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Dawnborn General /dbg/

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*Want to use Mutants & Masterminds' exact rules in a fantasy setting?
*Think that Mutants & Masterminds switching to 3d6 or some other dice system is a great idea?

*Hate Pathfinder in general?
*Don't like the way Exalted tries to do "bronze age heroism, fantasy superheroes, improving a dark world" but screws up the rules for it?
*Don't like the grognardy OSR way that Godbound does "bronze age heroism, fantasy superheroes, improving a dark world"?
*Too lazy to pick up and learn all of GURPS and its point buy?
*Think Marvel Heroic Roleplaying and Worlds in Peril are too wishy-washy rules-litey for you?
*Don't like the way Strike! splits characters up between non-combat and 4e combat builds with "roles" and "powers"?

If you answered "yes" to any of the above, maybe you'll like Dreamscarred Press's Dawnborn!

You can find the initial playtest packet here: http://dreamscarred.com/dawnborn/

Last thread: >>48618877
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>>48632716
I would like to know if Dreamscarred Press is looking for additional people to bring on board and work on this game, either part-time or full time, or perhaps even on some kind of commission basis.
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>>48635398

It is time to shill Strike! Right, now, Strike! has...

22 classes:
Core: Archer, bombardier, buddies, duelist, magician, martial artist, necromancer, shapechanger, summoner, warlord.
Supplements: Psion, rogue.
Playtest: Channeler, dancer, engineer, freelancer, gambler, illusionist, ogre (magic), ogre (might), shieldbearer, squire.
Most of these classes have subclasses. The rogue has the backstabber, brawler, and poisoner builds. The warlord comes in enabling, incisive, and rousing flavors.

11 roles:
Core: Blaster, controller, defender, leader, striker.
Vehicle: Heavy, interceptor, scout, specialist. Just remixes of the five core roles.
Playtest: Lurker. A legitimately original role with new mechanics.
Any of these roles can be added to any of the above classes.

2 combined class/role packages:
Playtest: Bard, evoker.

Want to play a fungus manipulator like Emeli? She could be...
A bombardier who creates beautiful patterns of fungus in the earth.
A channeler who conjures patches of fungus that last for the whole battle.
A duelist who builds up a constant infection in a single enemy.
A gambler who implants fungal infections in enemies, then forces them to guess just what the poison is!
A necromancer who tries to hit as many enemies as she can, so that they make fungal blooms when they die.

All this is before we add in roles. All of this is meant to be reflavored, because the classes and roles have generic mechanics.

Strike! has terrible non-combat rules.
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What's wrong with Godbound?
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>>48636461
OSR legacy mechanics.
>>
I'm interested in Dawnborn. DSP has made the only content for Pathfinder I've actually liked, so I'm hopeful for them making their own game. The pitch is good, I look forward to see it fleshed out more and become its own thing mechanically, since currently it is something of a frankenstein.
>>
>>48636582
That's a really helpful explanation, like that one time someone cleared up the fact that water is, in fact, wet.
>>
So I've taken some time to look the playtest material over and think about the premise, and I'm not impressed.

First, the mechanics. As has been acknowledged, they're M&M 3e. Now, its been said everything is up for change, and the emphasis seems to be "we don't actually plan to just use M&M." So... why was it even included? I get that you can't make a new system in a day, and that you might need something else to help mock up what you plan, but in this particular case M&M is serving no purpose. The changes made to the system so far are minimal, and do not put on display any new ideas, subsystems, or core rules changes that might help understand what Dawnborn is about. The mechanics are going to be misleading and irrelevant until some piece of them have any bearing on the final game.

The proposed setting is also not new. As the intro itself says "you've read this story. You already know how it goes." There is evil, and there are heroes rising to fight it. The evil is darkness, the good is light. The heroes seem weak, the evil seems strong. I am not seeing much innovation, nothing that grabs my interest or promotes this setting above any others I might play.
But the bigger criticism I would level is that this is more of a story than a setting. The world-wide oppressive evil and darkness is also oppressive to variety in stories, giving a massive, overhanging nemesis and threat that will monopolize the attention of characters and narratives.The presence of the Dusk Shields only reinforces this, imposing quite literal limits that hinder potential backgrounds and plots, and leaves much of the setting bare and lifeless. It has potential as a story, as an adventure. But I'm not seeing nearly as much potential for it to generate many stories and many adventures.

tl;dr: This is an adventure for M&M 3e, not a new game system and setting.
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>>48636798
>tl;dr: This is an adventure for M&M 3e, not a new game system and setting.
Why's it being advertised as such then?
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>>48636798
The whole "bronze age superheroes trying to make a dark world a better place" pitch is already conceptually taken up by Exalted and Godbound too.

Abyssal Dawnborn when?
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>>48636067
huh, isn't this just 4e?
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>>48635373
Hey there, marketing person. Do you have time to answer a few short (if somewhat rhetorical) questions while you're in this thread?
Have you played any of the games you've named in your post?
Which ones, and how much time did you devote to them?
What are, in your opinion, some of the most enjoyable experiences you've had playing those games?
Have you ever GMd a game? If yes, which of those games was most enjoable to GM?
On average, how much time per week do you devote to playing or GMing pen and paper RPGs?
Do you consider yourself a gamer? Why or why not?
Did you ever take part in a long term campaign or a living world? How did it turn out?
Which parts or roleplaying games, in general, do you find enjoyable?
What was your motivation for using "wishy-washy rules-litey"?
>>
>>48637019

Strike seems like 4e but stripped down and streamlined, which appeals to some people but personally just removes a lot of what I like about 4e.
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>>48637067
Strike! does things with its powers that 4e never even came close to.
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>>48637114
why no earth/lightning? I like zapping things I've grounded myself
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>>48637139
Earth/Lightning is legal.
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>>48637114
The damage seems... beyond low.
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>>48636067
>>48637114
>>48637139
>>48637160
Stop shilling Strike!

Why does /tg/ keep shilling Strike!?
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>>48637160
Not according to that image. You choose one pair of opposing elements.

Also cold can ONLY do 1 damage and only if something's already immobilized or slowed?

So two turns to do 1 damage?
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>>48637167
This is because you're missing the evocations which contain the base damage.

https://docs.google.com/document/d/1JC3ZZCfSfIfiYVqA50saZ5YnNDWXwc-JJREHIbWE36g/pub
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>>48637171
Uh, I'm complaining to the other guy.
And I have no idea, this morning is the first I've ever heard of strike.

Doesn't seem very impressive so far.
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>>48637185
This... feels clunky as fuck.
The damage is incredibly low, I don't know if that's standard for the system but it certainly has a pathetic feel either way.

The ranges are low, so it's a near-melee class, and some of the abilities are clunky as all fuck.
"when you roll a 3, 5 or 6"? really?
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>>48637188
It's a meme, don't engage.
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>>48637182
>>48637228

A level 1 evoker has access to six basic elements, two encounter elements, and one primal evocation.

Basic elements insert effects. A level 1 evoker includes two at a time and can double up on one.
Evocations determine base damage and AoE shape.

Currently, the evoker is deeply unpolished and badly in need of revision. Doubling up is too strong in some cases (especially Fire + Fire), and having only one primal evocation at level 1 lends very little playstyle variety. Ray Evocation's extra damage triggering on a 3, 5, or 6 is also very clunky.

The evoker is not in good shape at all at the moment, and I would not recommend it to anyone. It is in an alpha draft.

A better representation of a proper Strike! character would be... well, anything from the core rulebook or the published supplements. I can draft up what a "fungal manipulator and earth manipulator" would look like as a level 1 duelist/defender.
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>>48637363
I was not impressed looking at that evoker. A cheap chinese knockoff of 4e is just as bad a place to start as Exalted 2e or d20 mecha (which to this day I consider the worst waste of 20$ I've ever made in gaming.)
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>>48637462

The evoker is an alpha playtest draft, and I do not know why it would have been a good idea for >>48637114 to show it off.

You are correct in that Strike!'s damage is on the lower side. A typical PC will be dealing 2-3 damage each turn, and level 1 monsters have 8 HP. Damage numbers are kept low, because why bother with high and bloated values?
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Everything I've seen of strike just seems excessively dull and mediocre. 4e with less depth or personality.
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>>48637462
>>48637503

Here is a quick draft of a level 1 character's combat side in Strike! I think you will find that such a character has as interesting a playstyle as any other 4e level 1 character, if not more interesting.

Emeli, Dawnborn of Earth and Fungus

Level: 1
Class: Duelist
Role: Defender

Feat: Superhuman. Emeli has Tremorsense and can thus ignore the Blinded Status, Concealment, Cannot be Seen, and Hidden against creatures touching the ground.
Emeli can also move through solid objects, walls, and creatures, but she must end her movement in an open square. When she enters or leaves an enemy's square, she does not grant that enemy an Opportunity.

Passive: Earthen Resilience: When Emeli takes 3 or more damage, she Resists 1. When Emeli rolls a 3 to 6 on an attack, she regains 1 Hit Point.

Universal Powers: Melee Basic Attack, Ranged Basic Attack, Charge, Rally, Assess

Free Action: Fungal Growth, Encounter, Free Action
Emeli targets one creature within 10 squares. Until the end of the encounter, when Emeli attacks the target, any 2s on her dice are treated as though they were 4s.
Special: This power recharges when its target is Taken Out.

Whenever Emeli starts her turn, the target of her Fungal Growth takes one Infection. When Emeli starts her turn, for each point of Infection the enemy has, she picks one effect from the list below. It has all the Statuses Emeli chose until the end of its next turn.
• Harried.
• Cannot benefit from positive effects from its allies' powers.
• Cannot take advantage of Opportunities.
• Cannot benefit from positive effects from its own powers.
• Cannot use Interrupts or Reactions.
The target may ignore Emeli's "Cannots," but it grants her an Opportunity if it does.
Explosive Spores: When Emeli attacks the target of her Duel, she may spend any number of points of its Infection, removing an amount of accumulated Statuses equal to the points spent. If Emeli hits, she increases her damage by one per point spent.
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>>48637621

If Emeli is Incapacitated (for instance, when she drops to 0 HP or below), all Infection she has generated is lost.

Attack Action: Fungal Transplant, At-Will
Emeli makes a Basic Attack against a creature, then changes the target of Fungal Growth to that creature. The original target loses all points of Infection and associated Statuses. They do not transfer to the new target.

Attack Action: Earthen Personal Gravity, At-Will, Ranged 5, Damage 2
Effect: The target is pulled to a square adjacent to Emeli.

Attack Action: Enigmatic Defenses, At-Will, Melee 1, Damage 2
Effect: Emeli chooses Marked or Guarded and secretly tells two other players. If she chooses Marked, then until the end of the target's next turn, it is Marked. If she chooses Guarded, then until the end of the target's next turn, she is Guarded against its attacks, and if it attacks Emeli, it grants her an Opportunity. Either way, the target is aware that this effect has been placed on it, but not which option of the effect. Emeli's player reveals her original choice when she needs to prove what it was.

Attack Action: Great Boulder Bludgeon, Encounter, Melee 1, Damage 3
Effect: 3 damage if neither Emeli nor the target have any other creatures adjacent to either of them.

Role Action: Pheromone, Ranged 5
The target is Marked by Emeli until the end of its next turn.

Reaction: Chthonic Armor, Encounter
Trigger: An enemy hits Emeli with an Attack.
Emeli spends an Action Point. The attack misses instead.
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>>48637621
While I'll admit that looks a bit more fun than 4e characters, that's kind of a low bar, and even in this one I'm seeing evidence of severe clunk.

"2s count as 4s", and at least tell me it's d6s or holy fucking shit stuff like "a 3-6" takes on a whole new level of what the fuck.

As base mechanics... no. We cannot recommend this.

However, I can say that if abilities can have that kind of extremely different playstyle to them from oneanother as you show, that would not be bad so long as it all works.
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>>48637621
>>48637632

I had forgotten an important passive:

Punishing Stone: When an enemy grants Emeli an Opportunity, it takes 1 additional damage.

~

By default, Strike! characters have 10 HP. They can spend an Action Point to Rally to regain 4 HP and an expended encounter power.

Most monsters appropriate against a level 1 party deal 2 damage on a hit, or 4 damage on a natural 6; their encounter powers deal 3 damage on a hit, or 6 on a natural 6.
Elites and champions, who have multiple turns, deal 3 damage on a hit, or 6 damage on a natural 6; their encounter powers deal 4 damage on a hit, or 8 on a natural 6.
Dedicated high-damage striker monsters will deal even more.

Thus, Emeli, who has this:
>Passive: Earthen Resilience: When Emeli takes 3 or more damage, she Resists 1. When Emeli rolls a 3 to 6 on an attack, she regains 1 Hit Point.
Is very well-equipped to endure the worst of what enemies can possibly throw at her. She is no better off against weaker attacks, but even against those, she steadily regains HP.

Once per encounter, she can spend an Action Point to negate an attack against her, no questions asked, even if it was a natural 6 on a champion's encounter power.

Now, what can Emeli do with this durability?

Strike! characters have three actions each turn: Attack Action, Move Action, and Role Action. With her Role Action, she can use this:

>Role Action: Pheromone, Ranged 5
>The target is Marked by Emeli until the end of its next turn.
Bear in mind that this does not provoke Opportunities. If she is engaging enemy A in melee, she can mark enemy B.

What "Marked" means is that if an enemy is adjacent to Emeli and tries to shift (move safely away), Emeli deals an Opportunity to it. The enemy takes 3 automatic damage.

If a Marked enemy is within 5 squares of Emeli and it makes an attack that does not include Emeli as a target, the enemy provokes an Opportunity, suffering 3 automatic damage.

Thus, Emeli is a fairly decent 4e-style defender so far.
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>>48637761

Emeli also has her Fungal Infection. It slowly degrades an enemy's ability to fight over time. When Emeli thinks it is time for the enemy to go down, she can use this:
>Explosive Spores: When Emeli attacks the target of her Duel, she may spend any number of points of its Infection, removing an amount of accumulated Statuses equal to the points spent. If Emeli hits, she increases her damage by one per point spent.
(You will note that I had erroneously typed "Duel," the original name of this power.)

Thus, Emeli has a playstyle of "keep on pressuring a slowly-degrading enemy, and then unleash a coup de grace when the time is right." Since elite and champion enemies have much higher HP values, Emeli specializes in dueling them over weaker foes.

Enigmatic Defenses is Emeli's best trick. She can use it in two main ways:
A: Emeli can target an enemy she has already Marked, and choose "Guarded." This way, she takes even less damage from that enemy's attacks, and she automatically inflicts an Opportunity against the enemy for a nasty 3 damage.
B: Emeli can choose "Marked"... and use her Pheromone power to Mark someone *other* than the enemy she is attacking. Thus, she gets to tank against two enemies at a time.

Alternatively, if she would like to bring a distant enemy closer, she can use her Earthen Personal Gravity.

Emeli needs some room to swing a boulder around, but when she does, she can devastate an enemy with a potential 6 damage.

Emeli, by the way, has Tremorsense and can walk through walls and enemies, so she is quite equipped to deal with sneaky enemies while having tricksy herself.

What do you think of this character's playstyle? Bear in mind that this is just a level 1 character.

>>48637695

Strike! uses a straight 1d6. With "Advantage," you roll twice and take the higher result, and with "Disadvantage," you roll twice and take the lower result.

This works well for combat... but it does not work out of combat. That is Strike!'s main downfall.
>>
And now for a completely different take on Emeli. This time, she is merely the Dawnborn of Fungus. She focuses on planting deadly spores in the ground and yelling at her allies to keep their spirits up.

Level: 1
Class: Bombardier (Bomberman)
Role: Leader

Feat: Superhuman. Emeli has Tremorsense and can thus ignore the Blinded Status, Concealment, Cannot be Seen, and Hidden against creatures touching the ground.
Emeli can also move through solid objects, walls, and creatures, but she must end her movement in an open square. When she enters or leaves an enemy's square, she does not grant that enemy an Opportunity.

Passive: Get A Move On!: When Emeli rolls a 5 or 6 on an attack, she gains an additional use of Move It!

Passive: Shaped Spores: When Emeli creates a zone with her class powers, she can choose for it to be shaped as a 3x3 square, or as a + or X shape extending 2 squares in four directions from the central square.
Passive: Spore Backfire: When Emeli rolls a 1 on any attack, she does not take a Strike. Instead, she takes 2 damage, and the zone her spore creates is centered on her in a 3x3 square.

Universal Powers: Melee Basic Attack, Ranged Basic Attack, Charge, Rally, Assess

Attack Action: Launch Spore, At-Will, Ranged 10, Damage 2
Special: Emeli chooses a type of Spore before she rolls this attack. If she chooses an encounter Spore, she increases the damage line to 3.
Effect: Emeli creates a zone including (but not necessarily centered on) her target. The zone lasts until the start of her next turn and has effects based on the selected Spore.
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>>48638167

Attack Action: Spore Run, At-Will, Ranged 10, Damage 2
Special: Emeli chooses a type of Spore before she rolls this attack. If she chooses an encounter Spore, she increases the damage line to 3.
Effect: Emeli moves her speed and drops a Spore within her reach at any two points along her movement. At the end of her turn, she creates two zones, each including (but not necessarily centered on) one of those squares. The zones last until the start of her next turn and have effects based on the selected Spore.

Flesh-Eating Spore, At-Will, Spore
Creatures starting their turn in the zone or entering it take 1 damage.

Mounting Poison Spore, At-Will, Spore
If a creature in a zone takes any action that does not result in them leaving it, or if they end their turn in the zone, they take 3 damage.

Grasping Spore, Encounter, Spore
Creatures starting their turn in the zone or entering it are Slowed (save ends).

Role Action: Move It!, Encounter
One of Emeli's allies takes a Move Action immediately.

Role Action: Rub Some Dirt on It!, Encounter, Ranged 5
The target regains Hit Points up to half their maximum, rounded down. The target may pick one of the following options:
If the target is Prone, they stand up.
If this brings the target to full Hit Points, they have Advantage on their next attack.
Enemies have Disadvantage to attack the target until the end of the target's next turn.
The target makes a Saving Throw against one Status that allows one or to escape a Grab.

Reaction: Try Again!, Encounter
Trigger: An ally makes an attack and dislikes the result.
Emeli spends an Action Point. The ally may reroll the attack. [Note: This was inadvertently nerfed by a last-minute rules change elsewhere. To preserve this power's original usefulness, it is recommended that if the ally generated a Miss Token as part of the attack, the ally gets to keep that Miss Token even if they reroll the attack.]
>>
>>48638187

Emeli here has a rather idiosyncratic playstyle. Spore Run lets her ping an enemy with a ranged attack, and then dash around (through walls, obstacles, and creatures given her Superhuman feat) and plant spores everywhere. The spores erupt into deadly zones which can either deal automatic damage to enemies, force enemies to leave the area lest they take great damage, or slow down enemies. Bear in mind that slowing is stronger in Strike! than in 4e, because it denies shifting.

Emeli does not have to center the spores on the target or a planted spore. Between this and her spore shapes, Emeli has great versatility in creating zones.

With her Role Actions, Emeli can yell at her allies and grant them Move Actions. This can be used to get an ally to move alongside her as she makes a Spore Run, or Emeli can use it to get an ally to move out of the way of her zones. Emeli can also use a Role Action to heal a friend by yelling at them, or an Action Point to allow an attack reroll (probably on an important encounter power that they would not like to miss).

This is quite a bizarre, unique, and effective playstyle, and Emeli is using it right from level 1.
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>>48637363
>>48637490
>>48637621
>>48637632
>>48637761
>>48637847
>>48638167
>>48638187
>>48638264
>shilling your shitty system in the thread for shilling DSP's shitty system
>>
>>48638483

I would not have done this at all if someone else had not attempted to make a "good impression" for Strike! by showcasing alpha playtest material which is currently being retyped and rewritten at this very moment, as we speak.
>>
>>48638571
You could just make a strike general and directed people there.

But you at least bumped the thread so I guess that's something.
>>
>>48635373
I'm not sure if I'm supposed to be irritated that someone made a new thread when I said we'd be back when we have updates to show, or pleased that there's enough interest that this new thread's lasted all this time while I've been gone.

Somehow I feel like I can be both.

>>48635993
Mmmmaaaaaaaybe. We'd have to see how you get on with the team and you'd need to negotiate with the bosses re: payment. Ping [email protected] and let him know that you caught an interest in Dawnborn and what you'd like to do to help out. If you've got a portfolio, that's a good time to include it. Just keep in mind that this is not a paid-by-the-hour sorta job, and until we get closer to actually launching it may not be a job where payment manifests for a good long while.

>>48636674
Stick around. Getting the mechanics updated is the top priority at the moment.

>>48636798
I appreciate the feedback. I've got hopes to be able to flesh out the setting into something distinct in itself; keep an eye on it as we move forward, lemme know if I fucked it up, aye?

>>48637065
That's anon, my friend. I didn't ask for this thread, it just sorta happened while I wasn't looking.

>>48638571
It's still fairly off-topic, 2hu.
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>>48638755
>pleased that there's enough interest
This is definitely what you should be feeling right now mate.
>>
>>48638609
>>48638755

Between allowing misinformation based on alpha playtest material to stand, creating a new thread to direct others to, and directly addressing concerns here, I had chosen the third as the least of these three evils.
>>
>>48638812
Creating a new thread specifically for discussing strike would have been more convenient for those who are interested in the game, less invasive, and more respectful for the people in this thread.
>>
>>48638907
Shut up. Quit whining. No one here is talking about this derivative M&M/Exalted rip-off anyways.
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>>48639011
Then let's get back to the topic, hm?
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>>48638778
You've got a fair point.

I'll be on deck for the next six hours or so; Mechanics is busily typing away, plus or minus things like day jobs.
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>>48639011
>I'm an asshole because I can and I want to be.

I can't say I'm surprised that this is your defining trait.
>>
>>48638755

I want to make an important point.

The first show was incredibly weak: the mechanics are a straight M&M ripoff without any new ideas.

While I understand that you want to improve on them and potentially change a lot with them, there's a large problem for you in this approach: you're scaring off your potential hardcore fanbase. They are the people who first see it and what you showed them first isn't even remotely eye-catching. By the time the system is finished, they'll be tired of it and noone will buy it. In other words, you showed the system prototype far too early for your own good.
>>
>>48639077
Or I call it what it is?

I get that DSP wants to write their own system, but to do that they need to make a system that has a reason to exist at all. This current thing they have doesn't offer anything new or worth caring about.
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>>48639091
>>48639050
This video will explain my point better than I could ever do it:
https://www.youtube.com/watch?v=CmLz00L6CmY
>>
>>48639091
>>48639142
I do appreciate it. Fact of the matter is, though, that we already tipped our hand. Now all we can really do is make the most of the next update cycle and stay responsive and attentive to feedback.
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>>48639158
The issue is you're racing against time now. As people are looking at what is basically a M&M document, they're losing interest, while you, on the other hand, are quite interested in them not losing that interest before you introduce anything that could catch their eye and thus have to publish updates as soon as possible. Hence why I consider it a big mistake to show something this early into the production cycle.
>>
>>48639091
>>48639092
I'm thinking even Strike would be a better early base than M&M. It looks like it can make interesting characters at least.
>>
>>48639177
Or they could just say "fuck it" and start over with something new. I think it would be the best option.
>>
>>48639158
So you guys are considering a rolling system of your own in the meantime?
>>
>>48639158
Just take your time, update monthly, and send out some e-mails asking GMs you know if they're interested in running some closed tests for you.

I and my players would much rather have a quality product even if we have to wait for it.
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>>48639204
We're working on the 3d6 idea, aye. It's got a lot of appeal, with accessibility being a nice feature of it too. After all, even if you don't have an FLGS nearby you can snag packs of d6 from retailers.
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>>48639217
Go for 2d6, like the superior system known as Dungeon World.
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>>48639238
Or 1d6 like Strike.
>>
The memes are strong in this thread.
>>
>>48639249
single die gets too swingy again, and doesn't offer nearly as much range as 2 or 3. GURPS has 3, silhouette has anywhere from 1-5 (but for most characters 2-3, 4 if they're insanely good at something), shadowrun has glass-fulls, exalted has buckets...
>>
>>48639283
Summer's almost over.

Just kidding. Summer never ends. Welcome to the Dark Age of Tec... I mean Shitposting.
>>
>>48639301
fucking climate change
>>
>>48639296
>single die gets too swingy again
Is it so bad in combat?
>>
>>48639359
It can get pretty retarded.

Think of it this way.
You're a pathfinder character. a full 5% of your attacks, even against a stationary target, suffer a significant failure of some kind.

And in the case of firearms? without major, powerful magic (and only magic) one can easily have a 15% chance PER SHOT of the weapon not only missing but actually suffering a significant breakdown (and a second one, like if you had a full-attack action, exploding it outright): to the point where there are class abilities to quick-clear it. Any weapon *THAT* unreliable would normally have the apprentice that tried to pass it off as his master's work forced to use his weapon ten times alone behind the shed.

Now. This a d20.

Imagine reducing your odds to a single d6, and a 1 still indicating failure.
>>
Have you considered looking at something like LOTW with a damage system?

LOTW's damage system is: If you get hit, you take a 'Ripple', which is a generic value of the battle going against you. Worse hits (Or some special abilities) can increase the number of ripples per-hit. If the hit is bad enough you then go to a Damage Roll where you actually see if it hurt you.

It's a bit of a middle ground between D&D's 'You can take exactly this much damage' and M&M's 'One bad roll and you are out like a light'
>>
How does Mechanics feel about Target Numbers? Either of the
>Each die must roll at or above a number to generate a hit
or
>Basically a rename of DC but also can gain raises based on every X above said DC
variety?
>>
>>48639217

My experience with 3d6 is that it sounds better than it really is, but that may in part be due to limited experience. That said, my limited experience has partly been with it being implemented as a variant in normally d20 systems. As it currently stands, that's your situation, and so you should be wary.

The issue with implementing 3d6 in a normally d20 environment, or at least an environment like pathfinder/M&M, is that the bell curve of probability it offers completely skews what is an acceptable range of results. Interparty balance is harder to maintain, because a minimal numeric difference in defenses can mean life for one person or death for another against the same threat, for example. A slight difference in defenses can mean one character will nearly ignore everything thrown at them, while another character will get hit by everything. Bonuses have to be controlled much more tightly and kept more in line than normal for the system to work.

My best experience with bell curve probability has been in the Fate systems, and bonuses in those do tend to be much smaller and more uniform between characters. What's more, people have a bit of an opportunity to catch up due to how fate points work.
>>
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>>48639217
In the 3d6 system, re-rolls and +1s are very powerful.

Be careful.

I think it's a good choice.
>>
>>48639590
But if you're facing a level-appropriate enemy, aren't you going to miss like 15-30% of the time ANYWAY?

What if the system doesn't even have retarded mega crit fails?

You're making a lot of assumptions.
>>
>>48639658
>M&M's 'One bad roll and you are out like a light'
Yeah, the Toughness system in M&M is godawful. I've experimented with it quite a bit, changing its exact ranges and what it takes to be put down, and the conclusion I've come to is that its really not salvageable.

The worst part is that it simultaneously makes it harder to feel like you're making progress (as the chance of you not having any effect is way higher), while also making it much more likely that you or an enemy can be taken out in an instant, regardless of how powerful you are or how well you've been doing in the fight.
>>
>>48639830
>>48639217
3d6 also lets you pay with things like rolling 4d6 take best 3, and the like, which modify your odds less than advantage /disadvantage.
>>
>>48639961

Yeah, which is why I rather like the Ripple system.

It doesn't make thinks completely predictable (though A tough guy can endure a LOT more ripples than a fragile guy) but it also keeps an element of chance.
>>
>>48619573
Er what.
0.06? How? The odds should be 16/216, which is around 7.4%. You apparently have no idea how to math.
>>
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>>48639830
>>48640106
Yep. Here is some more.
>>
>>48640516
4d6b3 looks roughly like 3d6+2.
>>
>>48639663
What about 2d8, for a range of 2-16?
>>
>>48639904
if you're facing a level-appropriate enemy in the d20 system, past levels 1-3, you should be hitting 90% of the time or better.

At highest levels it's more like 95% / 95% / 95% / 85% / 60% / 35% though.
>>
>>48640578
4d6-4
0-20, average of 10
>>
>>48640707
It doesn't HAVE to be a range to 20 though.
>>
>>48640809
It's still pretty tho.
>>
>>48640707
Subtract another 4 and suddenly you're using fudge dice.
>>
>>48640629
>if you're facing a level-appropriate enemy in the d20 system, past levels 1-3, you should be hitting 90% of the time or better.

Not in 4e.
Not in 5e.
Not in 13th Age.

Shit, not even in 3.X/Pathfinder.
>>
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>>48640850
ew
ew ew ew
>>
>>48640894
4e and 5e are not "d20 system" anon. they just happen to USE d20s
That's 3.X, Pathfinder, d20 modern, Fantasycraft, spycraft and the like.

And at the very least in 3.5 and pathfinder, your accuracy SHOULD be that high or you're really not doing your job right.
>>
Don't let this thread die.
>>
Seems interesting
>>
>>48636067
Where can one get strike?
>>
>>48642774
Piracy.
>>
When can we see more of this genius?
I for one would pay for it.
>>
>>48642822
Anything more concrete than that?
>>
>>48642882
http://www.strikerpg.com/
>>
>>48642981
That costs money, friend. If you expect me to pay to see if your system is shitty or not, kindly choke on a dick
>>
>>48643034
Then maybe you should learn how to use google, faggot.
>>
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>>48640549
>>48640578
>>48640629
Now with more math.
>>
>>48643138
Long story short, rolls will be within two points of "average" most of the time
>>
>>48643127
This is bad shilling on your part
>>
>>48638755
Alright, I will send an e-mail expressing my interest and desire to get involved. I'll be honest, I'm not an experienced producer of RPG content but I have worked with DSP (in very minor ways) in the past and I think I have some ideas and content that would greatly help with the development of Dawnborn.
>>
>>48639177
Except your position is not even close to universal.

I don't care about the M&M3e. I'm interested in what the system is actually offering - a theme of proactive, world-shaping heroes with *mechanics to match*. Neither Exalted or Godbound has actually offered rules for *how* you shape the world - they just give you a ton of power and a sandbox. Dawnborn appears to actually care about how Dominions are shaped and developed, even if those rules are in the most bare-bones state imaginable right now.

I understand how games get made, and that right now, M&M3e is a placeholder being used because the dev team is familiar with that set of math. I'm willing to let it slide, because I'm more interested in exploring the setting, adventure, and concepts than the mechanics right now.
>>
>>48636067
So where can I get the strike playtest stuff? Also are you sure bombadier is Core? I have the core book and it doesn't have it.
>>
>>48645242
>Neither[...]Godbound has actually offered rules for *how* you shape the world
Are you secretly illiterate, and if so, how are you posting on 4chan?
>>
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>>48645242
>Neither Exalted or Godbound has actually offered rules for *how* you shape the world

Godbound has 16 full pages of faction and dominion rules.

Have you read Godbound?
>>
>>48645288
Not thoroughly, since aside from 2hu riding its cock (repeatedly referring to it as a literal 'masterpiece') I've literally never seen anyone mention it until recently. I'd seen the faction rules but not really delved into them and the first glance was not terribly impressive.

It looks like there's more depth to them than I gave credit for at the time, even if a lot of it is still 'spend resource, make check, negotiate with your DM as to what that check actually means'. Still, I'm interested in what DSP will do with the concept, and I'm not much a fan of OSR mechanics.
>>
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>>48645278
>>48645288
>>48645409
Sell me on Godbound, guys.

What does it do better than Exalted?

How good is it for bronze age superheroes?
>>
>>48645483
Godbound looks hella better than Dawnborn.

Hell, they've even got similar names...
>>
>>48645483
>Sell me on Godbound, guys.
Why put on sale what is already F R E E ?
>What does it do better than Exalted?
Not needing buckets of dice. Less charm bloat by design and thanks to not having to write "count 9s twice all the goddamn time. If there are things that everyone would take with a given set of powers, it's given to you for free (all Godbound linked to Fire are immune to flame, Beast can talk to animals, Bow makes you not run out of ammo)

>How good is it for bronze age superheroes?
The only effort it would take is fluffwise, but that's the case frequently, so I won't give it credit for that.
>>
>>48645591
This is the second time spoilers have failed me while discussing Godbound. Clearly the Uncreated have something to do with this.
>>
>>48645483
It's rules are more balanced and consistent, are more setting agnostic so you don't have to play the specific sorts of super beings , and the Word system is easy to brew for so you can pretty readily make your own. The default setting is neat, has more Jack Kirby than anime in a lot of places and has some neat ideas
>>
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>>48645591
>>48645625
Sounds great.

What about the mechanics? How do they work? What awesome things can a level 1 godbound do in a fight/social scene/adventure/downtime?

How strong are level 1 godbound?
>>
>>48645674
Each of the Words has a little blurb like this

>In a distant castle there is a tower, and within that tower, there is an iron door. Beyond that iron door is a chamber, and in this chamber stand twenty strong soldiers. Beyond these soldiers there is a sanctum, where a wicked lord lies on his bed. And in this lord's chest there is an arrow, because neither distance,
nor castles, nor towers, nor soldiers can guard a man's life from the arrow that Altan Khan shoots.
>Altan Khan avenged himself upon the lord with None Beyond Reach, learning of the precise location of the noble's bed and
waiting for an hour when he would be asleep. Bolt of Invincible Skill ensured that he would not miss the sleeping man, and The
Inexorable Shaft sent his arrows straight through the tower's stone walls. Despite his reach, Altan had to be certain to make
his first strike count. If the noble had lived long enough to stagger ten feet from his bed, the archer would not have known his position well enough to strike from such a great distance.

This is one of the more point-intensive options, but it gives you a good idea.
>>
>>48645717
>missed almost all the breaks
I tried. Time for honorable sudoku.
>>
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>>48645717
That's fucking badass.

Alright, I'm sold. I wanna be, like... a demigod of justice, winter (Elsa etc.) and space. The dimensions kind of space, not outer space.

How will Godbound let me be that kind of demigod?
>>
>>48645674
Level 1 GBs can do some crazy shit. You could be a master of a mortal style of sorcery or martial arts, fight a host of mortal men by himself, move from horizon to horizon in a stride, hurl a boulder as far as he can see, and transform into any sea creature smaller than a kraken
>>
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>>48645717
Does Godbound have rules for playing fluffy tail kitsune?

I want to play a kitsune goddess :3
>>
>>48645787
>he forgot ice/cold as a Word
Fucking hell. I'll try:

Space would best be represented with Journeying, if I'm reading it right. Justice would just be an application of the word of Command, and Sky has some tricks to do with the cold. That would be the three picks for words.

Then, for gifts, I'm thinking Boreal Spike from Sky as a big area damage effect, Opening the Way to get the paths between dimensions to open up for you, and from Command, Know the Inner Truth, The Lines of Rule, and Bearer of the Scarlet Crown seem like good choices.

There's also stats, but they don't matter so much.

Not the most optimal character in existence, but there you go.
>>
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>>48645853
How much can the strongest Godbound lift in tons at will?

How easily can a Godbound crash a plane with no survivors?
>>
>>48645903

If Godbound is an OSR game, how effortlessly can a godbound BTFO a balor?
>>
>>48645906
>The Godbound is always able to pick up anything smaller than a large building and punch through, smash, or break loose any non-magical substance as a free part of their movement or other actions. This might is quickly deployed, but not finely-controlled enough to help damage rolls or other attacks.

>never-ending captcha
Is this Hell?
>>
>>48645948
But how big is "a large building"?
>>
>>48645948
MAYBE INCLUDING THE NAME OF THE GIFT WOULD HELP.

It's "Thews of the Gods," a major might Gift.

>>48645947
Gimme a sec to open up OSRIC and pull up stats. I'll go to sleep after this and any other one-post questions, because I clearly need it.
>>
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>>48645903
>Not the most optimal character in existence
Stat an optimal sexy kitsune goddess!
>>
>>48645483
It's a D&D retroclone, except you're a fighter with some superpowers.
>>
>>48645978
Can I play an edgelord Abyssal/Infernal Exalted in Godbound?
>>
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>>48645978
There's something that doesn't make sense in >>48645288.

Godbound spending Influence/Dominion to make cool shit... create new problems anyway? The hell? Doesn't that mean they can never really SOLVE anything without making new problems along the way?

And like, Influence goes away after a while? So all you've done is create a temporary solution and a permanent new problem!

The hell is up with that? How's this supposed to be good dominion management?
>>
Is anyone running a Godbound game online? Text only?

I want to try it out. Seems a lot better than DSP's M&M 3e here.
>>
>>48645906
Pretty easily. Its a lesser gift to smash 20ft holes in anything, even supernatural materials with committed effort
>>
>>48645977
Pretty large :^)

>>48645947
Adapting balors as best I can, they don't have much in the way of damage, and their health is about on par with a Godbound, but the -2 AC is going to make it nightmarish to hit. It'd be a good Effort sink when people decide to just toss Divine Fury at it so they don't have to deal with hitting it.

>>48645993
ALRIGHT FAGGOT, HERE'S HOW YOU PLAY A NONHUMAN IN GODBOUND.

>HAVE STATS THAT LOOK REASONABLE FOR THE NONHUMAN IN QUESTION
>TAKE GIFTS THAT MATCH ITS ABILITIES
>SAY YOU'RE PLAYING THAT TYPE OF NONHUMAN

DONE. FUCK YOUR STAT ADJUSTMENTS.

>>48646055
Take the words Night and Deception. Edge it up as much as you like, you edgelord.

>>48646081
You'd need to solve the new problems by going out and adjusting it manually. This new problem also only applies if it's to assist a faction. Making your own race of intelligent flying spiders causes no problems except itself.

For Influence, you can withdraw it at any time (and you probably will, since you don't start with much)
>>
>>48646135
>20ft holes in anything
Thought it was only a 10x10x10 hole for Godbound.
>>
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>>48646139
>You'd need to solve the new problems by going out and adjusting it manually. This new problem also only applies if it's to assist a faction.
So why would I want to spend Influence/Dominion to solve problems if it just creates problems anyway?

Doesn't that make Influence/Dominion sorta useless? "Lol, you should be solving that manually, don't bother with the domain rules!"
>>
>>48635373
On one hand, 3d6 solves a fair amount of M&M's swinginess problems by making reasonable tradeoffs have a real impact on the game instead of only mattering if you roll within 1 or 2 of what you'd originally succeed on, but on the other hand it makes extreme tradeoffs fucking retarded to deal with when they were already annoying.
>>
>>48646139
>Pretty large :^)

Serious question though, does the game have any legit rules for what's a "large building"?
>>
>>48646203
Friendly reminder that M&M 3e with 3d6 is batshit retarded because the min-maxers who pumped their stats to crazy levels are EVEN MORE untouchable.

Fuck this, I'm playing Godbound instead. Or maybe Strike.
>>
>>48646235
That's not really how M&M works. The basic assumption of M&M is that you'll be hitting your caps.
>>
>>48646190
You have two options

>fuck factions
>save up your power for big problems to turn them into minimal ones

Turning a 4-point "beseiged by the forces of a Made God" into a 1-point "vanity unmatched throughout the land" is generally a good deal.

>>48646205
Welcome to the land of vague interpretations that make Colette's autism flare up. I'd say Sears Tower fuck you it's still the Sears to me and under would be valid targets.
>>
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>*Think Marvel Heroic Roleplaying and Worlds in Peril are too wishy-washy rules-litey for you?

Never heard of these.

Anyone familiar with them want to give a rundown?
>>
>>48646278
>I'd say Sears Tower fuck you it's still the Sears to me and under would be valid targets.

Anything SMALLER THAN a large building.
>>
Friendly reminder that tons of powers have no PL based cap in M&M.
>>
>>48646311
Yeah. That was implied. Definitely.

I'm going to bed. If people are still talking about this in the morning, I'll shitpost on it more.
>>
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>>48646278
Waaaaaaait a minute.

You make new problems only if you ADD A FEATURE.

Do you cause a new problem if you're just using Influence/Dominion to remove a problem?
>>
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Between Dawnborn, Strike, and Godbound, which game lets me play a kitsune summoner who's balanced but not totally gamefucking?
>>
Yo DSP, how the fuck is this a "playtest" if it's not even your own game? It's just Mutants and Masterminds. You can't call this shit a "playtest."

What I'm getting out of this thread is that there are at least two or three other systems that do your concept a hell of a lot better.
>>
>>48646412
Dawnborn has the mechanics for it but it's all up to you to ensure it's balanced.
>>
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What does /pfg/ think of Dawnborn?

Think it'll be better than Pathfinder?
>>
>>48646461
By "Dawnborn," you mean M&M 3e.

http://www.d20herosrd.com/6-powers/effects/effect-descriptions/summon-control

Summon is the most broken shit ever in M&M.
>>
>>48646473
It's nothing at the moment, give it a month to a year.
>>
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Why is the art of these Dawnborn fucks so shitty? I can't waifu/husbando any of these.
>>
>>48646531
>wait a year
>Dawnborn final release
>it's just an M&M 3e setting with a 3d6 variant

Gareth status:
[X] BTFO
[ ] Not BTFO
>>
>>48646489
It can be.
>>
>>48646568
Gareth isn't in charge of the mechanics.
>>
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>>48645242
>I understand how games get made

This isn't how games get made, you dumbass.

If someone wants to make an awesome new FPS, they don't release an "early access" that's literally just a Garry's Mod... mod.
>>
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>>48646651
>>
>>48646683
DayZ made meaningful changes to Garry's Mod.

Dawnborn's "changes" to M&M 3e? Hahahahaha, no.
>>
Is this /indie games general/?
>>
>>48646363
No
>>
>>48646711
If by that you mean it seriously limited the amount of content available compared to vanilla ARMA 2 and added shitty NPC zombies with terrible AI.
>>
>>48646568
>>48646620
Then why the fuck is Gareth the one trying to show off the mechanics?
>>
>>48647307
>why is the PR guy doing PR?
>>
>>48647431
Shit PR.

At least two other indie RPGs are getting better press in this thread than Dawnborn.
>>
>>48647460
Strike! is only getting bandied about as a meme, "Stope shilling Strike!" is the flavour of the week from what I've seen. The system is generally sub-par and the layout and formatting is beyond atrocious. I'd only show people Strike!'s layout as a cautionary tale. It actively disrupts your ability to access the information within the book, it's that bad.

Godbound is indeed worth bringing up, it's in the same genre as Dawnborn seems to be aiming for. I personally don't like Godbound very much, character creation is too complex for novice players and there's some major decision paralysis involved with all the Words and Gifts. Given the quality of DSP's previous works, I think they can do better. Godbound also presents a fairly high starting power level for characters, whereas I think DSP is looking for a more gradual shift from 'everyday people with minor magic powers' to 'world-shattering legends who can destroy cities in the blink of an eye'.
>>
>>48647460
You can't stop Touhoufag from autisming all over everything he touches, anon.
>>
>>48646568
What are you talking about?
What's being shown is amazing.
>>
>>48647307
Because Gareth is the only member of DSP we haven't traumatized.
>>
>>48647836
Strike's layout and formatting is bad, but:
>The system is generally sub-par
Eh? From what I've seen so far it's solid as hell. The couple of builds we've got up in this thread are really damn interesting for level 1s.
>>
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>>48647860
>>48647948
Can anyone even understand 2hu's build posts in this thread?

What are the characters supposed to do?
>>
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>>48647928
> Haven't traumatized
Do you think I drank this much before /tg/?
Kidding. Y'all have been pretty welcoming, honestly.

>>48640106
Stuff like roll-and-keep has also been suggested, aye.

>>48639658
We hadn't. Now we are, 'cause that sounds pretty damn cool. Just gotta make sure it's intuitive.

>>48639659
Ehhhh....maybe it's just the system they've appeared in, but my experience with target numbers & hits has not been pleasant.

>>48639663
As I said before, M&M's ruleset is not going to meaningfully survive these revisions. We're not looking to do M&M-with-different-dice.

Real talk for a moment: the bossman wanted us to get the concept and the sample setting/adventure out there, thinking those were more important than showing off or having mechanics. Clearly we need to invent new words to describe how wrong he was on that score, but the thrust of this is that the goal is NOT to minimally alter M&M, it's to get mechanics that help bring that setting and its themes to life.

I'll address other stuff here in a bit. Just got home from work.
>>
>>48648095
Yeah, seconding this. What the hell IS up with those builds?

>>48648126
>the bossman wanted us to get the concept and the sample setting/adventure out there
Settings alone don't fucking sell unless they've got a ton of legacy behind them.

I'm sure any of us here could take your adventure and kitbash it into an adventure for GURPS, M&M, Pathfinder, Godbound, or Strike.
>>
>>48648177
See

> Clearly we need to invent new words to describe how wrong he was on that score, but the thrust of this is that the goal is NOT to minimally alter M&M, it's to get mechanics that help bring that setting and its themes to life.
>>
>>48647948
First of all, even 2hu admits that Strike! has a terrible non-combat system. It's not even close to being 'solid', it's abysmal. As for the tactical combat section, your mileage may vary considerably. I'm personally not a fan of grid-based combat, I think you can have combat be tactical without having to count how many squares away from an enemy you are. 13th Age does an excellent job of tactical combat while employing the most abstract of distance metrics, and I love it for that.

If grid-based combat it your jam, I'd still recommend Gamma World 7E over strike. It uses a stripped-down and simplified version of the D&D 4E system geared for low to mid-level play. Character creation in Gamma World is much faster, the combat is tactical without getting in the way, and characters are much less tied to a single 'role' in the party. I once played a Felinoid Rat Swarm, in other words a mass of cute kittens that ate people alive. That's not me making a Martial Artist Striker or something and re-flavouring everything, that's flavour right out of the box, with all the little secondary rules and perks you'd expect to get for being a hive-mind of adorable, bloodthirsty kittens.

Gamma World also has the fantastic Alpha Mutation and Omega Tech mechanics, and I highly recommend you look up the system just to see how cool those are. It's basically everything Monte Cook tried to do with 'The Strange's fluctuation powers and one-time-use equipment, only better than he could ever dream of achieving. The only downside is the cards are impossible to collect these days but you can find a digital set and print them out for personal use, I don't think anyone is going to mind.
>>
Bump for more awesome.
>>
>>48648126
>We hadn't. Now we are, 'cause that sounds pretty damn cool. Just gotta make sure it's intuitive.

It is BUT the Editing of the book is god awful. I'd ask someone who knows the system to explain it in more detail more than relying on the book itself.

The thing I really like about Ripples? Ripples are not damage. The other guy is wearing you down by being terrifying? That's ripples.

Something I'd really like to see done with the system you guys are working on is to sit down and go 'Does this REALLY need to be a status effect/would it work better as just another way of doing damage'

As stuff like D&D having poison status effects rather than just doing them as a DOT or burst of damage is mostly wasted space/pointless.
>>
>>48645409
>Not thoroughly, since aside from 2hu riding its cock (repeatedly referring to it as a literal 'masterpiece')

Haven't read it but officially interested. Touhouguy has excellent taste in crunch.
>>
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How usable would Godbound be for a Dominions game with all the players playing proto-Pretenders?
>>
>>48635373
>*Don't like the grognardy OSR way that Godbound does "bronze age heroism, fantasy superheroes, improving a dark world"?

OSR and Grognard do not go together.
>>
>>48648126
Roll and keep is fantastic.
>>
>>48648126
And once you have 3+dice by default, you can go 4 5 6 or more dice keep best 3. Fun mechanic
>>
>>48648865
13th Age and 4e combat are nowhere alike.

13th Age combat is shallow.
>>
>>48648865
Meh, if I wanted a multirole character, I can do that in strike with Warlord, Bombadier, etc.

Even the Bombardier up in this thread is multirole.
>>
>>48649218
>Touhouguy has excellent taste in crunch.

But he likes Strike. And Pathfinder.
Which are both shit.
>>
>>48651451
He likes strike but no-one plays it. He hates pathfinder but people actually play it.
>>
>>48651489
Then why bother with Pathfinder?
>>
>>48651520
Why does he bother with Pathfinder?

>>48651489
>people actually play it.
The reason he plays it is right there in the statement, and he's confirmed that is his view several times.

Not a view i share, but I'm dissatisfied with most rpgs, and Pathfinder is one of the few I've tried that I still actually want to play, despite its flaws.
>>
>>48638812
2hu, is it really necessary for you to start ruining this too? You've shat up /pfg/ enough already, and almost everyone on the board knows how bad you are. Do you REALLY need to start fucking up DSP's new stuff before it even gets started?
>>
>>48636461
It's a badly balanced pathfinder class.

Let's that sink in for a moment. It's a pathfinder class. Not really well balanced, and not really that interesting. A pathfinder class. A purposefully overpowered, uninteresting pathfinder class.

What's good about Godbound? That's the question you should ask.
>>
>>48652390
>. It's a pathfinder class
wat
>>
>>48635373
Where is the playtest packet on the site?

Is your company made up of SJWs? I'd rather not support another budding white wolf that shits on people who aren't intersectional black feminist transvestites.
>>
>>48652439
Pathfinder has an actual Pathfinder class
>>
>>48652450
>Where is the playtest packet on the site?
Click on the words 'Alpha Playtest' just before the FAQ section.
>>
>>48652450
DSP came to 4chan, anon.

Do you think that SJWs are really going to come here and listen to us?

Fucks sake, man. They came to goddamn /pfg/. I don't know if you've seen what a flaming heap of radioactive trash lately, but they willingly came to it and let that flame help forge their content.
>>
>>48652505
DSP?

>>48652505
>Do you think that SJWs are really going to come here and listen to us?

Holden, of Onyx/White Wolf, a RPG.net mod and infamous for his SJW views did some Q&A during the Exalted 3E beta.

Same with the roll20 people. And I can think of one Shadowrun dev who comes on here that is an SJW.

So yes when it comes to $$$ and they just won't be as vocal about it.
>>
Stop shitting on my newest favorite game, you cynical fuckets.
>>
>>48652505
#pfg the irc is quite a bit more 'mah struggle' inclined. not sure about other threads 'round here though.
>>
>>48652662
"Beast the whateverthefuckitwasIforget" was a very special kind of 'social justice' message; one that actually managed to anger ALL sides of that nasty argument, and usually somehow all for the same reasons too.

They've got some squick in various splats, like how Demons could glitch into male-pregnancy or whatever, but at least that's understood to be side effects of spy robots regularly beating causality in the face with a wrench and not always doing it quite right.

BEAST though, BEAST got fucking special, especially in its beta documents. There, not only is getting your mind fucked by extreme body-horror dysmorphia [Good], but anyone going after you for, say, tentacle-raping a petshop to death is objectively worse than every hitler for not understanding you.

It combines the worst of furry fandom with some truly psychotic "identify as" stuff. Most of us on 4chan couldn't believe our fucking eyes (and the balance was exalted-bad). It was as though hundreds of pages had been written entirely for the purpose of trolling everyone and everything.

Let's uh, not do that.
>>
>>48635373
>Don't like the way Strike! splits characters up between non-combat and 4e combat builds with "roles" and "powers"?

Hey Gareth. First wanted to say glad to see you didn't leave tg. second wanted to wish you good luck with creating a system (been trying to do it myself for years now), and third, What aspects will you be taking from 4e D&D, and how will they be implemented? I ask because I can't stand Strike! and will definitely be following this to see how it evolves.
>>
>>48652450
IIRC Dreamscarred has a few LGBT folks, but they hate the kind of people who *boast* about being LGBT, and think it's stupid to drag your personal views into an RPG.
>>
>>48653250
What don't you like about Strike?
>>
>>48653422
Those who boast or try to put it on a pedestal actually remind us how useful and not-actually-offensive it is to have labels.
>I'm a hatchback-to-conventional-trunk golf with unique, distinctive styling and I identify as an Atlantic and a Fox. My pronouns are...
>I'm a voluptuous economical multi-link-rear-suspension beauty and I identify as a Bora. My pronouns are...
>I'm a 4d german sedan named after the jetstreams and I identify as a Classico Vento Argentina. My pronouns are...
>I'm a S to NCS transsedan sixth generation hybrid, all locally assembled and I identify as a Pyeonghwa Zunma. My pronouns are...

JETTA.
JETTA, JETTA, JETTA, JETTA.
JETTA.
>>
DON'T LET THIS THREAD DIE
>>
>>48654482
Why not? Gareth will bring it back up when they have something new to show us.
>>
>>48652921
Even they just talk about how rough it is to be in "the struggle" and admit that it's fucking stupid for people to idolize and find joy in "muh strugglez". They're for equal rights and justice, not SJWism.
>>
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>>48652450
As >>48652482 mentions. The link is a bit small, but we can't actually fix that until Bossman: Texas Edition is back home from GenCon. My apologies, my friend.

As for your other question, pic related? We don't particularly like pushing political views in our work and doing so would also require that we all have the same or at least substantially similar views, which we don't. The only things relevant to Dawnborn are the bit where Andreas is Pirate Party (not a little Pirate Party, not kinda enthused Pirate Party, /ran for Parliament/ Pirate Party) and maybe the upcoming section on Dominions & xenophobia in the worldbuilding, which is sorta-kinda touched on in Sweep Your Own Porch already. The short version is that any given Dominion has really good reasons to be mistrustful of outsiders, but being able to walk through the Dusk Shield is a powerful positive argument that you're worth talking to.

>>48653250
Pic related in the sense that I'm not familiar enough with 4e to meaningfully answer it. I can't imagine that an awful lot /could/ be taken, considering the particular way that 4e's balance was structured, but I honestly dunno.

>>48653422
This is correct. I'm one of them.

>>48655007
This is also correct! I'm happy to field feedback and questions to the extent I'm able but there's not a /need/ to keep the thread up. I'm not about to bitch about it, but, y'know.
>>
>>48656273
>I'm one of them.
HA! FAGGOT!
>>
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>>48656439
>>
>>48635373
>http://dreamscarred.com/dawnborn/
>You take on the role of parahumans (there’s another word you’d know for this, but it’s owned, so…them’s the breaks)

Am I being dense here? What's the word?
>>
>>48656778
It's a particularly famous word, often used to describe costumed individuals with extraordinary capabilities that protect the weak and/or fight crime.
>>
>>48656797
Really? Someone owns the term "superhero"? How? What? How?
>>
>>48656842
>http://www.blastr.com/2013-2-1/marvel-and-dc-sue-small-publisher-over-using-word-superhero
>http://www.nydailynews.com/news/national/comic-book-creator-fights-term-superhero-article-1.1327860

Looks like Marvel and DC argue that they own the trademark on the term 'superhero'
>>
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>>48657030
Well, at first I didn't have a reaction image for my general disappointment but also lack of surprise for that revelation. Fortunately, the article itself provided this, so...

mfw
pick your favourite.
>>
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>>48656797
Orks?
>>
>>48657500
I'd go with the far left. The others are too expressive for the feelings you described.
>>
>>48656273
>I'm not familiar enough with 4e to meaningfully answer it. I can't imagine that an awful lot /could/ be taken, considering the particular way that 4e's balance was structured, but I honestly dunno.

Maybe you ought to get familiar with 4e, 5e, and other non-d20 RPGs. It's the very first thing I'd recommend for anyone intent on designing his own system.
>>
>>48659064
>ought to get familiar with Strike!
Fixed that for you.
>>
This is the thread we need but don't deserve.
>>
What even is this?
>>
Tell me more please.
>>
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Here are some questions for the thread, I'd love it if you could also explain your answers. I figure this might help the DSP folks figure out what people want or expect from Dawnborn.

1) What do you most want to see out of Dawnborn? This can be a specific mechanic, a theme, an element of the setting, basically anything you want to be in the book.

2) What do you least want to see in Dawnborn? What mechanic, theme, or element of the setting do you not want to be in the book?

3) Do you prefer 'class-based' or 'a-la-carte' systems? What do you like to see in a class-based system? What do you like to see in an 'a-la-carte' system?

4) What defines bronze-age heroism to you? What springs to mind when you think about it? How might you represent that kind of theme or character through the game's mechanics?

5) Do you prefer games where a character's combat, social, and exploration capabilities are strictly separated, or do you prefer games where characters can 'specialize' in one of the three?

6) How do you think a system should balance magic-using and non-magic-using characters? Is it even possible? What games do you think have done a good job of doing that in the past, and how did they do it?

Pic completely unrelated, but I think it's quite pretty and worth sharing.
>>
Aight, so, SOFT UPDATE

Mechanics lit up like a firework and are now working on the new system. This does mean you're going to need to be patient before you get to see it, but it's actually dovetailing pretty well with what we wanna do with Dominions. In the meantime I may be around with more setting stuff here soonish.

I did say it was a soft update.
>>
>>48664495
What system are you using this time?
>>
>>48664933
Iiiiii'm gonna let mechanics explain that one. Or at least wait for enough of it to be in place for me to dump an example instead of flailing my face against the keyboard.

I may or may not have been drinking as well. Explaining important things while drunk is not the best plan.
>>
>>48663902
Separate combat and noncombat. Like in Strike.
>>
>>48663902
>Do you prefer 'class-based' or 'a-la-carte' systems?
After playing a fuckload of Gurps lately I've come to the conclusion that you need a combination of both, highly-customizable but well regulated classes.

And that doesn't mean the D&D shit of variants/archetypes, but the actual character sheets should have a selection of skills/abilities you can choose.

Something like:

Class Ability #1 [Smite/Trial/Weal]
Class Ability #2 [Lay on Hands/Charitable Hands/Anointing Hands]
>>
>>48666475
So kind of like how Legend does it, with each class having three Tracks that it allows you to "multiclass" by replacing a Track with one from another class or other specialty (such as an exotic race like angel or dragon)?
>>
>>48668854
What did happen to Legend?
>>
>>48668878
Dunno for sure. Ran out of time/money/interest/some combination of the three? The site hasn't been updated in about two and a half years, so I couldn't say for sure.
>>
>>48663902
>1) What do you most want to see out of Dawnborn? This can be a specific mechanic, a theme, an element of the setting, basically anything you want to be in the book.
I'd personally like a well organized and balanced system. something closer to 4e style power sources and classes, as opposed to PF.

>2) What do you least want to see in Dawnborn? What mechanic, theme, or element of the setting do you not want to be in the book?
get rid of feat taxes and trap options.

>3) Do you prefer 'class-based' or 'a-la-carte' systems? What do you like to see in a class-based system? What do you like to see in an 'a-la-carte' system?
I personally prefer a class based system, I have very little experience with ala carte games.

>4) What defines bronze-age heroism to you? What springs to mind when you think about it? How might you represent that kind of theme or character through the game's mechanics?
Larger than life heroes. Characters that are a cut above the rest from the start, for every 50 commoners their is only one of them. They are capable of things others simply aren't. They're are plenty of warriors, but only one out of them is a true Fighter.

>5) Do you prefer games where a character's combat, social, and exploration capabilities are strictly separated, or do you prefer games where characters can 'specialize' in one of the three?
Personally I prefer them separate but with the option to specialize in them if a player wishes.

>6) How do you think a system should balance magic-using and non-magic-using characters? Is it even possible? What games do you think have done a good job of doing that in the past, and how did they do it?
4e D&D did this wonderfully. Some claim it made all the classes feel the same, but I never found that to be an issue, everyone contributed to the group, and everyone had cool things to do. Personally, as long as you allow both characters to break the laws of physics in their own unique way, I don't see it being a problem.
>>
>>48668878
Apparently the guy who started the project was promising a ton of stuff way beyond his means to produce, then quit and tried to push it off on someone else.
>>
New mechanics based on Strike when, Gareth?
>>
>>48670967
Considering the MnM-mechanic prototype is three days old, I'd give it another four to actually get something secure. A week is still quick for turnaround times on this level of the system
>>
>>48668878
>>48668906
>>48669440
Design team put the sword in it. Jake Kurzer over-promised about the game, enshrined some fantastically shitty design decisions, then quit and left the new team holding the bag. They did their best to save it but ultimately being beholden to his promises and those enshrined decisions killed the game before it ever really got the chance to live. They announced its death about a year back, IIRC, and released all of the internal design files so the fans could do what they would with it. Was pretty sad and frustrating all around. I oughta know, I was there for it.

>>48670967
As >>48671511 said, these things can take time.
>>
>>48647928
Wait, when did we traumatize Forrest? Was it the goo girls
>>
>>48672461
2hu pushing Strike into Forrest's face.
>>
>>48672461
>>48672509
Usual /pfg/ bullshit--anons passing couched and disclaimed statements off as Word of God. She decided that if people weren't going to listen, it was better not to speak in the first place.

Wise, really, when it comes to 4chan.
>>
>>48672609
It was 2hu who did it. We have proof.
>>
>>48672609
>She decided that if people weren't going to listen, it was better not to speak in the first place.
May as well take a vow of silence and never speak again in that case or just make your own personal hugbox and only ever post there like most creators do, 4chan doesn't have a monopoly on stupidity.
>>
>>48672644
No, you still don't, and leave that bullshit in /pfg/.
>>
>>48672721
But 2hu already shat up this thread.
>>
>>48672741
No, 2hu contributed to this thread. You're shitting it up. Fuck off.
>>
>>48672822
>contributed
>posting about an unrelated system off-topic
You'd best have a good explanation.
>>
>>48672461
>>48672509
>>48672644
>>48672721
>>48672741
>>48672822
I realize this is 4chan and I can't actually stop you, but could we please not?
>>
>>48672900
Why not give Strike a look for your system Gareth?
>>
>>48672980
I dunno why you'd think we haven't been looking into all of the various suggestions and thoughts offered to us when we came here specifically for feedback. Maybe the thought didn't Strike! you.
>>
>>48673009
Maybe Godbound is more up to your speed?
>>
>>48673173
He's bound to consider it.
>>
>>48674556
Dawnborn ruleset based on Strike!/Godbound hybrid when?
Thread posts: 242
Thread images: 45


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