Nevermind. Figured it out.
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Show posts MenuQuote from: Hoers
If you have access to a PS4, you should really check out Bloodborne for some inspiration.
Quote from: LoA
Would you have a problem if I started making a map for Cainsworth in a similar style to this?
Quote from: Steerpike[/spoiler]
Not at all! You should!
Some tips that worked for me when drawing the big map of the whole city:
- Get pens that work for you (this doens't mean expensive).
- Be patient and be OK with throwing out mistakes.
- Don't sketch, it'll take forever. Just get good at drawing in pen.
- Work on it in small amounts regularly.
- Assemble it as you go so you can manage space.
- Plan the city out in advance so you know what you need to draw.
Quote from: Steerpike
Quote from: sparkletwistQuote from: LoAYou know the Dnd System is surprisingly capable of running a Magical Girl campaign!I'm not sure if the things emphasized by D&D are really the kinds of things that are usually emphasized in the magical girl genre, so you may be running into some conceptual clashes here. Some examples:
- The six D&D stats don't include things like willpower, spirit, love, and other genre-important things. The D&D way of tying one's will to one's "Wisdom" doesn't really work well for an airhead like Usagi, and Charisma would probably be something of a god-stat. On the other hand, stats like Strength and Dexterity don't have a whole lot of meaning because magical girls are always supernaturally strong and nimble, and if they have greater abilities, it's usually due to greater strength of will or the power of love or something.
- Some stats and skills don't have a lot of relevance. There's usually the "smart one" (e.g., Mizuno Ami, Yukishiro Honoka) who might have a high Intelligence stat and a lot of knowledge skills, but that's more a character trait that one either has or not rather than something numeric. The same goes for (non-transformed) athletic prowess, social charm, and other abilities that magical girls tend to show; these tend to apply more when they aren't transformed. On the other hand, skills like Survival and Appraise just don't come up, and I don't even know how to approach Use Magic Device.
- Similarly, things like hit points and spell slots don't really have a lot of relevance to magical girls. Some powers may have to be activated by beating the enemy down or are only good once per transformation, but there's nothing like spell preparation. As for hit points, magical girls can generally take quite a beating, and they only really lose if they give up, which is more about mental fortitude than physical. And of course an inspiring speech from the team's leader about how she's never giving up can get the team back up to full health again.
- D&D combat doesn't really look anything like magical girl combat. D&D combat is pretty quick and brutal, usually ending with someone getting hit with a save-or-lose or just getting ganked with a power attack for a ton of damage. On the other hand, magical girl combat tends to build up, with frequent interruptions in which the hero or villain will monologue about their views or intentions and the other side obligingly listens attentively. The flow of lots of minor attacks leading to the super power beam of ultimate justice that ultimately brings the win is more like Exalted 3 than anything D&D does.
- On a related note, D&D style tactical positioning seems a lot less important for magical girls and might just be weighing the system down. Anything that causes them to get hit and not get thrown back 20 feet doesn't really feel right, battlefield control isn't really a thing (except for plot-device magical barriers) and D&D doesn't handle vertical movement well while magical girls are always jumping high into the air with superhuman grace.
- Magical girls are often all about their team attacks. The Precure Marble Screw comes to mind, but there are plenty of other examples as well. D&D is kind of bad at this; the only thing that comes close are PF's teamwork feats and those are lackluster and not really the same thing. D&D is more about giving each player their individual turn and doesn't really handle these sorts of abilities.
Quote from: sparkletwistQuote from: LoAWhat do i do for a setting?Option #4: Magic Knight Rayearth-style, where there are a group of ordinary school-age girls who get pulled into the 'fantasy realm' in order to fight the evil there. They can be stuck there if you want to focus on the fantasy adventure (which is how MKR itself did it) or they can go back and forth if you want to do like a lot of other magical girl stories and give them normal teenage girl problems as well.
Quote from: HoersI imagine an Illithid shaped like a hat that tricks it's owners into wearing it, and then eats it's brains.
I wonder what the Hatfright would be? A reanimated set of clothing haunted by its dead owner? A sinister spirit that inhabits hats? A mind flayer who is so preoccupied with showing off its hat collection that it takes no actions?
The possibilities are endless!
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