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Post by logan9a on Apr 10, 2019 16:39:20 GMT
Why:
Kind of liking the idea of people needing to figure out their focus. That means someone working on spells (aka 'petty magics') isn't going to be great at Amber powers and vice versa. More diversification.
Also, skill whoring is pretty out of control.
What won't be affected:
If you have an actual reason to roll something that fits in within the story, it (and the result whether it builds the skill or goes very wrong) work as per usual.
The new skill whoring rules:
These apply only to 'special skills' such as spells, Amber powers, etc. Note - even if you have a huge MP regen, you only get the same ten rolls total for practice. If you can't figure out a way to do your spells organically within the story, tough.
You still can't 'practice' normal skills - just the ones that 'if you get a crit, you advance up the tree'.
How it works:
Every session, each player will get ten total rolls. I don't care if you roll a single skill ten times or divide it up among ten different skills.
Due to cards and such, you can pick when to do them during the session. Remember when Pete got the 'it's a crit' card and a limited master plan? He could either hold on to those for a time when it is possible to do them logically within the game (like every other skill) or say "I'm doing my ten rolls right now".
You can't divide up the ten rolls and do 'some now, some later' - all at once. Get them out of the way. They can be at the end of the session or during the session. Doesn't matter.
Thoughts?
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Post by logan9a on Apr 10, 2019 18:06:53 GMT
Changed title of thread.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 10, 2019 18:18:22 GMT
Question.
I was actually thinking of doing this in Season 5. I want to spend some time trying to create a Fetish of a spell purely so that once I have it, I can blow several rolls trying to get a crit in order to advance in that spell tree. Would that still be allowed? As in, if you have a fetish, you can spend however long you need to casting the spell until a Fumble either stops you or you get your desired result (since MP isn't an issue with a fetish).
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Post by logan9a on Apr 10, 2019 18:22:45 GMT
Question. I was actually thinking of doing this in Season 5. I want to spend some time trying to create a Fetish of a spell purely so that once I have it, I can blow several rolls trying to get a crit in order to advance in that spell tree. Would that still be allowed? As in, if you have a fetish, you can spend however long you need to casting the spell until a Fumble either stops you or you get your desired result (since MP isn't an issue with a fetish). Thinking that would be an example of something that fell under this rule exactly. Hence, the only good fetishes to make (none of the PC's were very enthused about them anyway) would be something you can use regularly during the story. Example the no tracking fetish. Use it regularly when you are moving through the woods so you don't get tracked (with dirt scuff marks and such). But if you wanted the fetish just to practice, that would be part of or all of your total of ten practice rolls per session - so not at all worth it. Otherwise, making a fetish means that after mashing the button often enough you will eventually automatically get the next step up. While people are bitching that fumbles (the only thing holding people back sometimes) shouldn't be in there.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 10, 2019 18:40:13 GMT
Okay. Also I'm assuming there are just certain abilities that you simply cannot practice in this way, such as Shadow Walking.
Sounds reasonable to me.
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Post by logan9a on Apr 10, 2019 19:06:09 GMT
Okay. Also I'm assuming there are just certain abilities that you simply cannot practice in this way, such as Shadow Walking. Sounds reasonable to me. Actually, if I do this new training system, that might be a possible upside - you just sit and meditate on shit like shadow walking to get a check. Cards don't take days and fucking days to do. A possible example: Bobbie wants to work on Trump cards. His goal is to paint Trumps of himself and hand them out to other PC's. Greg asks that if Bobbie successfully paints and makes it into a Trump he would like to be taught. (For powers or spells I'm good with the teaching being free if the powers being practiced are the 'ground floor' ones. Bobbie mashes the /roll 10d100 button to get under his paint skill. 5 of them were. Bobbie then mashes the /roll 5d100 button to try to make Trumps out of them. Three are now Trumps. (Had Bobbie got a crit on any of those three rolls, he advances to the next tier up as per normal if he has any he can advance in). Bobbie then mashes the /roll 3d100 button to try to teach Greg basic Trump skill. Will Greg learn it or be doomed? Stay tuned! I agree that this will stymie new Trump cards (people may want to work on other shit) but honestly, I'm getting sick of painting parties. Dull, dull, dull.
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M.
Senior Staff
"That is not dead which can eternal lie, and with strange aeons even death may die."
Posts: 1,134
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Post by M. on Apr 10, 2019 19:13:13 GMT
How exactly are you going to determine if it’s a “pratice” attempt or not? So if I’m genuinely trying to cast Phase on myself and I’m rolling like crap, I get to 10 fails and I just have to stop even though I have MPs left and it’s in the context of the game? I think you are going to struggle with this massive grey area of what is a “pratice” and what is just a failed attempt.
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Post by logan9a on Apr 10, 2019 19:16:16 GMT
How exactly are you going to determine if it’s a “pratice” attempt or not? So if I’m genuinely trying to cast Phase on myself and I’m rolling like crap, I get to 10 fails and I just have to stop even though I have MPs left and it’s in the context of the game? I think you are going to struggle with this massive grey area of what is a “pratice” and what is just a failed attempt. Also, you said this does not affect normal skills, I don’t agree there should be a distinction between the two, a skills a skill, if this takes hold, it should be all skills, not just some. "What won't be affected: If you have an actual reason to roll something that fits in within the story, it (and the result whether it builds the skill or goes very wrong) work as per usual."
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Post by logan9a on Apr 10, 2019 20:45:57 GMT
"So if I’m genuinely trying to cast Phase on myself and I’m rolling like crap, I get to 10 fails and I just have to stop even though I have MPs left and it’s in the context of the game?"
No, because it makes logical sense to put your defenses up when you can. Just as it would if you were say in combat and kept casting a damaging spell to try to blow up bad guys, etc.
"I think you are going to struggle with this massive grey area of what is a “pratice” and what is just a failed attempt."
It's possible but I think the gamers we've got are pretty good. And I will tell them "Yer done" if they start to abuse it. Skill whoring badly sticks out like a sore thumb when done.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 10, 2019 21:05:09 GMT
I think "paint parties" as you put it should remain, honestly. Trumps are turning out to be more and more useful so I think it would be reasonable for a group to try and paint a trump of a new location that they need access to. It's within the context of the story after all. And as you put it – it's fairly easy to tell when somebody is just skill whoring with no regard to the story. "I sketch trumps of that building for six hours." Now if they could justify that narratively, sure, I'd say let them. Perhaps they are under extreme pressure to get a trump done quickly or something and they need it done.
10 free skill attempts per session whenever you want; teaching of "basic" abilities is free. Everything else – justify it in-game and do it as much as you like/is appropriate.
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Post by logan9a on Apr 10, 2019 21:07:40 GMT
I think "paint parties" as you put it should remain, honestly. Trumps are turning out to be more and more useful so I think it would be reasonable for a group to try and paint a trump of a new location that they need access to. It's within the context of the story after all. And as you put it – it's fairly easy to tell when somebody is just skill whoring with no regard to the story. "I sketch trumps of that building for six hours." Now if they could justify that narratively, sure, I'd say let them. Perhaps they are under extreme pressure to get a trump done quickly or something and they need it done. 10 free skill attempts per session whenever you want; teaching of "basic" abilities is free. Everything else – justify it in-game and do it as much as you like/is appropriate. I'm thinking there should be a limit on paint parties. They are one of the big problems sucking up a lot of the game time. The paint parties are one of the main reasons I am working on figuring out a limiting system as well!
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Jaypay
DORA
Raslen Rad
Posts: 295
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Post by Jaypay on Apr 10, 2019 22:31:59 GMT
Seems like a nice and simple way to make it fair for everyone.
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Post by logan9a on Apr 10, 2019 22:33:35 GMT
Seems like a nice and simple way to make it fair for everyone. I can still see the cards being a 'bit of a sticky wicket' but honestly, painting parties are getting to be too much.
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Post by Fantômas on Apr 10, 2019 22:43:58 GMT
So even if it is a daily power you can roll against it 10 times in a row without 10 days passing? What about a power you can only roll against if a different power works? would you then need to split your 10 dice rolls amongst the two?
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Post by logan9a on Apr 10, 2019 22:55:36 GMT
"So even if it is a daily power you can roll against it 10 times in a row without 10 days passing?"
>>>For purposes of 'practicing' (rather than using it logically in the narrative) sure.
What about a power you can only roll against if a different power works? would you then need to split your 10 dice rolls amongst the two?
>>>Example?
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