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Keith J Davies
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+John Payne, I don't have time to dig around for all the draft talent documents, but perhaps I don't need to. +Grey Knight's original draft of Amren-ja links to several of the relevant blog posts (i.e. those with the PDFs attached).

All the drafts will be mechanically wrong for the current mechanic, but it should give you a starting point. When I build the talents 'for real' they should be at least philosophically similar.

That is, 'axe mastery' should still have more or less the same effect, even if the mechanics are quite a bit different.

* Axe Hurling still lets you throw your axe;
* Punish the Cowardly gives you a bonus against those who move away from you in combat;
* Bleeding Axe still causes bleeding wounds;
* Guarding Axe still gives the guard quality;
* Sundering Chop still wrecks your target's stuff;

etc. I still might well change things, but "axe chick does heinous damage and ruins things" will still hold true.

+Jay Dugger +Ian Borchardt

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+John Payne, I drafted a version of +Grey Knight's Amren-ja character using the new dice mechanic. The hit points are probably wrong (I haven't decided how they work in this world) and I don't know how the magic items work any more, but this is what the character might look like now.

The first version is a worksheet that shows where all the dice come from (she gets four different dice when casting Sun Domain spells: her base d10 for tier, plus d8 for the Domain common, d6 for the expert Divine Bloodline cornerstone, and d4 for the basic Cult-Venerated capstone), the second just shows the final results.

Bear in mind also that the dice shown here are not always the only ones. If a particular talent looks like it could be applicable to a task, it might be included. I like to use the example of a cleric of the Divine Spider, when confronted with a poorly-maintained rope bridge, declaring that it reminds him of his time in the Great Web of the High Temple (leaning on his 'cleric cornerstone' to eke out an additional die for his roll).
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+Grey Knight, I did a thing. It has lots of numbers. It works out almost exactly how I wanted, and I can live with the bits that look weird.

Basically, you still roll 1..4 dice depending on your relevant talents (and size of dice based on your tier), but you now get to add the number of doubles to the final result.

+Jason Paul McCartan +Jay Dugger +John Payne +Ian Borchardt

It's so satisfying when a design based somewhat on instinct works out the way I hoped.

Son of Dice Pool mechanic for Echelon

Each tier has a die associated with it (basic is d4, expert is d6, heroic is d8, master is d10, champion is d12, legendary is d20). When called on to make a check you roll at least one die, for your tier. You can roll additional dice for related talents at the tier you have that talent.

For instance, an expert challenge has a target number of 4 (50% success for an expert with just the base d6 he's entitled to... but only 25% for a similar basic character and 62.5% for a heroic character).

If you have a suitable talent or other bonus you could have another die. The expert rolling 2d6 now has a 75% chance of success, the basic character has a 7/16 chance, and the hero has a 55/64 chance. (And a hero with an appropriate talent at expert tier would roll d8+d6, with 39/48 success).

So far, this all looks about right. You can expect to succeed at challenges in your tier, especially if you are well prepared for the challenge, and have some chance at challenges from higher tiers.

Sort of. There reaches a point where it's impossible (a basic character cannot succeed at a heroic task -- you can't roll 5 or higher no matter how many d4s you roll).

... but if you add +1 for every double, there can be a chance.

Rolling 2d4 now means you can no longer roll a 1 (1, 1 counts as 2), but you can roll 2 (3 ways), 3 (5 ways), 4 (7 ways), and 5 (1 way). It's a slim chance, just over 6%, but it's possible to succeed at a heroic challenge (that is, two tiers above your own).

In fact, given 3d4 it is possible to succeed at a champion tier challenge (target 7: three 4s means a base of 4, plus three doubles). It's a 1/64 chance, but not impossible. A legendary challenge is still out of reach, though, even with 4d4 (which hours a max of 10, rather than the 11 needed... and then only 1/256 chance of that).

I'll present the detail in my blog, but so far this looks even more promising than it did.

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Keith J Davies commented on a post on Blogger.
This reminds me of an article I wrote a while about about +Rafael Chandler's most excellent Teratic Tome, and how monsters are designed there.

I introduce the follow points in

* They are inhuman.
* They are grounded in the setting.
* There is nothing quite like them.
* Identifiable even when not present.

I expand on them in

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Prompted by a thread a couple weeks ago, I captured my thoughts on RPG mapping software I'm familiar with in a blog post.

Edit: now updated to include Inkarnate.

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Prompted by a thread a couple weeks ago, I captured my thoughts on RPG mapping software I'm familiar with in a blog post.

Edit: now updated to include Inkarnate. 

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There is nothing here that +Emily Vitori would not love.
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