The premise also somewhat reminds me of Mistborn, by Brandon Sanderson. Not sure if you've read them, but having a look at some of the creatures he created might be a good source of inspiration.
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Show posts MenuQuote from: Rose-of-Vellum
Love the update, particularly the info/mechanics on Omens (and would be enthused to see some sample monster/omens).
Quote from: Rose-of-VellumI'm indifferent on the Town rules; perhaps a sample generated town might elucidate the process, and more importantly, the quality of its output.
Quote from: Steerpike
The town rules are quite interesting. Did you happen to get the idea of using dice-as-layout-generator from the sublime Last Gasp Grimoire?
Quote from: SteerpikeWhat are you planning on running this with? I know you were debating between possibilities before.
Quote from: sparkletwist
It all feels a little too nebulous for my liking. I feel like a big part of player empowerment is knowing exactly what's up in any given situation, and, at least from my reading of the rules-- I've never actually played it, I should say that right away-- that seems like it often doesn't happen.
Quote from: sparkletwistFor example, there's no real action economy as such, so it's difficult to tell when your next turn is going to be or how many attacks an enemy is going to get on you.
Quote from: sparkletwistAlong with that, there seems to be no tactical positioning whatsoever, not even something vague like Fate's zones, which also makes it hard to figure out what's going on.
Quote from: sparkletwist
I've also noticed that there are quite a few moves that involve picking options from a list but even on a 10+ success (which is the best you can do) you still can't pick all of them; this seems to imply that something bad is going to happen no matter what, and I don't like the idea that there's just no chance of complete and resounding success.
Quote from: sparkletwist
I also find the whole idea of choosing from a list of things that may or may not be true and you don't know until you've chosen one to be a bit immersion-breaking.
Quote from: Rose-of-Vellum
True enough. Though 7 non-magic classes is a lot more than LotFP's 2 (or 4 with demihuman 'classes'), no? How does DW handle magic and classes?
Quote from: Rose-of-Vellum
I don't know how much you want to limit magic (e.g., no arcane or divine caster PC?), but I can say that there are many core classes in 5e, far more than the free rules have. Each class has three archetypes with divergent flavor and distinguishing crunch.
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