[-] Lortian@ttrpg.network 5 points 1 year ago

Why is the correct choice Chaotic Neutral? ๐Ÿคฃ

[-] Lortian@ttrpg.network 1 points 1 year ago
[-] Lortian@ttrpg.network 2 points 1 year ago

They look absolutely awesome!

11

They still need some work, but here's my squad, ready to give everything For the Greater Good!

[-] Lortian@ttrpg.network 2 points 1 year ago

Have you seen the Grey Knights models? Have you seen them?! I rest my case ๐Ÿ˜Š

[-] Lortian@ttrpg.network 2 points 1 year ago

Well, if it's balanced for experienced players it works for me

[-] Lortian@ttrpg.network 2 points 1 year ago

This is actually incredible! Great work!

3

I feel like this new Combat Patrol is a very interesting idea with huge potential that, as is par for the course, GW has completely half-assed.

It seems it has some egregious balance issues and the missions don't quite completely work with so few units around...

Do you have a different impression? How can the issues be properly addressed?

[-] Lortian@ttrpg.network 1 points 1 year ago

After trying out several systems and learning about what jives and doesn't with me, I've finally settled on Kill Team and historical SAGA, with the occasional dabbling elsewhere ๐Ÿ™ƒ

[-] Lortian@ttrpg.network 11 points 1 year ago

"Ability scores have been removed" YES! FINALLY!

[-] Lortian@ttrpg.network 5 points 1 year ago* (last edited 1 year ago)

Where can we suggest new communities? I'm surprised at the lack of Pathfinder 2e, Fate and Genesys communities at the least ๐Ÿ™ƒ

Also, I think the server may need an update?

[-] Lortian@ttrpg.network 8 points 1 year ago

Another one I really like is : your players never miss, sometimes their opponents or circumstances make things harder though.

Examples:

  • Your fighter doesn't miss the attack, his opponent just barely manages to block it, panic in his eyes.
  • You didn't miss the jump, you just dodged a shot and rolled the fall perfectly. It seems those guards don't want to make your escape easy.

Granted, this works in games where the player characters are presupposed heroic and competent, wouldn't use it in Dark Heresy or Cal of Cthulhu, probably

[-] Lortian@ttrpg.network 5 points 1 year ago

My top two rules lf GMing:.

  1. Spend the most time on what your players find interesting and skip over the parts they don't enjoy. Let the story follow the former and avoid the latter.

  2. The easiest way to know what your players enjoy or want more of is by asking them!

[-] Lortian@ttrpg.network 8 points 1 year ago

It's my go-to system both for new to role-playing players and for "I didn't know I was game mastering anything five minutes ago, but here we are".

It's fast, simple and easy to learn as you go, generally the only problems I run into with Fate Accelerated are one of three kinds:

  1. Have to deprogram D&D players from "I attack" into "Well, I want to save the prince but the ugly elf is in the way, so I guess I'll try and shove hime away with my shield to get to him"

  2. Too simple for long-term campaigns (solved by using Fate Core instead)

  3. Sometimes there is a more specific game that does what you want but better (Blades in the Dark for heists, for example). Not a huge issue, though.

Particularly, Fate (be it Core, Condensed or Accelerated) works very well for my style of gming, which has two particularities:

  1. I improvise heavily, building the world as I go.

  2. I like weird and interesting settings. My latest campaign has a bunch of office workers stopping a Cthulhu Cult by time- traveling to prehistoric hunter-gatherer times.

As far as I'm concerned Fate is firmly in my top three RPGs that I like and recommend (the other two being Pathfinder 2e and Genesys).

Hope this helps!

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Lortian

joined 2 years ago