Meanwhile if you want to either houserule in the old rules, or make new ones if the current system isn't meshing that well with the old rules, that's probably a good idea in the meantime until I can properly update the PDF. I'm also just... not finding anything on Inspiration in any of the books I'm reading and I'm down to searching .06, it must be an old rule. To save me some time could you copypaste the old ruling on it here?
|
|
|
Post by Yuko Sayre on Sept 26, 2015 3:12:00 GMT
Oh sorry. I guess I wasn't clear enough. Inspiration was never a thing (that I know of). I don't think its been in any of the books so far. I only have 0.07 and 0.08 though, so that might be wrong.
I was asking if it was something you were planning on putting in at some point. If not, maybe its something to consider. After actually giving the definition of Inspiration (D&D) a read, it does seem rather close to stunting in this game, although it can stored for a later date and doesn't have to be used on the immediate roll like Stunting does.
|
|
|
Post by TM93 on Sept 26, 2015 3:23:32 GMT
Well, honestly implementing such a thing isn't a bad idea. Stunting is more action-based, however Inspiration can be gained, at least from what I read, in just about any scenario so long as the GM approves essentially, thus making it easier to obtain if you're a better roleplayer, something I do enjoy seeing in a system. A GM might grant a player Inspiration over a Stunt, or grant both if they see fit.
So here's a proposition: every character has a pool of Inspiration they can store equal to their Willpower, minimum storage pool size is 1 (or Mind, either could work but just... for the scenario, Willpower feels more fitting), so that they can have an upper limit and not just walk around with tons of stored Inspiration. Inspiration can be spent to re-roll any Skill Check, Dodge Check, or Accuracy Check, and you may spend extra Inspiration past the first on a single roll to add +X to a Skill Roll or +X to your Dodge or Accuracy Pool, for free. For example, if you have Willpower 7, you can store up to well, 7 Inspiration. If you spend 1 Inspiration to re-roll say, a Dodge Roll, and spend 3 additional Inspiration, you now would roll your Dodge Pool + 3 additional D6. Maybe grant all Characters 1 Inspiration Point at creation.
Sanity will probably not be changed much if at all from the previous edition. It was a solid rule and I feel a bit confused over it not being in the .08 edition when I found it.
|
|
|
Post by Yuko Sayre on Sept 29, 2015 6:09:38 GMT
Thats not a bad idea actually. I think, though also I might add in something where in addition to that I can also add +5 or -5 to their score. (Since I'm actually thinking their may be a few rolls that it might be more beneficial to fail). The 5 is an arbitrary number. I picked it since 5 or more over the score is a crit success and 5 under is a failure. 5 seemed the number of the day so I went with it.
|
|
|
Post by Yuko Sayre on Oct 13, 2015 7:33:22 GMT
Sorry for the double post, but given I'm talking about the exact same two things in this post I didn't quite see a reason to actually post this same topic again. Since you put out the new handbook (I just looked over it last night) I was able to think about a few things at work today. Lets start with the Sanity rules. I want to talk about the system in place for the Torment Rolls. You have Minor at 10, 12, & 14 (for Kids, Teenagers, and Adults respectively). The Major again in intervals of two, and so is the Terrible. More of a minor question, but shouldn't it be in intervals of three, since thats what the rest of the pdf suggests doing with the other target scores? Thats all I have to say on that one, onto Sanity Drain and I don't think I can say it any better than you did in the Rengoski Campaign Thread: Simply tossing in more flaws doesn't always make the character better, in fact I've come across scenarios where having a variety of torments just ends up slogging the party down with constant Torment rolls. That said, I don't see the Sanity Drain getting that much use at all. Even for the Rengoski Campaign I was only planning using the Sanity Feature 3-4 times over the course of the entire campaign mostly towards the end. I'm also not sure I like the idea of straight up getting a penalty for meeting the roll. I was thinking of perhaps a way to fix or at least minimize it. I liked the idea you had of trying to give a mechanical benefit to playing kids over Adults, so I was thinking instead of just adding a point, have the player roll 1d6. Originally I was thinking 1d4, but might as well stick with the theme and try that. Going on that, I was thinking for kids that as a 1 for 1 (Up to a max of 4) reduce whatever they roll by their current Willpower. That means even at a 6 for kids they'll only be taking 2 Sanity Drain points. For teens, make it half their current pool, rounded down. To a max of -3 to their roll. For Adults 1/5 for a total of -2. This still keeps the benefit of playing a kid as opposed to an adult with the teen neatly in the middle as it should be. The only thing I have with this system is with the current system Willpower is, I believe, the thing everyone almost HAS to invest in. So, I'm gonna suggest something I almost ended up using in my campaign, but as normal I second guessed myself. It seems to have another use now, so here goes. Bravery as a new skill. Basically, what I had in mind for that stat when I first came up with the idea for Bravery was it would be a skill under the Willpower Aspect. I'm not gonna lie. I first started thinking of skills cause it I didn't like the fact that Willpower was the only one with only two skills listed under it. However I eventually settled on Bravery, cause it does seem like a Willpower thing. Facing own your fears, or a much stronger enemy. Getting back into the fight after being pummeled to a pulp a few seconds ago. Sure you could make a general Willpower roll, but saying that just seems off to me for some reason. I see it as similar to Intelligence and Knowledge. They're similar, but different enough to be treated as such. tl;dr about Sanity DrainAnyway, I think thats all I have to say about that. Consider maybe a new skill so that Willpower doesn't take center stage and think about the roll thing. And as a final note, using that system, the amount gained can be reduced to 0. Phew, sorry. That ended up being a bit longer than I thought it would. The only thing about Inspiration is, it almost seems not beneficial for Adults to utilize the +/- 5 to the Target Score, as by the time they spend 6 Inspiration they already have a +/- 5 if they choose to reroll. I don't know how well it would work, but perhaps offer this option as 2 Inspiration for Kids, 3 for Teens, and 4 (or even 5) for Adults (that way it might actually be useful. If you choose this option you could even say use 1/2 their maximum Inspiration pool rounded down. 5=2, 7=3, 10=5). The only other thing. Leftover Inspiration, will that be on a 1 on 1 basis. Like instead of gaining 1 Inspiration you instead gain 1 exp? That doesn't seem like very much, maybe offer the player a chance to upgrade a skill for free or even every Inspiration is 3 exp or something. Something thats a bit more equal to how useful Inspiration is.
|
|
|
Post by TM93 on Oct 13, 2015 13:47:52 GMT
Well before I get started explaining my reasoning, first off thanks for the feedback.
Well I did entirely see that in the VAST majority of Campaigns, Sanity Drain would see very little use if it saw any use at all, as most campaigns tend to have one or less instances where rolling for a new Torment would even be a THING, much less regular. But I thought "Hey, you know what, why not at least make it an option. Someone, somewhere out there is going to be making some crazy Call of Cthulhu style campaign and terrible things are going to be overlapping over and over and over within themselves". That said I did kind of try to take a page out of the Torment rules section, I think I need to rework the exact numbers and TN's, that was my faulty logic and I apologize (I have to go back and add in the Bookmarks anyways, so editing must be done).
I actually do like the idea of Bravery as a Stat, something more to focus on than just pure Willpower. That said this may require a major shuffling of the stat page but... I could get it done. I fully admit that, due to the mere fact that Perception is settled within the Willpower tree, even before Inspiration came into play, it was essentially a MUST to have at least 1 point of Willpower and Perception, and probably 1 point of Survival too depending on your setting. This might mean that Willpower is something to spec into, but at least it requires investment to really make it work.
The major theme I was trying to play with Inspiration on Kids vs Adults was the Kids can utilize the smaller Willpower abuse roll more often, but Adults would PRESUMABLY focus more on aiming for the biggest, baddest Fateful Intervention you'd ever seen, the quick hit vs the slow burn sort of deal. They both have their favored campaign types and playstyles.
The main reason I said 1 EXP was because, well, I know some GM's get immensely generous with both Experience and Inspiration as it is (I am one of those GM's) so I figured the mechanical bonus of bringing leftover Inspiration somewhere else could just be fairly minor overall, and depending on how the GM works it could potentially just be houseruled otherwise.
|
|
|
Post by Yuko Sayre on Oct 14, 2015 4:04:10 GMT
I can see that I guess, but I don't know if I missed it, but I'm not sure if you actually commented on the system I guessed for Sanity Drain. If you don't want to use it, thats fine too, but it seems like it could work a little better under either condition then. Under both a game that rarely utlizes it, and uses it a lot, rather than the straight penalty.
|
|
|
Post by TM93 on Oct 14, 2015 13:40:49 GMT
I liked the idea you had of trying to give a mechanical benefit to playing kids over Adults, so I was thinking instead of just adding a point, have the player roll 1d6. Originally I was thinking 1d4, but might as well stick with the theme and try that. Going on that, I was thinking for kids that as a 1 for 1 (Up to a max of 4) reduce whatever they roll by their current Willpower. That means even at a 6 for kids they'll only be taking 2 Sanity Drain points. For teens, make it half their current pool, rounded down. To a max of -3 to their roll. For Adults 1/5 for a total of -2. This still keeps the benefit of playing a kid as opposed to an adult with the teen neatly in the middle as it should be. This part right here? Yes I did read it, I guess I forgot to mention it, apologies. It does seem solid enough, but I'll need to mull it over a little while I edit the PDF again.
|
|
|
Post by Yuko Sayre on Oct 15, 2015 2:58:44 GMT
Yeah that part. Fair enough, I have two questions left, well one question and one request really. First the question. What did you mean you had to go back and add in the bookmarks? And now for the request. I don't mean to sound like a bother, but is there any way in the next pdf would it be possible to ad the missing qualities to it? The ones on the New Qualities Master Post.
|
|
|
Post by TM93 on Oct 15, 2015 3:07:51 GMT
To the first one, it's that the bookmark tab and hotlinks on the table of contents page are missing in the new PDF. I forgot to add those in all the way before posting the new handbook, so I was intending to go back and add those in later.
As for the request, that's been something that I've been intending to try to work in (excluding the Qualities made for Blackout), but the bigger issue is that I did TRY to keep things in somewhat alphabetical order previously. Not that I wouldn't just slap them in, but it does make it a bit more awkward to fenaggle the spacing on the PDF.
|
|
|
Post by Yuko Sayre on Oct 16, 2015 2:16:29 GMT
Ah, I wasn't sure how easy the pdf was to edit for you since I wasn't sure how you had it set up. Alright then thanks. Out of curiosity, what version will this be when its up?
|
|
|
Post by TM93 on Oct 16, 2015 2:26:49 GMT
Uuuuuuh. Crap. I guess I'd call it 1.9. *counts* .5 I wanna say? I can't call it 2.0 as it hasn't been updated to a proper new release or version, and my original work was probably more 1.8.1 or something, then I added, well, enough that it started to feel like a proper full update.
I haven't been keeping track of versions to be fair.
|
|