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Michael Bradley
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Open play Android Netrunner tonight, and every Tuesday, at Fantasy Games in South Bend. Players start arriving at six and stay till close or the crowd thins out.

All are welcome, no experience necessary. If you're looking to learn the game, get some practice in, or just relax for a few hours, swing by. We have demo decks if you haven't bought into the game yet and want to give it a try!
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(Cross-posting from the social network that shall not be named for anyone more active on G+...)

Anyone in the community interested in playing the new edition of 7th Sea that came out in the past few months? I'm looking to gauge interest, and maybe organize a group to play, if schedules align properly.

http://7thsea.com/


I've been considering ways to balance armor-wearing mechanically within the system. This isn't intended so much to penalize characters for wearing armor, but to provide an in-game advantage for NOT wearing it - giving light, nimble skirmishers an advantage in some situations.

Currently, the only disadvantages to wearing armor are (1) a minor mechanical penalty, such as to Move or Perception - in some settings, or (2) a social (fluff) stigma - being in a formal situation, etc. These are functional and standard across many games, but I've frequently seen more mechanically-focused players always keeping their characters in the heaviest armor they can find. This can get silly, especially if the entire group decide that heavy armor all the time is worth the trade-off.

My current idea is to limit the number of Character Points that can be spent on any non-damage resistance check while wearing armor: 1 less character point available per die of armor protection (or equivalent flat bonus) worn. So, assuming that a maximum of 3 character points can be spent on any check (unarmored), this drops to 2 in light (+1D or +3) armor, to 1 in heavy (+2D or +6) armor, and none with very heavy (+3D or +9) armor. If you play with a normal cap of 5 Character Points on a single roll (which I sometimes do), it mitigates this penalty somewhat.

I think this makes for an interesting decision for the players, where there are specific advantages to going into a fight as a reckless skirmishers - relying on agility and luck, as well as to being the pragmatic heavily-armored tank. Basically, you'd be trading the ability to spend CPs everywhere else in exchange for "free" bonus dice on damage resistance checks

What do you think? Is this balanced? Would you have any particular concerns with it as a GM or player? I haven't yet taken this to the table, so I have yet to see if it works as intended. 

I've been considering ways to balance armor-wearing mechanically within the system. This isn't intended so much to penalize characters for wearing armor, but to provide an in-game advantage for NOT wearing it - giving light, nimble skirmishers an advantage in some situations.

Currently, the only disadvantages to wearing armor are (1) a minor mechanical penalty, such as to Move or Perception - in some settings, or (2) a social (fluff) stigma - being in a formal situation, etc. These are functional and standard across many games, but I've frequently seen more mechanically-focused players always keeping their characters in the heaviest armor they can find. This can get silly, especially if the entire group decide that heavy armor all the time is worth the trade-off.

My current idea is to limit the number of Character Points that can be spent on any non-damage resistance check while wearing armor: 1 less character point available per die of armor protection (or equivalent flat bonus) worn. So, assuming that a maximum of 3 character points can be spent on any check (unarmored), this drops to 2 in light (+1D or +3) armor, to 1 in heavy (+2D or +6) armor, and none with very heavy (+3D or +9) armor. If you play with a normal cap of 5 Character Points on a single roll (which I sometimes do), it mitigates this penalty somewhat.

I think this makes for an interesting decision for the players, where there are specific advantages to going into a fight as a reckless skirmishers - relying on agility and luck, as well as to being the pragmatic heavily-armored tank. Basically, you'd be trading the ability to spend CPs everywhere else in exchange for "free" bonus dice on damage resistance checks

What do you think? Is this balanced? Would you have any particular concerns with it as a GM or player? I haven't yet taken this to the table, so I have yet to see if it works as intended. 

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And this is the sort of thing that will always make me glad I wasted five minutes on G+: the Punkpunk subgenre standoff. What it really needs is a diselpunk woman with a tommygun and zoot suit and a big pile of money between all three of them.


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The holiday pushed this to the following Monday, but its Story Time on Fridays in AEthrem...

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The holiday pushed this to the following Monday, but its Story Time on Fridays in AEthrem...

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The holiday pushed this to the following Monday, but its Story Time on Fridays in AEthrem...

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The holiday pushed this to the following Monday, but its Story Time on Fridays in AEthrem...

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A Flight from Imminent Doom! - A Moment in AEthrem!
Welcome again, good reader, to another astonishing installment of Fridays in AEthem! Our series has temporarily been delayed to Monday this week, with the business of the year-end holidays at hand, but fear not! This week, we bring you something special: th...
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