But...Zabuza did infer the existence of skywalkers.
How do you think he won the Leaf/Mist/Akatsuki threeway?
If he did, Mist wouldn't have their entire force wiped out.
But...Zabuza did infer the existence of skywalkers.
How do you think he won the Leaf/Mist/Akatsuki threeway?
Un huh, and how do we know that happened? From Jiraiya, who is secretly Zabuza?
Now that you've seen it in use, what do you think? I suspect that in practice I would handle Compels as "Okay, this is not the optimal choice but it's very in-character so I'm going to give him an FP for it."
I have not, but I'll check it out. Thanks.@eaglejarl Have you had a chance to look at Dresden Accelerated? If you are wanting to go FATE, it had some interesting ideas including a scale mechanic for different power levels.
Oops. Fixed, thanks.
I didn't play it, so I'm sure you're right about it being well-balanced and etc. The problem, however, was not that it nerfed spellcasters / empowered non-spellcasters / whatever. The problem was that it no longer felt like D&D. Note that 5E was the first version that was developed by open play test and (my understanding is) that it went back to a much more traditional feel and away from the 'video-game-ish' feel of 4E.4e was an extremely well developed RPG and easily the most interesting and balanced D&D game to ever be released. The majority of the complaints about it don't actually have anything to do with the rules in the books and can be boiled down to people being upset that spellcasters no longer trivialize every other character type. Note that the actual power cards looked like this, not like weirdly modified Magic cards. Every other edition of D&D has been riddled with terrible rules and settings that don't make any sense. 4e did a lot in order to make the rules be very well balanced and well thought out and in the process made the nonsensical fluff much more rational. At the end of the day, 4e isn't even all that different in practice compared to 3.x or 5e. It just tried to be much more transparent, something that I assume people on this site would be slightly more receptive towards.
That's how the Lethal Weapon stunt works, and how Weapons in general work, yes. That's not what I was going for with HoD.
Can you describe the mechanics? I don't know those rules and can't find them online. A mechanic for easily managing groups would be great.Finally - what are your thoughts on mobs (which are a way to mechanically abstract fighting a group of similar enemies)? I imagine they'd be great for bandits and terrible for Jonin, but I'm not sure about the middle ground of Genin and low-Chunin.
Cool, thanks for taking the time.While you're here, @eaglejarl:
Here is a quick snippet of what Action Cards might look like. It won't be hard for me to set up a function that pulls numbers directly from character sheets, so as to make generic things like Taijutsu and Tac Move easier to handle.
...Not that I particularly expect us to stick to the same system after this, but I felt like messing around with the concept anyway.
e: Also, be amused at how even within the same document I can't keep straight whether they're called Minor Actions or Quick Actions, no matter how many times I check
I didn't play it, so I'm sure you're right about it being well-balanced and etc. The problem, however, was not that it nerfed spellcasters / empowered non-spellcasters / whatever. The problem was that it no longer felt like D&D. Note that 5E was the first version that was developed by open play test and (my understanding is) that it went back to a much more traditional feel and away from the 'video-game-ish' feel of 4E.
So, yeah. We (by which I mean I) consider 4E "the D&D edition that shall not be named" not because it's a bad game, but because it's a bad D&D. Had I encountered it under a completely different name and culture I might well have praised it.
Hmm, I want at least one other combat heavy chapter with a wildly different rpg system before reaching a decision.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
Hmm, I want at least one other combat heavy chapter with a wildly different rpg system before reaching a decision.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
HoooooOOOLY SHIT THATS SUCH A GOOD IDEA[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams with Kishimoto as their sensei.
[X] Lore Update (AU): @eaglejarl's, @Velorien's, and @OliWhail's self inserts as a team in the chuunin exams.
Can you describe the mechanics? I don't know those rules and can't find them online. A mechanic for easily managing groups would be great.
Tangentially, I think multicombat has some nice features in DFRPG. You can all just punch each other and that's fine. On the other hand, teammates can work together by having everyone create aspects (via Maneuvers, Blocks, etc) that the last person in the chain can then tag in order to hit someone that they couldn't normally hit. At the same time, if the other person is so much better than you that you can't affect them at all then you're not going to land those maneuvers, so an army of genin is not going to take out a jōnin.