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2019-01-02, 10:06 AM (ISO 8601)
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- Sep 2009
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- Denver.
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Re: Fantasy Heart Breakers - mechanics that break the heart
I give up, what's TETSNBN?
Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2019-01-02, 10:12 AM (ISO 8601)
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- May 2016
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- Corvallis, OR
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Re: Fantasy Heart Breakers - mechanics that break the heart
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-01-02, 11:27 AM (ISO 8601)
- Join Date
- May 2016
- Location
- The Lakes
Re: Fantasy Heart Breakers - mechanics that break the heart
My experience was that 4e didn't go over well. On one side, most fans of D&D-like systems were not pleased with the fundamental departures. On the other side, most who didn't care for D&D-likes didn't see any changes to the things that pushed them away from those systems. And overall, many were less than fond of the way every class felt like a skin over the same mechanics, with different fluff. It didn't meet "gamist" needs for crunch and rules depth and differentiation, didn't meet "sim" needs for rules to reflect the "fiction" / setting facts, and didn't meet "nar" needs for mechanics tied into narrative cooperation / joint storytelling.
To me, it felt like an attempt to bring a lot of MMO sensibilities to the tabletop / pencil-and-paper, and it just fell flat.
WW's constant snotty references to "storytelling", juxtaposed against systems designed (intentionally or not) to award cheesing builds, intense rule manipulation, and leveraging blatantly broken powers (see, most of the all-or-nothing Discipline effects in Vampire), was one of the triggers that lead to the Forge, and all the good and bad and toxin that came out of that.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-01-02, 11:47 AM (ISO 8601)
- Join Date
- Aug 2014
Re: Fantasy Heart Breakers - mechanics that break the heart
I dont want to edition war here, but I liked 4E from a mechanical viewpoint (they tried something different) even though it wasnt the game for me.
Where it fell down for mine, was it wasnt 'DnD'.
Like most groups you reach a point of 'DnD saturation' where you suffer burnout and turn to other systems and genres. Back in the AD&D heydays of the mid 80's, we turned to Rolemaster and Spacemaster, WEG D6, Shadowrun, WHFRP, and other games to mix it up and keep the gaming fresh.
Then every now and then, someone would get motivated and the old PHB, DMG, Unearthed Arcana and so forth would be whipped out and it would be a familiar groove you'd get back into again. Dungeon crawling, Clerics, Fighters, Rangers, Cavaliers, Magic Users, Thieves and so forth, Weapon specialisation, THACO, Alignment, AC and HP.
It was comforting in a beer and pretzels kind of way. You knew what you were getting and it kept it fresh.
4E for mine just kind of strayed too far from that feeling. It was a decent enough game on its own, but it just didnt feel like DnD anymore, more of a MMORPG or highly detailed board game. It just kind of... missed the mark. I was one of those that lept over to Pathfinder (a game I now actually hate) to keep that feeling alive and well.
5E's success is that it feels like DnD again. Its simple, yet complex in its own way, its familiar and works. Its my favorite edition to date. Plus it avoids Pathfinders insanely convoluted complexity and fiddly bits (do we really need so many traits that grant a +1, thousands of feats, alternate racial spat, archetypes and trap options?) and avoids that systems loathsome metagame or game within the game of 'character optimisation' which takes precedence over playing the actual game at most tables, or actually in most cases subsumes and subverts the whole game itself.
Thats only my own personal subjective take on it. 4th is the only edition I largely skipped and I've been playing for 35 years now. I didnt buy a single book (read a few and played it a few times, but it never jumped out at me) and thats from a guy that has owned every single book from BECMI boxed sets, to AD&D through to Combat and Tactics of '2.5 edition' to 3rd and 3.5 (and now 5th).
It wasnt just angry grognard. It just kind of didnt feel the same that iteration. It was a bold new direction, but just not one I really could get into.Last edited by Malifice; 2019-01-02 at 11:58 AM.
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2019-01-02, 11:57 AM (ISO 8601)
- Join Date
- Oct 2011
Re: Fantasy Heart Breakers - mechanics that break the heart
Yeah, that's pretty much what I meant by 4e being a set of mechanics that break the heart. Yes, rather the opposite of how "fantasy heartbreaker" is usually used IME, but it seemed to fit with this thread.
So, we're playing a one-shot, at 12th level - the Generalist sacrifices nothing. Or we're playing a one-shot at 40th level - the Generalist is limited to 6th level spells. Or we're playing a one-shot with nothing but zombie red dragons, (3.0) iron golems, and traps as challenges - the Enchanter, Pyromancer, DPS Rogue (who did not take trap finding skills), Diplomacer, and melee-only Fighter are useless. These are the game- and character-design issues I'm seeing (with 3e in general, and exacerbated by your proposed modifications).
That said, a) I'm running an existing character, even in a one-shot, so I personally care about the whole 1-40 experience; b) yes, I would play a generalist in such a system, relying on Rituals to try to have enough "oomph" at epic levels (although, tbh, if everyone could use "Ritual of Teleport" / "Ritual of Plane Shift", Quertus, my signature tactically inept academia mage, for whom this account is named, would finally be worthless to his party, and they'd likely kick him to the curb (which isn't a horrible thing, IMO, to have to up my game to keep playing, it just means that Quertus can't get by on utility (which was the only thing he reliably brought the party) any more)).
Heartily agree, especially with the bolded bit.
I always thought that it was intentional - this game is X. Here's lots of mechanics that do X, Y, and Z. It's really easy to see what kind of player someone is, and have them telegraph what they care about, what kind of game they want. Oh, but we're actually X, so anyone actually choosing Y or Z is having BadWrongFun.Last edited by Quertus; 2019-01-02 at 12:01 PM.
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2019-01-02, 12:41 PM (ISO 8601)
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- Dec 2015
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- San Francisco Bay area
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Re: Fantasy Heart Breakers - mechanics that break the heart
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2019-01-02, 12:44 PM (ISO 8601)
- Join Date
- Aug 2014
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2019-01-02, 02:08 PM (ISO 8601)
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- Aug 2015
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Re: Fantasy Heart Breakers - mechanics that break the heart
To be honest, Exalted 2e was to me a prime example of "I want to play this so badly but the rules are such hot garbage". However, I got the 3e corebook in December...it seems decent enough. Of course, it's still WW garbage base mechanics with "oh no you can only have 7 HP and maybe 3 more if you're building for it" in a game where a weapon can do 20 damage out of chargen, but at least it's easy to understand and actually play.
Last edited by Ignimortis; 2019-01-02 at 02:10 PM.
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2019-01-02, 02:20 PM (ISO 8601)
- Join Date
- Mar 2015
Re: Fantasy Heart Breakers - mechanics that break the heart
On D&D 4e: I actually don't like 4e myself. Although oddly enough because it is "even more D&D" in most of the ways I don't like D&D. Which seems to be the opposite problem everyone else has with it. If you offered me to play a game of D&D any edition, it might be my last choice.
But that is as a player. As a designer (who is very slowly chipping away at a system) though it is a different story. Healing surges were a good solution to scaling healing. Temporary HP as an alternate "pre-heal", I am interested. Enemy roles help very things up, especially minions to make battling swarms less of a slog and more climatic. The united resource mechanic for powers: martials get cool options, everyone is one the same times and switching classes requires less work. Good, good, good.
It had its flaws as well. Length of combat was often even worse for one. But its prime failing that keeps me from it: It forgot to be a role-playing game.
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2019-01-02, 02:37 PM (ISO 8601)
- Join Date
- Jun 2006
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- Poland
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Re: Fantasy Heart Breakers - mechanics that break the heart
Except this time there's a combat system designed to prevent exactly that.
Ironically enough, Exalted 3E sorcery is actually Vancian in that it evokes the writing of Jack Vance, despite not having spell slots. Which is to say, it's powerful, mysterious and dangerous even to Exalted and gods and requires a dedicated focus.Last edited by Morty; 2019-01-02 at 02:40 PM.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2019-01-02, 02:39 PM (ISO 8601)
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- Aug 2015
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Re: Fantasy Heart Breakers - mechanics that break the heart
Yeah, I could see Dissidia Final Fantasy (which they credited) all over it, and it's a pretty good fit for cinematic 1x1 combat. Still, you can lose initiative (Bravery) very quickly against heavy weapons, and getting hit with 40 dice of initiative after a round or two is still gonna hurt more than you can afford to tank.
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2019-01-02, 02:44 PM (ISO 8601)
- Join Date
- Jun 2006
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- Poland
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Re: Fantasy Heart Breakers - mechanics that break the heart
1v1 duels are explicitly not what the combat system is designed for, and part of the dynamic is making sure to knock any enemy combatant who's picking up Initiative too quickly down a peg. Besides, from my own experience playing the system, picking up 40 initiative in two rounds just isn't likely to happen unless you're a Dawn Caste Solar beating up a single brigand.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2019-01-02, 02:45 PM (ISO 8601)
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- Oct 2006
- Location
- Pittsburgh, PA
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Re: Fantasy Heart Breakers - mechanics that break the heart
Pretty much this. I played a short 3e campaign and was pleasantly surprised. I mean, you can still get smushed if you're talking about a combat specialist vs someone who didn't invest in it, but that's kind of the case for everything in Exalted. (Delightfully, it's also easy to fine-tune on the GM side-- you can have your NPCs make decisive attacks at low initiative counts, when they'll just barely injure the Eclipse, or you can have them save up for a round or two to overwhelm the Dawn)
Last edited by Grod_The_Giant; 2019-01-02 at 02:45 PM.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2019-01-02, 02:52 PM (ISO 8601)
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- Aug 2015
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Re: Fantasy Heart Breakers - mechanics that break the heart
That sounds good. Time to find someone who's willing to run that for me, then - I've been craving to play someone who can slaughter whole armies in a matter of minutes for a very, very, very long time. That, by the way, is a very rare system assumption and I don't know why.
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2019-01-02, 03:32 PM (ISO 8601)
- Join Date
- May 2010
Re: Fantasy Heart Breakers - mechanics that break the heart
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac
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2019-01-02, 03:36 PM (ISO 8601)
- Join Date
- Sep 2015
Re: Fantasy Heart Breakers - mechanics that break the heart
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2019-01-02, 03:40 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Poland
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2019-01-02, 03:49 PM (ISO 8601)
- Join Date
- Aug 2014
Re: Fantasy Heart Breakers - mechanics that break the heart
I actually find DM inexperience is what causes the problems.
Most DnD DMs are familiar with low and mid level play, but start to lose control of the game when the players get to high level, because they dont have the same level of experience dealing with high level enemies, threats and abilities.
The game comes to a screeching halt when the DM 'burns out' or rage quits after the PCs use a new and unforseen method to overcome an adventure (using spells and class featyres the DM has never ran before).
This of course only compounds the problem.
IME its why more games stop at around 11th level. DMs lose control and lack experience.
My advice to Dms is to power on to 20th if you've made it that far (in 5E its helped on account of the XP progression speeding up past 11th level, where they start to advance in level every 2nd or 3rd session, instead of every 5th and 6th session).
You need to gain valuable experience in the kinds of things high level PCs get up to. It'll probably be a train wreck the first time you do it, but it gets better with experience.
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2019-01-02, 04:20 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2019-01-02, 04:58 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
It was really something to behold.
However, on 4e, I didn't particularly LIKE it, but it was fun and it had some good ideas. I've said several times that I really liked Bloodied as a concept; it distilled the abstract nature of HP to a descriptor that let you know where you stood WITHOUT necessarily saying "It has X HP, you have now down Y damage, leaving it with X-Y HP."
I also liked Healing Surges. I might have gone with a different ratio (1/5 instead of 1/4), but they adequately conveyed they abstract nature of HP and healing.
As for what I didn't like, some of it was the constant rebuilding of characters, half your powers coming from your gear, and, though I liked the general CONCEPT of their multi-classing system, I did not like the fact that some classes were locked into specific skills, making them less attractive multiclasses ("I'm already a wizard; multiclassing into Cleric is better than Multiclassing into Warlock because Cleric will ALSO give me a new skill, whereas Warlock will only give me a new ability.")The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2019-01-02, 05:10 PM (ISO 8601)
- Join Date
- May 2016
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- Corvallis, OR
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Re: Fantasy Heart Breakers - mechanics that break the heart
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-01-02, 05:36 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2019-01-02, 05:39 PM (ISO 8601)
- Join Date
- May 2016
- Location
- Corvallis, OR
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2019-01-02, 05:51 PM (ISO 8601)
- Join Date
- May 2016
- Location
- The Lakes
Re: Fantasy Heart Breakers - mechanics that break the heart
I wonder what I could do with the seasons here, which are Spring, Summer, Autumn, Winter, and Bleagh.
Bleagh is that season after the snow finally melts but before anything turns green, a time of brown, grey, mud, damp, chill.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-01-02, 05:59 PM (ISO 8601)
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- Oct 2015
- Location
- Berlin
- Gender
Re: Fantasy Heart Breakers - mechanics that break the heart
My seasons apparently are pleasant spring, hot draught, less hot draught, Siberian cold. Snow? What's that?
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2019-01-02, 06:02 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Fantasy Heart Breakers - mechanics that break the heart
I guess I wasn't wowed by "bloodied" because a) I'd been using such terms for decades; b) it tied the terms to mechanics, so now they were less immersive (and more static) than before. Also, I'm generally not a fan of calls to mechanics that pretend to be fluff, or calls fluff that act as mechanics.
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2019-01-02, 06:24 PM (ISO 8601)
- Join Date
- Oct 2009
- Location
- In my library
Re: Fantasy Heart Breakers - mechanics that break the heart
Jumping in on the magic discussion, I rather like the GURPS method of limiting magic. In short cast too much magic (generally about a 7d6 Fireball for average mages) and you'll be at half Move, Dodge, and Strength, continue casting and you'll eventually have to make Will checks to do anything and lose HP for every FP you lose, continue casting sheet that and you go unconscious if the HP loss hadn't hurt you. On the other hand you get back 1FP per ten minutes of sitting down so mages aren't out of action for too long, if the party can afford to wait an hour the mage regains enough fp for a spell or two. More if they've invested in the spell that increases their FP regeneration. As GURPS is roughly equivalent to level 1-6 a 1st level D&D Wizard has a relatively equal amount of 'spell energy' but regains their spells slower (but has Cantrips to make up for it), while a 6th level Wizard has much more spell energy then his GURPS counterpart, and once per 'day' can regain 3 spell levels (arguably the GURPS wizard's entire volume, and twice their practical volume), but the GURPS Wizard can return from 0fp to full by reading a book for an hour or so (less if invested in Recover Energy).
It means that casting is less balanced by 'do I need it later' (a few fp isn't hard to recover), and more 'do I need the fp in the immediate future'.
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2019-01-02, 08:17 PM (ISO 8601)
- Join Date
- Dec 2007
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- San Antonio, Texas
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Re: Fantasy Heart Breakers - mechanics that break the heart
Also a gem from 4e: Ritual Magic. Sure, wizards and clerics and such were BETTER at it, but that many things spells could be cast by anyone with only a minimal investment (a feat, a skill, and some cash) was a great feature that D&D had needed for a while.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
-
2019-01-02, 11:57 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- The Old West
Re: Fantasy Heart Breakers - mechanics that break the heart
That was my favorite part when I read the 4e Player's Handbook. I wish they had brought it over more directly into 5e. Sure, it's still only a feat away, but it's more limited both in number of ritual spells and I don't think (admittedly, it's been years since I read it so I'm not sure) there was a restriction by class. In 5e, ritual magic feats have to be taken for individual classes, so it's 2 feats for both wizard and cleric rituals, which still doesn't cover bard, druid, or warlock ritual spells.
Avatar by linklele
Spoiler: Build Contests
E6 Iron Chef XVI Shared First Place: Black Wing
E6 Iron Chef XXI Shared Second Place: The Shadow's Hand
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2019-01-03, 02:41 AM (ISO 8601)
- Join Date
- May 2010
Re: Fantasy Heart Breakers - mechanics that break the heart
It probably doesn't help that I don't think 3rd ed was playtested much past level 10 - IIRC, AD&D pretty much assumed the PCs would retire from active adventuring to tend their castles and such around that level. (AD&D's 'Epic-Level' adventure Queen Of the Demonweb Pits, where you go to the Abyss to kill Lolth, was for levels 10-14.)
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac