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Messages - Andrew Day

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brainstorming & development / Re: Exalted Hack
« on: December 26, 2013, 10:49:57 PM »
An ok, I see what you're going for and how it executes. I'm not so sure I see the need to codify the tiers. After all, DW doesn't make different tiers, but it differentiates power levels just fine. In fact, I would conjecture that RAW DW could capture the ambiance of eXalted pretty good, with appropriate adjustment to narrative.

That said, I'm still grinding into my hack. I took a queue from the splendid Daen sheet and I'm making Essence a stat. Also, I'm planning to make Followers synonymous with Henchmen, at least from a stat standpoint. So you can have a Henchman that's Warrior 3, or a group of 100 followers theatre Warrrior 3.

brainstorming & development / Re: Exalted Hack
« on: December 14, 2013, 03:54:55 PM »
I'm afraid I don't understand your manifest essence move.

Dungeon World / Using DW for PVP
« on: December 13, 2013, 01:32:07 PM »
Greetings folks,
Who out there has experience with players fighting in DW? What was it like? Good/bad? Fun/broken? The game isn't made for such a thing, I'm wondering if it has any ability to handle it?

Dungeon World / Re: Defend Action question
« on: December 03, 2013, 11:00:44 AM »

Dungeon World / Re: Henchmen questions and concerns
« on: November 28, 2013, 06:06:20 PM »
I was looking gay the cost charts in the DW book and they are a little helpful. It's still hard to gauge the cost for henchmen, no matter what it is.

Dungeon World / Re: Defend Action question
« on: November 28, 2013, 06:04:50 PM »
Great replies. Thanks for the input!

Dungeon World / Defend Action question
« on: November 28, 2013, 10:25:01 AM »
When you use the defend option to redirect an attack to yourself, do you then take damage, or check to defy danger against the attack?

If an ally is attacked when you are defending them, can you wait to spend your hold until after they check to defy danger?

Dungeon World / Henchmen questions and concerns
« on: November 24, 2013, 06:09:44 PM »
I have some questions about henchmen.

When do they take wounds or die?

If you have multiple henchmen with the same skill, how do you apph they bonus? IE If you have two bodyguards protect you from a goblin, what do you do to adjudicate that?

A level 5-10 skill seems like it would overshadow a PCs contribution. If I roll d8 + 10 damage, that d8 seems Sort of unexciting.

If the NPC wants to get paid, how much should they get paid? 


brainstorming & development / Re: Exalted Hack
« on: November 23, 2013, 10:04:18 AM »
The sheet looks GREAT!  Unfortunately I cannot read everything on the right side due to the way it appears on my phone. But I get the gist.

You have some great ideas in here also. I particularly like:
-Always Where I'm Needed
-your choice of stats. Cunning is a provocative stat idea.

I'm not a big fan of how essence and anima works. It's not very powerful and it's of very limited utility. I can see players dumping their -1 in there and never using it. Popping anima is thematically an important choice: harness great power and reveal my anathema heritage or fight like a mortal and remain secret.

That said, I'm on the fence about what to do with anima. Right now I'm writing my rules assuming the use of a more pool just like X. It makes new and interesting options available and gives a flexible expendable resource, which I enjoy in games.

In any event, well done!

brainstorming & development / Re: Exalted Hack
« on: November 13, 2013, 11:04:25 PM »
I am new to the Apocalypse in general and this forum in specific. I didn't have a lot of luck with Apocalypse World, but I've had quite a bit of fun with Dungeon World (DW). So I'll be referencing DW as my core mechanic... if that's ok.

Any time I ever play any game, I ponder how to use it for Exalted (X). X is my favorite game of all time. Naturally, I have pondered how to use DW to run X, and I thought I'd throw some thoughts and questions out there for the psychic maelstrom to review and consider.

I think that virtues would work well as the "alignments" of X. Act according to your virtue and get an XP. I don't really like the idea of rolling virtues as a way of affecting relationships, or boosting rolls. That causes too much rolling.

Making moves into charms seems natural, and comforting. In other X hacks I've tried and seen, the setting loses flavor because of a lack of colorful and melodramatic charm descriptions. So I think this is good.

I also think that using Motes as a form of "hold" is good, but I could be talked out of this. It is very easy to design charms that require you to spend a mote of essence rather than requiring a roll. What I don't want is to slip into a trap where I try to paste the X charm list into DW. That'd be bad.

I think combat needs to be jazzed up, though I'm not sure how. I was reading some kung fu hacks on this forum, but haven't found one that clicked with me... yet. Any suggestions on how to get some Anime fighting fun out of DW? I like the idea of Anima Prime, if you're familiar with that game, but I don't see any way to make it work.

Stats can be fundamentally similar to the stats in DW. Though I don't feel the need to cling to the stat/modifier split, that's a DND trope that has no place in X. I also think that I'd like to change the dice to 2D12, which will allow for a broader range of modifiers. I don't like being capped at +3.

For playbooks, I'm on the fence. Right now I'm thinking of making a playbook for each of the 5 castes, and giving a lot of options therein, for variety. However, this doesn't guide players as much as DW does, for better or worse. It's also a bit overwhelming. So I thought about making archetypes: the Priest, the King, the Warlord, the ARchitect, and tying those to their respective Caste. This gives a lot of expansion potential, but could also be a bit limiting. Which way do you think this should go?

Backgrounds are a fine replacement for race, and can offer specific moves.

Anyhoo, I thought I'd put some questions out there and see if there's any interested in reviving the X talk?

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