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[Glossolalia] Resonance Memorial Thread
Posts
about a card from ice age
you nerd
Steam
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there can only be one carbon copy of urza in this game
Steam
the art of crafting great things by punching the material components into shape.
Check the flavor text:
And then this card was made to poke fun of it:
Steam
That's pretty great.
http://deicidecomic.tumblr.com/
READ MY COMIC ^^
Hmm...that's a good question. My gut says yes, but I'll think on it.
Yep.
@Antimatter might like those
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What be the status of genasi?
I love Genasi.
So yeah, I'll include 'em.
Also, at some point before you start it, we should y'all on AIM about your systems/[%]!
Also, Beholders.
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Paladins, man. Paladins.
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whoops
in terms of flexibility, it's more limited
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I'm not running it currently because that's not really what I want in a system at the moment but I respect the hell out of it for being good at what it does and not pretending to be something it isn't.
Yeah, that'd be cool.
In fact, I should note that I've taken the Major Trait branching upgrade idea that you and Marsh helped me come up with and applied it to the inventory.
Basically, everyone will have three inventory items that are put in trait brackets: [Armor] [Weapon] and [Special Item].
The first two are obvious. To use a [Rogue] as an example, they might start out with [Rough Leather] and end up with [Shadoweave Leather] or [Spiderwalk Leather]; and [Steel Daggers] could become [Vampiric Daggers] or [Snakebite Daggers]; and [Tool Kit] might turn into a [Burglar's Kit] or [Poison Kit].
hip hip hurrah
are we talking 4e now
because i still gotta make conversions for that system
I think my biggest beef with it is when people claim it's a great system for roleplaying
no, no it's not
roleplaying is not what it's built around
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like really, what is there to do past using the ol' stats and skills to determine a player's success in noncombat situations
Also, it's worth noting that the [%] notes I'm working on right now actually call for distinct Trait, for lack of a current better term, power levels - tied directly to their point cost.
It's a thing that needed to happen.
Yes.
The Trait Items are the special ones, because they are part of what define what your character is and can do.
The rest of your items don't have brackets around them, and go in a list format with commas and everything.
I promise this will make a bit more sense once I've shown off the stat block.
....which I suppose I might as well do.
Name (Race) (Guild)
[Major Trait] [Minor Trait] [Minor Trait]
i: [Weapon] [Armor] [Special Equipment] {misc.}
Tentative color is Slateblue. Also I haven't decided if I want to include a simple point system of some sort (like ki points in Resonance). I probably will, though, as it provides an easy way of immediately rewarding players.
What spring does with the cherry trees.
I think that's the problem
for some reason, there's an inherent difference in the way people look at combat skills versus any other type of skill
the expectations are inconsistent
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It's Viscount.
Nothing much. Playing some roles, rolling some plays. Same old same old.
Depends what kind of roleplaying you want to do. 4e can be a bit tough to get really immersive with because a good 95% of the system is concerned solely with combat. Skills, rituals, and other various things you can do while not fighting are pretty much relegated to afterthoughts which can definitely encourage players to ignore them and just fight things rather then think outside the (fighting things) box. Not that that's a bad thing, mind. It's just how the system is: the primary resolution to a conflict will be combat the majority of the time or else you are missing out on the most fun parts of 4e.
Even if you're trying to stick to an actual role, frankly a lot of the actual combat rules require you to play the system like it's a game, not like you're playing a character fully immersed in the setting. In-character no one should know what a "Daily Power" is or what Healing Surges are but you got to take them into account when duking it out with beasties.
Technically you could try to construct workarounds and IC justifications for actions and staple on additional material to support roleplaying, but that simply isn't what 4e was designed for or where it excels.
what's up man! haven't seen you in a while!
well yeah because physical conflict is generally very confusing and complex and also the driving force behind most make-believe games ever produced
it takes more rule by volume to keep track of it
s'not like you have to note someone's precise position in a room to determine the effect they have on a conversation
look at DE?AD's system
no need of a tactical map
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Ha, I'm on summer now and looking for a job, with not much else to do but read.
What spring does with the cherry trees.
Which also has a slew of non-combat powers (preminiscience, flight, transmutation, supreme prettiness) that 4e is severely lacking in.