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About RangerEd

  • Birthday 10/08/1975

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    St. Louis Area
  • Biography
    An old RPGer, playing various games since 1987.

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  1. Hero points and offering extra dice are a good way to emphasize some actions as more worthy than others in a game. Not all action checks are equal. Hero points and extra dice are gaming resources (real-world resources, not fictional like ammunition) for the players to manage. Resources and their exchange ought to occur at the critical points of gameplay. Where and how players choose to expend resources indicates what the game is really about for them (a concrete feedback mechanism for the GM). Try thinking about what you want the game to be about, where the critical gameplay events occur to support what it's about, and give the players a resource to expend at these critical events. The players will probably be able to intuitively manage from there. A bit manipulative, but hey. You're the GM.
  2. I have thick skin, sloped shoulders, and a pointy head. And I also appreciate critical thinkers who challenge ideas. Some others have been giving me a run for my money in chat. This forum has been great!
  3. Nolgroth, I agree with you on the possibilities for execution. I appreciate your earnest read and opinion. It was helpful. Thanks, RangerEd
  4. A question for you all: Would you like to be able to roll whole handfuls of spectrum dice for an action check, knowing that you could risk "sapping" them with a 6, to achieve a probably better 3d6 (keep low 3) roll? I am torn as to whether to include this rule as part of the action check procedure. My thoughts, acknowledging the difference between procedure (the rules) and strategy (options within the rules)... Mechanically, the rule might incentivize a strategy of rolling big with tagged qualities, but would also incur big risk on the part of the PC. In application, it would be easy at the table but much harder in Roll20 (since I only know how to manipulate macros at this point). However, I like the thought of players choosing how much of what their PC personally "invests" in an action. Edit: what I mean is, choose to roll something like 8d6 (e.g.: hot hot hot sharp sharp cool weird and with gore) keep low three for the action check results.
  5. Greywind: Something much less formal. It's a royal blue members-only with gold hexmen for snaps. Nolgroth: Yes, double entendres abound. I'm cool with it. I included many ways those dramatic qualities might manifest in the fiction (vernacular and all), but I sort of left out the NC-17 ones. As a former American midwesterner, I was brought up in an honor-based culture of Victorian etiquette and puritan values. I try to overcome, but nurture can be a tough nut to crack. I am proud to be showcasing the rainbow spectrum, though. The dice rolls in Roll20 can probably be color-coded, but my programing skills are weak. Conceptually, I know more automation could make it into the online gaming, but I need more time to learn how to do it. The job thing can be a major bummer.
  6. Thanks for giving it a read. I had the same concern. Not wanting to burden my players, I bought dice cubes in the 9 colors to share around the table. I also formatted a character sheet with the qualities block (as shown in the homebrew doc) covering the HERO image in the top right. The dice in front of a player and their use then become a form of communication during gameplay. It gets a bit easier on Roll20. Macros prompt the players to input how their PC acts. A 4d6 roll (keep low 3) returns, "[PC name] acts hot hard weird and with glory," with the dice results in the chat window.
  7. As a newcomer to the system, I definitely notice a nice range of combat options to mix and match. The algorithm could be as speedy or involved as everyone enjoys. A few more for your list: Use standard effects No hit locations for effects--just raw BODY and STUN to characters Distribute the workload with player-facing rolls (roll defensive actions for free)--GM manages action, while players manage fate I suppose as an extreme (anyone for dialectic reasoning?), all of the above + go diceless--compare stats to see how many turns before someone falls over or withdraws.
  8. This linked homebrew jackets an existing skills-based, 3d6-roll-low roleplaying game system (HERO System, Sixth Edition). Its purpose is to coax dramatically-inspired conversation and emergent storytelling during gameplay, while still allowing a simulation-oriented system to surprise us with itemized outcomes. It is inspired by mechanics from Apocalypse World, The Quiet Year, Psi*Run, Swords without Master, Dust Devils, The Pool, complex adaptive system theory, and game theory. I'd love to hear any feedback: good, bad, or passive aggressive. Cheers, Eddie TT Elitist Bastards Homebrew.pdf
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