A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
[JakeyBoi] No Rolls Here
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Thank you for the detailed answer! I played Pathfinder for a few sessions, but didn't care much for the combat system. I tend to favor conditions over hitpoints these days, and from what I recall Pathfinder was very A+B-C. "Wounded-Dying-Dead" systems are a bit too simplified, but I find around 15 hp to be the maximum I enjoy tracking. Fate looks interesting for sure. It isn't what is was looking for, but the quick rules' overview I just watched was very intriguing. I might try to find a session to watch to get a better idea of how the system plays out. Now Chronicles of Darkness... is not the medieval-fantasy setting I was looking for, but the system hits all the right spots. Around 10hp max, but with pretty much "wounded-dying-dead" superimposed - 9 attributes which combine to give various sub-stats - enough skills to cover basic situations, but room for specialisation as you see fit - rolling lots of dice for epic situations, but counting them fairly simply - and role playing elements integrated into the system through vices and virtues. From what I quickly watched, I love it. I might try to adapt it to medieval fantasy, or just play a a short campaign in the intended world to get a feel for it. Really cool any way, thanks again.
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Do you not?
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Do you not?
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Well, it was a joke...imagine ducking someone who said something cringe, just because they rolled a 20. I guess who am I to say no?
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This post did not contain any content.How about we get out of here and you cast Magic Mouth on my Great Serpent?
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I mean, my partner of 15 years started as a fling who accidentally lit himself on fire trying to do a party trick before I decided to sleep with him.
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I would love a few recommendations, if you don't mind. I played mostly Warhammer 2nd edition but can't seem to get around to the latest 4th edition. It feels convoluted and not "balanced", if that makes sense. Every few sessions I keep thinking there has to be a better and/or less complicated system out there. I mostly want the rules to get out of the way of the story we are playing, but still want some depth, differentiation and player choices. And I need a decent magic system, which seems to be the hardest to get right. Any ideas ?I'm a GURPS fanboy. Complexity is determined entirely by how many rules the GM and players agree to - I've got a player with dozens of skills and several wonky abilities who plays side by side with an 8-skill player. They both do well, and both have what they want - one character is just more detailed than the other. The trick with GURPS is to pull in the bare minimum of rules that you need for the kind of game you want. If you don't like how a rule works? Swap it out! I've enjoyed the Ironsworn line too, for a different feel. That's a much less complicated system that can also be played GM-less, it works narrative elements into the engine - the story dictates how the rules apply!