Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DeadmanwalkingXI

Pages: 1 ... 5 6 [7] 8
91
Well, the fiction comes first. Which means that armor from sources that aren't actually armor probably shouldn't be pierced by AP ammo, since that doesn't actually make sense in the world. Though, similarly, a Battlebabe's Impossible Reflexes wouldn't help if they were tied to a chair.

For example, a gang's size shouldn't be considered armor per se for this purpose, nor should most other sources that aren't worn armor, really. I probably would have AP ammo ignore fortifications, though.

92
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 25, 2015, 02:11:23 PM »
Hey DMW, as Spwack said, I was aiming to have Snuffed playbooks have a higher upper limit for some stats if it made sense.

Ah, gotcha. Missed that. Though, thinking about it, since that makes the +3 Wrath statblock the only one that can ever get a +4...that migvht make the inequalities of the stat-blocks a little worse.

In the case of the Revenant, although they're Wrath-heavy, their overall stat balance is actually only +2 instead of +3, so they're designed to be more hard/weak than a jack-of-all-trades type.

I'm not necessarily arguing they need to be jacks of all trades, or that they can't be hyper-focused. I'm saying, much like Spwack mentions, they should probably be equally focused. The third Revenant stat-block is just miles better than the fourth in every meaningful way, for example. Ditto the 'Average' Vessel stat-block compared to the others, or the second Gloom stat-block compared to that playbook's other options.

93
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 24, 2015, 12:27:53 AM »
In AW and most hacks, playbooks don't usually start with stats at +3, and require an additional -1 to have two stats at +2.

There's a reason for this, having to do with the fact that, mathematically, higher stats actually do tend to matter more. Thus, the way you've currently got it set really encourages the use of those stat-lines that are more...focused.

The Revenant also has a +3 Wrath stat-line and a Move that can take it to +4, which seems like a bad idea statistically. You might want to add the standard (max. +3) into the FUCK OFF move.

94
Apocalypse World / Re: How does harm get unstabilized?
« on: October 24, 2015, 12:07:12 AM »
Huh, yeah, that's harder to find than I thought (and I was remembering how it worked slightly wrong). Lemme look through my pdf for that...

Okay, in 'The Basics' on p. 15, it says the following:

"Harm before 6:00 heals automatically with time. Harm after 9:00 gets worse with time, unless stabilized."

There. That makes it pretty clear that it's Harm at 10:00 or worse that it needs stabilizing. The other references are more ambiguous, but that one seems pretty clear.


95
Apocalypse World / Re: How does harm get unstabilized?
« on: October 23, 2015, 05:33:34 PM »
Well, as I understand it, at 6:00 or earlier on the damage clock, you're stable by default and will get better with time alone. At 9:00 or later, that isn't the case and you're unstable, meaning you'll get worse if left alone and medical intervention is necessary to get better at all.

So, barring medical stuff, it's a function of how much Harm you've taken. I believe all of this is in the section on Harm and Healing.

96
In a sense. +1 is the point where the most common roll is 7-9 and both 6- and 10+ are equally common...but I'm not sure that's any more 'average' than +0, where 6- and 7+ are equally common and 10+ is a bit rare.

It's a matter of how competent you expect PCs to be which of those is more reasonably 'average' per se.

97
Apocalypse World / Re: Apocalypse World sans MC
« on: October 08, 2015, 04:00:53 AM »
Well, firstly, it's the MC's job to build the world. Yeah, you can leave a fair bit of this in player hands thematically, but not all of it, and in order to have mechanical impact you need to assign threat types, arrange countdown clocks, and so on. Doing without those is possible...but makes the world really static and mechanically bland when the PCs aren't directly interacting with it.

Secondly, MCs are supposed to use moves but never speak their names. The intent of this is story immersion and the MC is the guy (or girl) who says what happens next in response to what the players say. Nobody but them should ever be positive what Move they're using...it gets in the way of the fiction if they do.

Thirdly, and far more fundamentally, the MC is suppose to be a neutral party. The MC moves are not equivalent to each other, they're on a list, sure, but people picking from the list who aren't completely unbiased can screw an PC really rapidly really fast, and this encourages grudges and metagaming. The lack of a neutral arbiter also removes the 'be fans of the PCs' and 'look at NPCs through crosshairs' aspects of the game, both of which seem important to the way the game is designed to feel and operate.

In short...Apocalypse World works about as well sans MC as D&D 5E works without a GM. The MC has full GM powers and splitting them among PCs could be...awkward. A round-robin thing might be more workable due to the less party centric nature of thje game, but doing without entirely? That'snot gonna be any easier with AW than any conventional RPG.

98
Apocalypse World / Re: Brainer gear usage
« on: October 05, 2015, 03:52:14 AM »
Receptivity drugs should presumably wear off, yeah. How quickly would vary by the MC's and player's assumptions about the world. You should probably discuss it and come up with a rough time frame.

A pain-wave projector hits everyone in an area. That's what the area tag means. It's a reusable psychic grenade, just like it says in the description.

As for buying brainer gear...that depends on what the MC decides about what that gear is and how common items of similar utility are in the world as presented. A Savvyhead can definitely build them, due to how workshops work (though how feasible that is in actual play is again up to the MC). But as for NPCs...well, that's right back to being entirely the MC's call.

Or, more or less what noclue said.

99
Apocalypse World / Re: AW Playbook/Character Assessment
« on: September 25, 2015, 07:25:02 AM »
Deadman: Of course you can play almost every playbook however you want to, but some obviously lean towards specific personality types, although I admit how heavily they lean varies. I read the moves not only for their descriptions, but also for what the name of the move itself implies. Also, this assessment is not for people who know what playbook they want to use, it's for the new players who don't want to look through every playbook or don't have the time. And of course you can always choose to take moves from other playbooks later to fit your character idea, but this assessment is to help new players start off as close to what they want as possible.

But that's the thing: The Playbooks don't really enable particular personality types, so basing which of them you play on that is counterproductive to the players enjoying the experience. Especially new players, since they'll rapidly get the idea that all Brainers or Battlebabes or whatever have the same personality type, which is not a good thing. You'll wind up with stuff like someone who really wants psychic powers, but also wants to play a nice guy, never getting to play a Brainer, despite the fact that Brainer does everything he wants to do and has no requirement that you play a complete bastard.

It's actively counterproductive to force (or even strongly encourage) people to play a particular playbook based on a personality questionnaire, because the playbooks are based partially on what they can do well, and even more their position in the fiction.

Let's take your idea for a Gunlugger, for example. 3 out of the 7 moves imply you're kind of crazy/violent. None of the other basic playbooks have that many moves pointing you in that direction. You've also got weapons called "Fuck Off Weapons." Starting off with your Hard as the highest stat isn't an accident either. The playbook definitely gives off a certain vibe. Can you be a friendly and reasonable Gunlugger without much difficulty? Yes, but let's be honest, few people are going to take the Gunlugger for "Prepared for the Inevitable."

But now you're talking capabilities, not personality. The Gunlugger is exceptional at violence, you're absolutely right, and people should play it in order to be 'the baddest ass' as the book says. But that's a skill set, not a personality type. Personality-wise, he can be anything from an honorable and chivalrous knight in service to the local Hardholder, to a depraved violence junkie with no conscience at all and those make just as much sense and, indeed, could be mechanically identical characters.

And I mentioned that making the quiz more 'How do you solve problems?' than 'What's your personality like?' would be better, there'd just still be some problems even then. And, as you note later, it's definitely less necessary.

Can you play an Angel that kills everyone who arrives in their infirmary and never heals anyone, including PCs? Can you play a Brainer who never fucks with anyone's mind and respects the sanctity of free will? Can you play a Solace who wants to stir shit up? Yes, but that's not what they are designed towards.

Those aren't personalities, though. Not really. They're a refusal to use the skill set given in the playbook. Which is a personality trait, sure, but the problem isn't an atypical personality, it's the refusal. An Angel can easily be a complete bastard...but only if he's a stupid bastard will he refuse to treat people if offered proper compensation. You can absolutely play a moral and nice Brainer. It's even pretty easy, you just only use your powers under the same circumstances you'd shoot someone or use other more mundane violence. A Solace can easily be a manipulative and selfish coward. And so on.

Granted, some playbooks are much harder to tie to a personality type to than others. Hardholders and Operators for instance can be played just about any way, as their moves don't really highlight a personality.

Those are some of the ones I'd list with most variable capabilities, too. Huh.

I don't think you're wrong about the playbooks primarily being about your place in the world, either, but I don't think that's all there is to it. If someone wants to decide what playbook to use based on the character's overall role (mechanic, medic, gang leader), then that's done easily enough without an assessment and I encourage them to do so as it's definitely a smart way to choose a playbook.

Oh, I don't disagree with that at all. That's a very valid way to decide on characters. I just don't think personality is nearly as good.

There are also a minority without clearly defined roles; the Gunlugger, Faceless, and Skinner (stripper?).

Huh? Those all have clearly defined roles:

The Gunlugger is the baddest motherfucker in the room. That's a pretty solid fictional role.

The Facless is the psycho-killer in a mask ala Michael Myers, or monstrous mutant ala Lord Humungus (or possibly a slightly more friendly version of either).

The Skinner is an artist. They certainly can be a stripper or prostitute but can just as easily (by skipping Arresting Skinner) be a traveling musician, or a painter, or an actor. Or, to take another tack someone important's lover/the power behind a throne.

100
Apocalypse World / Re: AW Playbook/Character Assessment
« on: September 24, 2015, 09:00:53 AM »
The big issue with this idea is that playbooks aren't really personality types. They have a bit more to do with modus operandi (ie: how the character solves problems), but even that's not really what they do; they primarily define the character's place in the world. Their position in the fiction. The Hardholder is the one with a Holding, not the one who 'does X' or 'is a control freak'.

A Hardholder can have any personality you like, from ruthless dictator to friendly den-mother type, and can focus on almost any stat to go with their Hard, making even their problem solving strategies pretty varied. The same is true of most playbooks, especially with stat-substitution moves available (even a -2 Hot Gunlugger is only 5xp and either Charismatic or Easy To Trust away from being pretty solid at social stuff).

With the test as it is, a friendly and reasonable Gunlugger with a personal mission is pretty much impossible, for example. And yet that's a very reasonable character type. Likewise, a Hardholder who trusts their people and wants to build a real community. Or, to go the other way, a viciously vindictive and homicidal Battlebabe or Driver.

And that's sort of a problem.

101
Apocalypse World / Re: Zero barter holding options?
« on: September 24, 2015, 08:25:20 AM »
It's been explicitly stated that the example in question is a typo/mistake. So, no, you aren't missing a rule, zero barter Holdings are absolutely possible.

As for what the point of one is...I think Ebok answered that pretty thoroughly.

102
Can have, and will have are big differences. The only *high* stat that you can assign to a playbook is the ones where they must have a +2 in it. Otherwise its all optional and can vary, thus no generalized statement about how badass Qs are in comparison to other play-books has any weight as an argument. Quarantine's hard choices are average at best relative to any other playbook. +1 hard as your starting maximum makes them as good as most at best. There are very few playbooks that cannot keep up with any build, aside from those that have hard substitution moves inherently.

Well, yeah, I'm not saying they're better in a fight than most playbooks, not meaningfully anyway. I'm just saying they're on par.

As for winning and losing fights, AW is set up so that one PC versus those couple of guys (small gang) are roughly equal. small gangs get the same harm counter as a single pc, and with crap weapons and armor, the harm/armor values can be pretty similiar if not slightly favoring the gang. The point is, that PCs are relatively badass period. That doesnt really speak to the subjective standards of the hard new world and those living in it.

Which was actually my main point, since this all started with someone saying the Quarantine wasn't Hard enough to be a believable front-line soldier. :)

Let the meaningless bickering stop at this point. It's derailing whatever this thread used to be. If you want to continue, make a thread devoted to the topic.

Sure.

103
Apocalypse World / Re: Can some one explain how NOT TO BE FUCKED WITH works?
« on: September 24, 2015, 08:14:02 AM »
When it says "Armor according to circumstance", does that include:
Worn armor?
Armor from moves like Daredevil, Rasputin and Impossible Reflexes?

I'm pretty sure it includes all of that, yeah.

104
Eh, it specifies 'nearly naked' as an option, so I'd imagine even the most restrictive MC would allow skimpy enough underwear/bikini.

Really, it's pretty clearly a conceptual limitation, basically the inverse of the limitation of normal, worn, Armor 2 armor. When you're wearing Armor 2 armor, people react to you differently...you're wearing armor, after all. When you're using Impossible Reflexes for Armor 2, people react to you differently...you're nearly naked, after all.

In both cases, the primary point seems to be that, in order to benefit from Armor 2, you need to be dressed oddly for day to day interactions, rather than in something that's within the normal range of what people wear most of the time. Either way, you can describe it however you like (within reason), the primary issue is that you'll get funny looks walking around like that. At least, you will most places.

105
One thing to note is that a *+1* is the average, flatline stat and not +0. Not sure where, but I'm 90% sure I saw this confirmed and mathematically it makes sense.

Yeah, the game's author has mentioned that explicitly.

But that's only true counting all the playbooks...including the ones who focus on it (ie: the +2 Hard books in this case). The average for playbooks not focusing on it really is more like +0 (actually, looking it over, it's a bit lower than that on Hard...negative Hard ratings are more common than negative ratings in most other stats in non Hard-focused playbooks).

And again, that's average for PCs. PCs in Apocalypse World are all pretty badass by just about any reasonable standard...and for those with Hard +0 or more, that includes being better-than-competent combatants. Because, barring very specific GM rules, a PC with Hard+0 wins more fights than they lose against even the most badass equivalently armed and armored NPC opponents.

Another thing to keep in mind is that some of those +2-hard guys are/can be effectively +3 at startup (I think at least the lugger?).

Only the Gunlugger and the Faceless. And 5 xp down the road, that distinction becomes pretty meaningless, since the +2 playbooks can all have that +3, and the Quarantine can have +2.

Pages: 1 ... 5 6 [7] 8