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[Roleplaying Games] Thank God I Finally Have A Table For Cannabis Potency.

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  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    What is everyone running on Genesys?

    I am running a sci-fi themed Genesys with magic. Shadowrun + Space.

    Switch: SW-2322-2047-3148 Steam: Archpriest
      Selling Board Games for Medical Bills
    • A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
      I am running 1960s dresden files + delta green + mage + nights black agents

      Shake and pour

      vm8gvf5p7gqi.jpg
      Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
    • InquisitorInquisitor Registered User regular
      I am running 1960s dresden files + delta green + mage + nights black agents

      Shake and pour

      Uh this sounds dope as hell

    • webguy20webguy20 I spend too much time on the Internet Registered User regular
      I'm running a D&D style setting pirates of the Caribbean low magic game where eventually the PCs will gain "Magic" powers that I'm going to take from Force and Destiny. So basically Jedi Pirates.

      Steam ID: Webguy20
      Origin ID: Discgolfer27
      Untappd ID: Discgolfer1981
    • admanbadmanb unionize your workplace Seattle, WARegistered User regular
      webguy20 wrote: »
      I'm running a D&D style setting pirates of the Caribbean low magic game where eventually the PCs will gain "Magic" powers that I'm going to take from Force and Destiny. So basically Jedi Pirates.

      Jedirates.

    • Grunt's GhostsGrunt's Ghosts Registered User regular
      At one point I was converting Eclipse Phase to Genesys. However, I got busy with real life and someone else was talking about taking up the project but they have since decided to use another system, so I may decide to pick it back up one day.

    • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
      No no no. Your preconceptions are all wrong. Movies based on tabletop games are awful. Video games based on tabletop games are usually good. Metal bands that are based on tabletop games are amazing.

      Only Clue is the light
      https://www.youtube.com/watch?v=cDDdeHtrxfA

    • Mostlyjoe13Mostlyjoe13 Evil, Evil, Jump for joy! Registered User regular
      I'm debating a modern horror/fantasy where massive dungeon complexes bleed into urban environments. Basically turning them into hidden night mare realms the PC's explore and try to figure out...or a Powered Armor Post-Apok recovery/rescue team adventure where the PC's are a strike force that gather resources and brings in survivors to a questionable high-tech patron.

      Options for Genesys. Still tinkering on ideas.

      PSN ID - Mostlyjoe Steam ID -TheNotoriusRNG
    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      I'm debating a modern horror/fantasy where massive dungeon complexes bleed into urban environments. Basically turning them into hidden night mare realms the PC's explore and try to figure out...or a Powered Armor Post-Apok recovery/rescue team adventure where the PC's are a strike force that gather resources and brings in survivors to a questionable high-tech patron.

      Options for Genesys. Still tinkering on ideas.

      I would play a Persona RPG.

      Kadoken on
    • Dizzy DDizzy D NetherlandsRegistered User regular
      After doing a D&D5e with some colleagues for the first time in years, I was thinking of doing a Call of Cthulhu oneshot for them; a few of them were interested in the game before, but most of them haven't ever played it. One of them played 7th edition and wanted to play it again (even DM himself), but he felt he didn't know enough of the lore to do a game. (Note: I have read a lot of Lovecraft, but I consider most the lore not important. The point of Lovecraft is how little we really know and matter, so contradictions with established lore will be a feature, not a bug. Doesn't really matter anyway, because links to the actual Mythos are few.)

      As I've been out of playing RPGs for a long time, I only have 6th edition, but I intend to not have it a combat/roll heavy session. I'll be going for 1922, cause I like some historical grounding to it and the limited tech that this period brings. I'm planning to make some clue cards that will be given out to several players with bits of information they know but the others don't and leave it to them to share the information or keep to themselves.

      Description of the plot (Mats, Jade, Jos and Tom: I don't think any of you are on Penny Arcade, but if you are, don't read the spoilers, you'll just spoil it for yourself)

      Four individuals are contacted by a lawyer that they are the sole heirs to a rich man they never met in a small town in North-East US (was debating to use the UK, cause I'm more familiar with it, but things like the prohibition and so on, make the US more interesting for the game.) who has recently passed away. Invited to his mansion, the will reads that the family member most related to him will inherit his money. To establish who this is, a small vial of blood will be taken from each participant and sent off to a lab for analysis.
      There is no lab. The blood will be analysed through a mystical ritual. Science minded characters may get a clue card that this must be some new developments in science that they never heard about, they doubt the science is there yet etc.

      I have some hooks to explore the town nearby (bar-former teahouse, crab fishers, library, weird church, lawyer's office (not the one that invited them), ), the mansion they will be staying during the analysis and the circumstances surrounding the death of their relative. The mansion will be the main focus:
      The main gimmick will be a large black mirror in the mansion.
      Every time they activate the mirror, they will start back at the beginning of the story, resetting their inventory and health, but keeping their sanity loss.
      The mirror is linked to Yog-Sothoth, an outer god connected to time and space.
      Every time they use the mirror, a little bit of them is replaced with a bit of Yog-Sothoth as the price for using the mirror.

      Main characters
      The lawyer
      who looks familiar to one of the heirs but it was once, long ago (clue card)
      Comes from a town in the west and is not known to the people in the town.
      Is actually the deceased old man with some new body parts
      experimented heavily with the mirror.
      causing his original body to be replaced too much.
      But he found a ritual that could give him new, healthy bodyparts (will try to link this to another Mythos being)
      Requirement for the ritual is that the new bodyparts have to be "off the same blood".
      The lawyer was an alcoholic and his body is too damaged to be of use for a long time. The old man already went through his most immediate family. He will try to take only one of them, so the rest can be used in the future and hopefully have families so he will have new replacements.

      The butler
      who will be very offputting to the heirs
      thinking of using smell, things that smell bad often give a more instinctual reponse
      Not human servant of the old man

      The crabs
      The harbour near the town is home to large, white-with-green-spotted crabs
      Fishing the crabs has given the town some wealth.
      The crabs themselves are harmless
      I will use the white-with-green to describe more things connected to Yog-Sothoth

      The crab fishers
      Are called Frank and Charlie
      None of my players will probable get the reference, but that's not important.
      Are suspicious
      but ultimately a red herring; they are smugglers. They are a source of information though.

      The thing
      Inside the cellar, they find a weird vault.
      inside the vault is a creature
      the creature is a Hound of Tindalos.
      In this story, the Hound will hunt timetravellers when set free.
      It might target the party if they have experimented with the mirror, but its primary target is the old man. So it can either be an obstacle or an ally.

      So my questions to more experienced DMers:
      - Am I making things too difficult for myself with the main story gimmick?
      - I have planned for some of the players to refuse the blood test, though I will ask them to create their characters as people who are (limited transport to and from the town back home)
      a) adults (somewhere between 20-50 years old)
      b) having a modest income who could really need the extra money.
      if they all refuse though, I basically have no story.
      - I think I have kept the number of moving parts in the story to a minimum, but with a horror mystery you are very dependent on your players being inquisitive. I don't want to railroad them, though some handhelding will probably be required (that's what the books, the librarian, weird priest, doctor, town lawyer etc. are for.) and I think I do need to have the premise worked out to make the mystery work.

      Steam/Origin: davydizzy
    • Super NamicchiSuper Namicchi Orange County, CARegistered User regular
      if you find they're avoiding connections, have one of those established characters you mentioned be an old family friend and constantly hitting them up for help. usually when a gm says "you know this character and have history" it makes it hard to avoid getting entangled

    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      That sounds rad.

      Hey if someone attempts to punch someone and they get parried by a weapon (especially a power weapon), should that person take damage?

      In Dark Heresy, the Henchmen are fighting a Chaos space marine with two-weapon wielding and the talent unarmed specialist. US means you know CQC and can count as armed with your limbs. My melee plan with the CSM is to open with a chainsword strike and have the second attack be his fist or foot. Now, past the ceramite, should he take damage when parried with a power weapon since the power field would be on when my players parry.

      The rules say a weapon that is not powered or force quality breaks with a roll of 26 or higher (up to 45 if made durable) when parried by a power weapon. What should I do about a fist? This CSM is not using a forcefield.

      I’m kind of thinking of doing the durability test, and allowing the player to roll for half damage on a succesful parry.

    • RendRend Registered User regular
      Kadoken wrote: »
      That sounds rad.

      Hey if someone attempts to punch someone and they get parried by a weapon (especially a power weapon), should that person take damage?

      In Dark Heresy, the Henchmen are fighting a Chaos space marine with two-weapon wielding and the talent unarmed specialist. US means you know CQC and can count as armed with your limbs. My melee plan with the CSM is to open with a chainsword strike and have the second attack be his fist or foot. Now, past the ceramite, should he take damage when parried with a power weapon since the power field would be on when my players parry.

      The rules say a weapon that is not powered or force quality breaks with a roll of 26 or higher (up to 45 if made durable) when parried by a power weapon. What should I do about a fist? This CSM is not using a forcefield.

      I’m kind of thinking of doing the durability test, and allowing the player to roll for half damage on a succesful parry.

      For one thing, it should be remarkably difficult to parry a punch. Parrying relies on the fact that you can parry the far edge of their weapon (which has very little ability to apply torque) with the close edge of yours (which has your full strength available to apply torque). Plus it's way more difficult to parry something the closer it is to you, just for reflex reasons. This would be ESPECIALLY true if it's a normal person trying to "parry" the punch of a space marine. I might even simply say "you cannot parry these unarmed attacks" in that scenario. If half of the attacks are with a two hander and half are unarmed I think that would be a pretty reasonable subversion of those rules.

      But that might be too fiddly, so feel free to ignore all of that.

      I would probably shy away from a solution which involved severing or breaking a limb on a CSM via a defensive action though.

    • DarkPrimusDarkPrimus Registered User regular
      When I ran a Dark Heresy game way back when, there was a Space Marine in a published adventure who accompanied the group. At one point, there's some prisoners we've taken, and he backhands one of them for speaking blasphemy.

      I rolled the damage and the backhand did enough damage to decapitate the guy and send his head flying like twenty feet.

      Even if the blow can be intercepted, the sheer force of the Space Marine's punch is not something that can be parried by a normal person. It'd be like saying "I parry the vehicle trying to run into me," it doesn't matter how well you swing your weapon and roll your dice, there's too much kinetic force there for you to just stop it. You're still going to get hurt.

    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular

      DarkPrimus wrote: »
      When I ran a Dark Heresy game way back when, there was a Space Marine in a published adventure who accompanied the group. At one point, there's some prisoners we've taken, and he backhands one of them for speaking blasphemy.

      I rolled the damage and the backhand did enough damage to decapitate the guy and send his head flying like twenty feet.

      Even if the blow can be intercepted, the sheer force of the Space Marine's punch is not something that can be parried by a normal person. It'd be like saying "I parry the vehicle trying to run into me," it doesn't matter how well you swing your weapon and roll your dice, there's too much kinetic force there for you to just stop it. You're still going to get hurt.

      Okay but that’s not fun and is related to Devoutly Apathetic saying that you shouldn’t break mechanics as that is part of the lens the players have. The game does have enemies you can’t parry but space marines are not one of them.
      Rend wrote: »
      Kadoken wrote: »
      That sounds rad.

      Hey if someone attempts to punch someone and they get parried by a weapon (especially a power weapon), should that person take damage?

      In Dark Heresy, the Henchmen are fighting a Chaos space marine with two-weapon wielding and the talent unarmed specialist. US means you know CQC and can count as armed with your limbs. My melee plan with the CSM is to open with a chainsword strike and have the second attack be his fist or foot. Now, past the ceramite, should he take damage when parried with a power weapon since the power field would be on when my players parry.

      The rules say a weapon that is not powered or force quality breaks with a roll of 26 or higher (up to 45 if made durable) when parried by a power weapon. What should I do about a fist? This CSM is not using a forcefield.

      I’m kind of thinking of doing the durability test, and allowing the player to roll for half damage on a succesful parry.

      For one thing, it should be remarkably difficult to parry a punch. Parrying relies on the fact that you can parry the far edge of their weapon (which has very little ability to apply torque) with the close edge of yours (which has your full strength available to apply torque). Plus it's way more difficult to parry something the closer it is to you, just for reflex reasons. This would be ESPECIALLY true if it's a normal person trying to "parry" the punch of a space marine. I might even simply say "you cannot parry these unarmed attacks" in that scenario. If half of the attacks are with a two hander and half are unarmed I think that would be a pretty reasonable subversion of those rules.

      But that might be too fiddly, so feel free to ignore all of that.

      I would probably shy away from a solution which involved severing or breaking a limb on a CSM via a defensive action though.

      I feel like batting away a punch, especialy with a hand as big as a marine’s in gauntlets with a power weapon, would be easier than having to find the right spot on a weapon.

    • RendRend Registered User regular
      Kadoken wrote: »
      I feel like batting away a punch, especialy with a hand as big as a marine’s in gauntlets with a power weapon, would be easier than having to find the right spot on a weapon.

      Well when you parry you don't "find the right spot" it just happens that way as a matter of course, based on how the maneuver is performed. A thrusting weapon comes at you far end first, so the parry necessarily affects that point on the weapon. A cutting weapon (or blunt weapon I suppose if you were parrying a mace) typically cuts with the farthest edge for a lot of reasons, and so if you're defending yourself you will necessarily be defending against the farthest edge.

      Parrying as a concept happens when you use a massive difference in applicable torque to change the trajectory of a strike a very small amount such that it misses you instead of hits you.

      Again though trying to put verisimilitude into RPGs wholesale is famously stupid so I'm not necessarily saying you should accurately model real world parrying, I'm just saying I would find it reasonable to say "you can't parry the punch of a chaos space marine, but you can parry his blade."

      That's not because you could not parry a punch though, every martial arts movie in existence has taught me that you can swat a punch away: it's because it's a chaos space marine and he's probably an order of magnitude stronger than you.

      Based on your reply to the other post it sounds like you're very much against that approach though. Another way to put it might be that a successful parry against an attack like that would involve a weapon but be mostly an act of dodging. Assuming a normal parry is mostly weapon action with a bit of movement, parrying a space marine fist might be a little bit of weapon action and a LOT of movement, due to the nature of it. As a result, since the force you're applying with your weapon (powered or not) is negligible, he wouldn't take damage, or might take reduced damage, or whatever you think is balance.d

    • DevoutlyApatheticDevoutlyApathetic Registered User regular
      DarkPrimus wrote: »
      When I ran a Dark Heresy game way back when, there was a Space Marine in a published adventure who accompanied the group. At one point, there's some prisoners we've taken, and he backhands one of them for speaking blasphemy.

      I rolled the damage and the backhand did enough damage to decapitate the guy and send his head flying like twenty feet.

      Even if the blow can be intercepted, the sheer force of the Space Marine's punch is not something that can be parried by a normal person. It'd be like saying "I parry the vehicle trying to run into me," it doesn't matter how well you swing your weapon and roll your dice, there's too much kinetic force there for you to just stop it. You're still going to get hurt.

      Kinda think the mechano-fist slathered in matter disintegrating energy field is plenty of explanation for why it is possible for a "normal" human to parry a space marine punch. All the vast differences in physique are already built into the stats by various traits if I remember correctly so it isn't likely to work for most folks but the game assigns chances to it working.

      I'd also think the "half damage" thing is being a bit light and undersells how scary and BFD that Power Fist is meant to be. I'd probably have the CSM look to avoid punching power fist guy unless he's already parried this round in favor of others and if power fist guy successfully engages CSM where he can't reach others, well they'll get to feel extra special.

      Nod. Get treat. PSN: Quippish
    • RendRend Registered User regular
      I'd also think the "half damage" thing is being a bit light and undersells how scary and BFD that Power Fist is meant to be. I'd probably have the CSM look to avoid punching power fist guy unless he's already parried this round in favor of others and if power fist guy successfully engages CSM where he can't reach others, well they'll get to feel extra special.

      I've played my share of warhammer, but never any of the warhammer rp. I'm aware of power fists and that they're hugely powerful weapons but like in the scale of the RPG would a power fist be closer to, say, a +3 vorpal longsword or a Holy Avenger?

    • DevoutlyApatheticDevoutlyApathetic Registered User regular
      It's been awhile but these are the stats:
      Class
      One Handed Melee - Power

      Stats
      2d10 Energy; Pen 9; Power Field, Unwieldy

      That Pen 9 means it basically ignores Space Marine Armor. Space Marines have around 20 hit points on average? Not at all unreasonable that this monster will one shot an actual space marine.

      Power Field also is the whole "Parry'd weapons get destroyed 75% of the time" thing.

      Nod. Get treat. PSN: Quippish
    • DarkPrimusDarkPrimus Registered User regular
      edited May 2018
      DarkPrimus wrote: »
      When I ran a Dark Heresy game way back when, there was a Space Marine in a published adventure who accompanied the group. At one point, there's some prisoners we've taken, and he backhands one of them for speaking blasphemy.

      I rolled the damage and the backhand did enough damage to decapitate the guy and send his head flying like twenty feet.

      Even if the blow can be intercepted, the sheer force of the Space Marine's punch is not something that can be parried by a normal person. It'd be like saying "I parry the vehicle trying to run into me," it doesn't matter how well you swing your weapon and roll your dice, there's too much kinetic force there for you to just stop it. You're still going to get hurt.

      Kinda think the mechano-fist slathered in matter disintegrating energy field is plenty of explanation for why it is possible for a "normal" human to parry a space marine punch. All the vast differences in physique are already built into the stats by various traits if I remember correctly so it isn't likely to work for most folks but the game assigns chances to it working.

      I'd also think the "half damage" thing is being a bit light and undersells how scary and BFD that Power Fist is meant to be. I'd probably have the CSM look to avoid punching power fist guy unless he's already parried this round in favor of others and if power fist guy successfully engages CSM where he can't reach others, well they'll get to feel extra special.

      I misunderstood the original post and thought the player was going to attempt to parry with a normal fist.

      What should happen is like in Dragonball Z when two people's fists collide and there's a huge shockwave that blows out all the windows in a 5 block radius.

      DarkPrimus on
    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      DarkPrimus wrote: »
      When I ran a Dark Heresy game way back when, there was a Space Marine in a published adventure who accompanied the group. At one point, there's some prisoners we've taken, and he backhands one of them for speaking blasphemy.

      I rolled the damage and the backhand did enough damage to decapitate the guy and send his head flying like twenty feet.

      Even if the blow can be intercepted, the sheer force of the Space Marine's punch is not something that can be parried by a normal person. It'd be like saying "I parry the vehicle trying to run into me," it doesn't matter how well you swing your weapon and roll your dice, there's too much kinetic force there for you to just stop it. You're still going to get hurt.

      Kinda think the mechano-fist slathered in matter disintegrating energy field is plenty of explanation for why it is possible for a "normal" human to parry a space marine punch. All the vast differences in physique are already built into the stats by various traits if I remember correctly so it isn't likely to work for most folks but the game assigns chances to it working.

      I'd also think the "half damage" thing is being a bit light and undersells how scary and BFD that Power Fist is meant to be. I'd probably have the CSM look to avoid punching power fist guy unless he's already parried this round in favor of others and if power fist guy successfully engages CSM where he can't reach others, well they'll get to feel extra special.

      How did you know the character had a power fist?

      That unwieldy quality means no parrying or lightning attacks. The player's character would be parrying with a power blade he carries in his off-hand.
      It's been awhile but these are the stats:
      Class
      One Handed Melee - Power

      Stats
      2d10 Energy; Pen 9; Power Field, Unwieldy

      That Pen 9 means it basically ignores Space Marine Armor. Space Marines have around 20 hit points on average? Not at all unreasonable that this monster will one shot an actual space marine.

      Power Field also is the whole "Parry'd weapons get destroyed 75% of the time" thing.

      This Space Marine is also using a mark of Nurgle from either Deathwatch or Only War. Basically giving him 36 wounds and +2 armour everywhere.

      It's also the reason, along with the techpriest's melta gun, the nurgle marine is going to try to force them to come to him through sending his muties forward and staying back in cover with his bolter suppressing them. There's plenty of cover on the battlefield and a few routes they can try plus their sniper in the mountains. It's going to be a pretty balanced fight.

      speaking of the Henchmen, new wip.
      k8qs4qbhzqu8.jpg

      Kadoken on
    • DevoutlyApatheticDevoutlyApathetic Registered User regular
      I was confused by all the limbs mentioned!

      So a Power Sword isn't quite as scary as a Power Fist but it still doesn't seem like a thing you'd want to be parried by what with being a fake lightsabre thingy.

      Also, that's their off hand weapon? Geez!

      Nod. Get treat. PSN: Quippish
    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      Yeeeaaah. This campaign has been going on for like three years and in the beginning I was winging it. They got that power fist because I didn't understand fate. Plus a character in the CB's module had the power blade. It's more like a power dagger.

      I am wiser, and I have learned plenty of ways to kill them fairly without taking their shiny toys away. Like using Haemmhorage to get past their armour.

      edit: their issue is that unless they have step aside, and none of them do, or take a defensive stance, giving two evasions, is that the marine is going to have like a 50% chance to hit even with the -10 due to using two weapon wielder and ambidextrous together. So they're all pretty high up on dodge, meaning they're good to avoid the 1d10+13 Pen 3 Tearing of the astartes chainsword, but they're going to get kneed or smacked right after. The highest armor they have is 15 AP (Toughness+Carapace+Bionics+The Flesh is Weak (OW)) on the techpriest's limbs. So they can take a hit or two, but they're going to really need to rely on their evasions, fate, and talents to get out of this unscathed. Plus good use of cover and positioning to hit the CSM with their good shit.

      E2: this is their map on Roll20 right now.
      dayuldubrp4w.jpeg
      And something did happen to their turn order. E3: those The Warriors guys are busy fighting the horde of cultists on the mountain behind this fort.
      E4: I need these guys to fight a Heldrake on a feudal world. Even if they use the guncutter one of them is planning on buying. Especially if they use the guncutter.
      E5: Man I feel like there was so much love put into the FFG 40k splats. I mean for the books too, but there's like a book for most aspects you could make a book on.
      E6: I will say the Black Crusade splat books strengthen my Imperial loyalty. We got problems, but have you seen the other guys?
      E7: Tome of Blood (yessss) has mass combat rules. I need to try that out one day.

      Kadoken on
    • ArdentArdent Down UpsideRegistered User regular
      I ran 10 sessions of a game where the characters were all Grand Prix racers and spies. Each session opened with a chase and closed with a party. It was pretty experimental, to be honest, and I'm not entirely satisfied with the results.

      Genesys is sometimes an awkward compromise between narrative game and mechanics.

      Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
    • InquisitorInquisitor Registered User regular
      If you have a power sword (or a regular sword against an unrmored opponent) you wouldn’t really parry a punch so much as just step and cut into the punching limb.

      Punching/kicking in a sword fight only really happens when it comes to a close grapple or bind and the sword isn’t free to strike the limb you are offering up on a golden platter.

      Not really sure how i’d model this mechanically though.

    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      The dude is a space marine with a ceramite plated gauntlet and a nurglite to boot. Plus, the idea is he opens up with a chainsword strike to start and the follow-up is a punch or knee.

      I seen it in the space marine videogame.

    • Mostlyjoe13Mostlyjoe13 Evil, Evil, Jump for joy! Registered User regular
      edited May 2018
      Kadoken wrote: »
      I would play a Persona RPG.

      Oh. I didn't think of it that way. Hmm. I think I'd go more traditional Shin Megaten with the world slowly coming undone and the PCs are a handful able to track down the corruption and fight it. Unlocking magic and summons along the way.

      Hmmm. I'm liking the sound of this already.

      Well dang. Now I have 2 good ideas. It's either this with Genesys OR I run Starfinder game set on Triaxius where the PCs are running ops for the various Dragonlords against each other in a very Shadowrun-y themed campaign.

      Mostlyjoe13 on
      PSN ID - Mostlyjoe Steam ID -TheNotoriusRNG
    • italianranmaitalianranma Registered User regular
      edited May 2018
      Kadoken, realistically it’s as Inquistor said. You don’t parry an unarmed attack not because it’s too difficult but because it makes no sense. You’d simply strike at the person instead. This infers that an unarmed attack attempt from someone with training would only be attempted if they were certain that they could strike freely without reprisal. Since it’s an off-hand attack you could assume that the CSMs primary weapon was binding or otherwise hindering the power sword preventing it from parrying.

      italianranma on
      飛べねぇ豚はただの豚だ。
    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      Well yeah that’s the idea.

      They don’t have step aside (Gain 2 Evasions) and they have a decent chance at dodging or parrying the chainsword but then have a chance to get hit by the follow up fist, unless they go into a defensive stance.

      Still, nothing in the rules says you can’t parry them, and I’m not going to restrict my players because of realism. My half damage idea allows your idea of striking out a the offending limb to stop them be mechanically incorporated.

      Kadoken on
    • DenadaDenada Registered User regular
      I watched my girlfriend take some historical fencing classes so I think I can offer some expert testimony here. *pushes up glasses*

      Although actually yeah, from my extremely limited experience I'd say if they're in melee with swords, they'd only go in for a punch or grapple if their opponent's weapon was bound up. If that's the case, then you can't really parry that because your weapon isn't available. And since grappling rules are always the best rules in any tabletop RPG, I'd take the fight there for sure.

      Now I do not remember what the original question was or what system we're talking about, but I'm sure all of that was helpful.

    • InquisitorInquisitor Registered User regular
      Kadoken wrote: »
      Well yeah that’s the idea.

      I’d probably give the space marine a special rule like Follow Up Blow or something.

      If the marines chainsword attack hits or is partied the marine gets a follow up punch that can not be parried. Does not fire on a miss.

      Mostly because it’s usually the best idea to avoid grappling rules in PnP games even though grappling would be how you would want to take down a space marine.

    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      I really do not want to do that. It’s already supposed to be a ruthless move to follow up the chainsword strike. It’s the difference between a tough fight with a monster and cheating. I’m already using the rules in place by having the attacking limb be treated as the second attack in a two-weapon wielding attack which gives penalties to attacks. I am not going to make it unparryable or automatic.

    • DelduwathDelduwath Registered User regular
      I'm going to become rich and famous by fixing problematic grapple rules in all RPGs by publishing a supplement for every one of them that's one index-card long and just says:
      Instead of considering characters to be unarmed and using grapple rules, consider characters to be armed with the weapon

      Fist (bludgeoning) (non-lethal)

      Resolve combat using normal rules for armed combat.

    • InquisitorInquisitor Registered User regular
      Kadoken wrote: »
      I really do not want to do that. It’s already supposed to be a ruthless move to follow up the chainsword strike. It’s the difference between a tough fight with a monster and cheating. I’m already using the rules in place by having the attacking limb be treated as the second attack in a two-weapon wielding attack which gives penalties to attacks. I am not going to make it unparryable or automatic.

      Well if you want to use RAW then use RAW.

      I guess i’m just confused why you asked if you wanted to go with the RAW though.

    • InquisitorInquisitor Registered User regular
      Delduwath wrote: »
      I'm going to become rich and famous by fixing problematic grapple rules in all RPGs by publishing a supplement for every one of them that's one index-card long and just says:
      Instead of considering characters to be unarmed and using grapple rules, consider characters to be armed with the weapon

      Fist (bludgeoning) (non-lethal)

      Resolve combat using normal rules for armed combat.

      I’d let them use special grapple designated weapons as well, like daggers. Gives a reason for players to carry them.

    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      I asked to see if it sounded like a decent idea. Just like last time when I asked avout the regen thing and it made me rethink it. Your idea makes it unfair for the players by giving them an extra thing they have no control over. Mine is a relatively minor thing that makes sense without disempowering anyone that both enemies and players can use.

      Kadoken on
    • DelduwathDelduwath Registered User regular
      Inquisitor wrote: »
      Delduwath wrote: »
      I'm going to become rich and famous by fixing problematic grapple rules in all RPGs by publishing a supplement for every one of them that's one index-card long and just says:
      Instead of considering characters to be unarmed and using grapple rules, consider characters to be armed with the weapon

      Fist (bludgeoning) (non-lethal)

      Resolve combat using normal rules for armed combat.

      I’d let them use special grapple designated weapons as well, like daggers. Gives a reason for players to carry them.
      This interferes with my creative vision of churning out something with minimal effort to maximum rewards.

    • italianranmaitalianranma Registered User regular
      Denada wrote: »
      I watched my girlfriend take some historical fencing classes so I think I can offer some expert testimony here. *pushes up glasses*

      Although actually yeah, from my extremely limited experience I'd say if they're in melee with swords, they'd only go in for a punch or grapple if their opponent's weapon was bound up. If that's the case, then you can't really parry that because your weapon isn't available. And since grappling rules are always the best rules in any tabletop RPG, I'd take the fight there for sure.

      Now I do not remember what the original question was or what system we're talking about, but I'm sure all of that was helpful.

      Well, I do have some relevant experience: karate & judo for about 10 years and kendo for going on 2 1/2 with some occasional HEMA lessons and an aikido class back in college. Kadoken seems like a guy who appreciates detailed simulation in his game, so that's what Inquisitor and I are providing. Sorry in advance if I misread your tone, but I think based on his response he did find it helpful even if he ultimately decided to go with a different ruling.

      飛べねぇ豚はただの豚だ。
    • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
      edited May 2018
      I do find everybody helpful.

      Although I’m not sure if detailed simulation is the word I would use.

      I am also a karate man for about ten years now, although my ass is going to attempt to run away from this kind of stuff before trying to punch a man with a knife, weapon, or otherwise.

      Like my mind when thinking about this stuff is based around cool stuff I see in “gritty” media like the Raid, Punisher, Daredevil, Dredd, John Wick, and not what I think actual real life people would or could do.

      Kadoken on
    • italianranmaitalianranma Registered User regular
      Yeah, strong agree. There's no way I'd want to fight unarmed against someone with a weapon: the unarmed fighter archetype is 100% a conceit of gaming entertainment.

      飛べねぇ豚はただの豚だ。
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