[19:04] <+Jimbozig> Alright, well I’m Jim and my game is Strike! This is my first foray into game publishing, and my first kickstarter.
[19:05] <+Jimbozig> Strike is an RPG with the core idea of getting interesting and varied outcomes with lots of choices, but without having a ton of rules.
[19:06] <+Jimbozig> It’s got tactical combat influenced strongly by D&D4e, but with a lot of adjustments to make things run faster and have less overhead.
[19:07] <+Jimbozig> The non-combat system is most similar to Mouse Guard, although it’s quite different in a number of ways, too. A skill roll is just 1d6 every time to get one of 5 results.
[19:08] <+Jimbozig> The goal, for me, was to take my favourite gaming experiences and make a system that can give me those as simply as possible.
[19:08] <+Jimbozig> Done.
[19:09] <~Dan> Thanks, Jimbozig!
[19:09] <~Dan> The floor is open to questions, folks!
[19:09] <~Dan> So does this game have its own setting?
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[19:09] <~Dan> (Howdy, IsmellZombies!)
[19:10] <+IsmellZombies> Hey Dan!
[19:10] <+Jimbozig> No. The game is setting-agnostic. The kickstarter has a stretch goal up to expand a sample scenario I wrote into a proper setting, but the game is meant to work well in any setting
[19:11] <~Dan> By any setting, do you mean any genre?
[19:11] <+Superstring> One thing I’m not sure about, if I’m reading the basic melee and ranged attacks right, they don’t do any damage, right? Am I reading powers right that most non-strikers won’t be doing damage during combat?
[19:13] <+Jimbozig> I wanted to be able to play things like X-COM as well as D&D. So yeah, sci-fi, fantasy, historical, you name it. But I’m just a touch hesitant to say “Any genre” because while you can play Strike with Vampires or Cthulu, it’s not built for horror and the game will tend to end up with player characters beating up nameless horrors rather than fleeing from them.
[19:13] <~Dan> Tha’ts to your credit, in my opinion.
[19:13] <~Dan> Too many games claim to be able to do “anything”.
[19:14] <+IsmellZombies> ^agreed
[19:14] <~Dan> No game can do “anything”, because every game does things in its own way.
[19:14] <+Jimbozig> Superstring, you are not reading that correctly. The damage for most powers is noted in the top line next to the “blood drop” icon.
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[19:14] <+IsmellZombies> right, and if they do everything, they will do everything broken
[19:14] <+Superstring> Oh, that what that is.
[19:14] <~Dan> (Howdy, JamesGillen!)
[19:14] <+JamesGillen> Howdy
[19:15] <+GenoFoxx> so I can do space opera mecha ala Macross and Gundam then?
[19:15] * ~Dan chuckles
[19:15] <~Dan> GenoFoxx here would ask if Mouse Guard can handle mecha. 😉
[19:15] <+GenoFoxx> Indeed
[19:16] <+vordrax> Jim, what is the ideal number of players for Strike? And the ideal number of combatants?
[19:16] <+BlasterKyubey210> Hmm, so basically JImbozig, Horror is basically “dont’ try it unless you want a table to the face?”
[19:16] <+Jimbozig> GenoFoxx, yeah, I think you totally could. One of my friends has been working on her own adaptation that is in that vein.
[19:16] <+Superstring> Looking through it, it’s a little confusing with some powers having a blood drop and some having a D: and E: line. I’m so used to the 4e format I kept looking for a damage line.
[19:17] <+Yalborap> The game looks super interesting, Jimbozig. I’m looking forward to seeing what the stretch goals produce.
[19:17] <+Jimbozig> Superstring: Having a “D: line” is the exception. But I’ll add another sentence near the start of “How to read a power” to clear that up.
[19:17] <+Superstring> Cool.
[19:18] <~Dan> Actually, perhaps we should go into how the core mechanic works?
[19:18] <+Jimbozig> Vordrax, I like it best with 3-5 players, plus GM.
[19:19] <+Jimbozig> But people have played it with up to 8 and it still works. It’s just slower at that point, and as a GM I’ve never been comfortable handling that many players. As for number of combatants, including enemies, there are guidelines that help you balance that. It depends a bit on how fast you want things to go – fewer combatants = faster
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[19:21] <~Dan> (Howdy, RandBrittain!)
[19:22] <+Jimbozig> Blaster, at my table, I’m no good at enforcing any kind of serious tone, and I’ve never been good at making horror games feel scary. They just turn into silly and funny games where the thing that is supposed to be terrifying gets beaten by a ridiculous plan. Strike is really good at THAT. As for serious horror, I’m the wrong person to ask.
[19:23] <+Jimbozig> So far as I know, nobody has really tried to run a serious horror game with Strike.
[19:24] <+Superstring> I smell a stretch goal!
[19:24] * ~Dan chuckles
[19:25] <~Dan> (Did you see my core mechanic question, Jimbozig? No problem if you’re still catching up. 🙂 )
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[19:26] <+Jimbozig> The basic mechanic goes like this: when you roll a skill, you roll 1d6. You might get a success or a Twist. On a success, you get your intent. On a Twist, the DM says what happens, and the DM must change the situation (you probably didn’t get your intent, although it’s possible that you got it with strings attached).
[19:26] <~Dan> (Welcome to #rpgnet, Guest91! Please set your name with the /nick command; e.g., /nick Dan )
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[19:27] <~Dan> (Thanks, Jim! Here for the Q&A?)
[19:27] <+Jimbozig> Depending on what you rolled, you might also get a “Cost.” Costs are basically temporary penalties. They include Conditions (exhausted, injured, sick), owing Favours, or getting a Flaw in an item or information.
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[19:27] <~Dan> (Howdy, Songtress!)
[19:28] <+Jim> (I am indeed here for the Q&A)
[19:28] <~Dan> (Jim: The floor is open to questions!)
[19:28] <+IsmellZombies> Im really glad to see fun pumped back into tt
[19:28] <+IsmellZombies> I feel like the cool factor is sometimes unreasonably stamped out and traded for serious tones
[19:28] <+Jimbozig> If you were lucky enough to get a 6, you get an “Extra Bonus” – this is entirely up to the player. Anything within reason that they think could happen as a result of that roll. If you were Unskilled before, this is also a chance for you to become Skilled.
[19:29] <~Dan> Jimbozig: So what determines how good someone is at a given ability?
[19:29] <+IsmellZombies> I gtg, wife time guys! Great game!
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[19:30] <+vordrax> Jim, I see that skills are basically just actions that are skilled or unskilled. In your test plays, do characters feel differentiated outside of combat?
[19:32] <+Jimbozig> Well, you can be Skilled or Unskilled at any ability. There are no finer gradations than that (by default. There are optional rules to have more tiers). But since Skills have to be specific, and because anything can be a skill, there tends to be very little overlap between characters.
[19:32] <+Jimbozig> There were a couple of skills that multiple people had (sneaking, reflexes), but everyone always had their own niche.
[19:33] <+BlasterKyubey210> Ah, so they have specializations in that field within a skill?
[19:33] <+BlasterKyubey210> or is my mind thinking Storyteller and thus d’oh
[19:33] <+Jim> My question is about power, I guess. The PC powers are strong, and of course a GM can make a billion(!) monsters appear, but have you had much experience with high-level play?
[19:33] <+Jimbozig> And beyond Skills, there are other ways to differentiate your character. If you’re really good at something, you might have it be a Trick. If it’s a Trick, then you can spend a point to automatically succeed.
[19:34] <+Jimbozig> And now, with the $5000 stretch goal unlocked, I’m working on Kits. Kits will provide special powers and more chances for character differentiation outside of combat.
[19:35] <~Dan> Hmm. It would seem that the binary approach to skills would in and of itself limit some of the possible genres you can emulate with Strike!.
[19:36] <+Jim> (like, is there a level at which high level play gets really rocket-taggy or harder to keep interesting and balanced at the same time, since that totally happened in D&D 4e)
[19:37] <+Jimbozig> Jim, I have gone through high level play in many combats. I didn’t want to fall into the trap of only playtesting the low levels. The players are indeed strong at high levels, and can be super-resilient at that level. But the monsters can be very nasty, too. Monsters can do more damage there, which is a big deal when your HP is fixed at 10.
[19:38] <+Jimbozig> So you can build a fight that will be more rocket-taggy if you just double-down on monster damage, but there are plenty of other ways to build monsters that don’t end up like that.
[19:38] <~Dan> How does combat wokr?
[19:38] <~Dan> work?
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[19:41] <+Jimbozig> Dan, to your question about the binary approach to skills restricting genres, there are optional rules to allow for a greater disparity there. You can add in a lower baseline to get a grittier feel where things are tough for the characters, or you can add in a top tier above Skilled to emulate a heroic level of skill.
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[19:42] <~Dan> (Howdy, Randy_CoA!)
[19:42] <+Randy_CoA> hey hey all how goes the Q&A
[19:42] <~Dan> (Going well, thanks! Jimbozig, Randy_CoA is one of your fellow game authors. 🙂 )
[19:42] <+Jimbozig> Combat works a lot like D&D4e in its structure. You roll initiative, and on your turn you get to move, Attack, and a Role action.
[19:43] <+Yalborap> Yay 4e!
[19:43] <+Jimbozig> Your Attacks will be from your class, which determines basically how you fight. Do you have a pet robot who fights with you? Do you summon creatures onto the battlefield? Do you grant attacks and enable your allies? Those are all classes.
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[19:44] <+vordrax> Jim, how well suited is Strike! for improvised combat? Like creating monsters on the spot and the like?
[19:44] <+Jimbozig> Your Role actions come from your Role, which determines how you work with your team. So you can be a striker and do extra damage, or you can be a defender and protect your allies, or a blaster and attack lots of targets at once.
[19:45] <+Randy_CoA> what are the class actual names?
[19:45] <+Damiar_the_Wolf> oh hey, Strike! I’m in this Kickstarter! 😀
[19:45] <+Jim> All the cool kids are in this Kickstarter
[19:46] * +Damiar_the_Wolf puts on his cool kid badge
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[19:46] <+Jimbozig> You can choose any combination of Class and Role. So you could be a Summoner/Leader, or a Summoner/Defender, or a Martial Artist/Defender. And you can reskin this to whatever you like. So your summoner could summon angels or robots or could be somebody with some weirdo bodyguards to do the fighting.
[19:47] <+Superstring> Do the Aggressive Stance and Quick Reflexes feats mentioned in the Feats description exist? I don’t seem to see them in the list.
[19:47] <+Randy_CoA> what other games inspired you during your creation process?
[19:47] <+Jimbozig> Class names: Warlord, Necromancer, Summoner, Bombardier, Duelist, Martial Artist, Archer, Buddies, Magician, Shapechanger
[19:47] <+Damiar_the_Wolf> (I see you just made an Angel Summoner reference to go with your BMX Bandit reference from the book ;P)
[19:48] <+Jimbozig> Vordrax, Strike is really great for improvised combat.
[19:49] <+Jimbozig> The monster section has a whole bunch of sample monsters that are easily reskinned and can be adjusted to any level. So it’s really easy to just grab some monsters and go.
[19:49] <+Jim> ooh! ooh! I have a question. Are you going to do a MM3-on-a-business-card type thing for monsters?
[19:49] <+Jim> or are they not that easily distilled?
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[19:50] <+Jimbozig> I still like to plan out some of my combats because that lets me put in more cool terrain and features and stuff. But I improvise a lot, too.
[19:51] <+Jimbozig> Superstring, oh thanks for catching that! Those are left over from before I decided to combine a bunch of feats. Many feats you see there now are actually two feats that I combined. I felt like having meatier less-marginal feats was important. I guess I forgot to change some other things I’d written to adjust.
[19:52] <+Superstring> Ah ha
[19:52] <~Dan> Is the system able to handle superpowers?
[19:53] <+Guest51> So, this was a complaint I recieved from a player during a playtest of Strike! One of his powers was that he basically had a save or die martial attack, but many bigger enemies were immune. He felt very annoyed and he was wondering how’d that’d be addressed in final release. We were using the fantasy adventure packet.
[19:54] <~Dan> (Guest51, please set your name with the /nick command; e.g., “/nick Dan”. Thanks! 🙂 )
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[19:55] <+Jimbozig> Randy, I took a ton of inspiration from Burning Wheel and Mouse Guard and D&D4e. Some from Apocalypse World. Just a touch from Torchbearer, because it’s a lot like Mouse Guard. I’m sure there’s some FATE in there indirectly, although I don’t think there’s anything I directly used knowingly.
[19:55] <+vordrax> Jim, most of your inspirations are low or zero prep games. Do you identify Strike! as low or zero prep?
[19:55] <+Covok> (Thanks Dan)
[19:55] <+Randy_CoA> thanks always like to see what inspired a new game 🙂
[19:55] <~Dan> (Certainly. 🙂 )
[19:56] <+Jimbozig> Vordrax, yes, it definitely works very well at low-prep. Zero-prep is doable too. But if you’re the kind of GM who wants to spend lots of time making sweet set-piece encounters, you can totally do that, too. Prepping a storyline doesn’t work so well because Twists are hard to predict.
[19:59] <+Jimbozig> Jim, MM3 on a card dealt with Monster HP, damage, defenses and to-hit, right? Well in Strike, there is no such thing as defenses or to-hit bonus. Everyone rolls 1d6 and hits as often as anyone else (except the Duelist). Monster damage is generally fixed. Monster HP does indeed scale, so this business card would be very small.
[19:59] <+Jim> There is expected damage, though! And perhaps number of other . . umm . . . Traits? I forget what the right word would be
[20:00] <+Jimbozig> It would be more like a fortune cookie slip. That’s because I got rid of a lot of 4e’s scaling. Your numbers were going up just to keep up with the monsters’ numbers, so I eliminated that as unnecessary.
[20:01] <+Jimbozig> Covok, Elites become vulnerable to that sort of attack when they get bloodied (and you should tell players when they are bloodied. That should be public knowledge.) So you’ve just got to whittle them down a bit before you can decapitate them.
[20:02] <+Shade> How does Strike account for things the scaling numbers had, such as some tasks going from nearly impossible to routine to trivial as you get more experience?
[20:02] <~Dan> How do weapons and armor work?
[20:03] <+Jimbozig> Champions are indeed immune. I’ve considered making them vulnerable to it at 1/4 HP, but it didn’t seem like it made a big difference either way. And when you’re only facing one enemy, being able to take them out on the first attack of the combat is too cheap.
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[20:04] <~Dan> (Howdy, Gemini!)
[20:04] <+Gemini> (Ahoi)
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[20:05] <+Jimbozig> Dan, I’ve never found that tactical combat with minis was a good fit for comic-book superheroes. The kits that I’m working on now will give some characters “superpowers”, but I don’t know if Strike is the right game for supers. Moving superman 6 squares and then grappling magneto doesn’t seem like it fits, you know?
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[20:06] * ~Dan nods
[20:06] <~Dan> (Welcome to #rpgnet, ArmchairGamer! Here for the Q&A?)
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[20:07] <+Jimbozig> Shade, I always hated setting target numbers for the scaling skills in 4e, actually. I would set what seemed like a reasonable target, only to be told that he automatically succeeded, or that he would need to roll a 19 to make it. It just broke down for me at high levels.
[20:08] <+Jimbozig> Finding Apocalypse World, where you don’t have to set target numbers, was very illuminating for me.
[20:10] <~Dan> If no characters are better at any thing than any other characters, how do characters improve?
[20:10] <+Jimbozig> Dan, weapons and armor are basically just description. It’s not about what you wear, it’s about how you fight. You can be hard to damage because you’re nimble or because you’re wearing a slab of osmium – mechanically, those can be the same.
[20:11] <+Jimbozig> There are rules for special items, though. So you might have a magic sword that gives you a new power, or armour that lets you ignore a hit sometimes.
[20:11] <+Shade> In a similar vein to Dan’s question, how do you represent a character like a ranger being useful to have along in the wilds where a rogue or something might be more useful in general?
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[20:13] <+vordrax> Jim, how close is the text to being complete? Art and editing notwithstanding.
[20:13] <~Dan> (Welcome to #rpgnet, urbanlabyrinth!)
[20:14] <+Jimbozig> Dan, “If no characters are better at any thing than any other characters” is not true. You can be Skilled or Unskilled. Or you could have a Trick or a Fallback (Fallbacks let you turn Twists into Successes once per session). Or a special boon or item.
[20:15] <+Jimbozig> Shade, if you’re playing a ranger in the city, then yeah, the rogue will be better for a while, but that gives you the chance to learn some new skills. When you stick to what you know, you don’t improve. The only way to learn new skills is to try them.
[20:15] <+Jimbozig> And when you’re in the wilds, then it’s the Rogue’s turn to try new things.
[20:16] <+Jimbozig> Dan, that also answers your question of how characters improve: when you roll a 6 unskilled, you can spend your bonus to learn the skill. Maybe you had an epiphany and know how to do it, maybe you just got good enough through practice, or maybe you were actually good at it all along – you can describe the learning however you like.
[20:17] <+Shade> Hm, it sounds like it has the perverse incentive to make characters who are terribly unsuited to the campaign pitch in order to allow themselves to gain skills, almost.
[20:17] <~Dan> I can see that happening, yeah.
[20:19] <+Jimbozig> Shade, I’m not sure why you would do that as a min-maxing thing? Like okay, you started off with 5 irrelevant skills and now you have 5 irrelevant skills and 4 relevant ones. What have you gained?
[20:19] <+Jimbozig> On the flip side of that, though, it allows you to play a fish-out-of-water who starts off completely unprepared for what’s coming, without making it a permanent penalty.
[20:20] <+Jimbozig> Eventually, you can develop to the same level as the others – you’ll just have more Twists along the way.
[20:22] <+Jimbozig> Vordrax, the game is essentially complete. I am still open to making changes based on feedback if anything important arises, and obviously there are edits to be done, but there is no more *writing* left to do on the game… except for stretch goals. I’ve got a bunch of writing to do for stretch goals, and I’m already working on that.
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[20:23] <+Jimbozig> I feel like I’m caught up now. Any questions I missed up there?
[20:23] <+Shade> Jimbozig – the advantage to having 5 irrelevant skills and 4 relevant ones is you’ve got 9 skills you’re Skilled in, even if the “irrelevant” skills only come up once every few sessions, making you more competent than someone who only has skills that are immediately relevant.
[20:24] <~Dan> Do I understand correctly that the game does not distinguish between difficulty levels?
[20:24] <~Dan> (Welcome to #rpgnet, Guest81! Please set your name with the /nick command; e.g., “/nick Dan”. Thanks! 🙂 )
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[20:25] <+Shade> I was simply reminded of the inherent problems the Elder Scrolls video game series had with its level system where picking irrelevant skills was more useful than picking ones you used all the time.
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[20:26] <~Dan> (Howdy, Kzar_!)
[20:27] <+Kzar_> Hey!
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[20:27] <~Dan> (Howdy, Cassandra__!)
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[20:27] <+Jimbozig> Shade, well the person who started with more relevant skills could, depending on how they like to play, have gained further relevant skills, or might have developed some less relevant ones of their own. There is no set skill list like there is in Elder Scrolls, so you can always learn more if you are so inclined.
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[20:27] <+Cassandra__> Doh!
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[20:28] <+Jimbozig> Dan, you understand correctly. If you, as the GM, have some particular reason why a task would be particularly difficult, you can assign “Disadvantage”. Aside from that, it’s like Apocalypse World in its lack of difficulty levels for rolls.
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[20:29] <+Yalborap> Speaking of Dungeon World, have you considered an optional 2d6 scale for those of us who prefer a bell curve to straight probability?
[20:29] <+Yalborap> *APocalypse World
[20:29] <+Yalborap> ….I blame my stupid, bony fingers.
[20:30] <@Silverlion> Jr,s
[20:30] <@Silverlion> Hrms
[20:31] <+Jimbozig> Because of the lack of difficulty levels, it’s important not to roll sometimes. If a task is obviously simple for the character, or has no interesting failure outcome, you should not roll. If a task is obviously impossible or inappropriate, you should not roll.
[20:32] <+Shade> So the system’s moved very strongly towards things like Burning Wheel and away from 4e then.
[20:32] <+Jimbozig> Oh yes, very much so.
[20:33] <+Shade> I see, I see.
[20:33] <+Jimbozig> Yalborap, I haven’t really considered that. What would you want to get out of that? Like you’d get a Twist+Cost 3/36ths of the time instead of 1/6th? You’d still have the same 5 basic outcomes, but you could tweak their relative likelihoods.
[20:34] <+Yalborap> Pretty much, yeah. Your basic bellcurve benefits, plus the psychological benefit of having a pair of dice in hand.
[20:34] <~Dan> How do you determine if something is obviously impossible? For example, is there a way to determine how strong a character is in order to know what s/he should reasonably be able to lift?
[20:34] <+Jimbozig> If you want to tweak their likelihoods in that way, I don’t see any problem with that. I’d just advise that you make sure Costs don’t come up more than 1/3rd of the time.
[20:34] <+Yalborap> Where you’d want to stick your probabilities, of course, is a worthy question, and to be honest, one I’d rather put in the designer’s hands than my own. 😛
[20:37] <+Jimbozig> Well, I like the probabilities where they are! So if *I* were to make a 2d6 curve, I’d just make one that approximated the existing probabilities more-or-less. If somebody were to want more or fewer Twists, though, going to 2d6 would be one way of making that happen.
[20:38] <~Dan> Given your inspiration from D&D 4e, I’m curious to know your opinion of D&D 5e.
[20:39] <+Jimbozig> Dan, that question depends a lot on the tone of the game. And I make it clear in Strike that the whole group needs to agree on the tone. So if you’re playing with realistic characters, then nobody is going to lift that bus over their heads. But could they lift the front end of a car to free a trapped limb? Let’s roll and find out.
[20:39] <+Jimbozig> If it’s not clear that something is impossible, then let them roll. If they get a Twist, then I guess maybe it was impossible after all.
[20:40] <+Jimbozig> There’s a section on this stuff in the book.
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[20:43] <+Jimbozig> Dan, I haven’t played 5e, so I don’t have a firm opinion. I’ve read a bunch about it, and there are some things that sound appealing, but also some things that sound very worrying or unappealing. On the balance, there are several other games higher up my “I should try this” list. But if a friend wanted to run it, I wouldn’t say no.
[20:43] * ~Dan nods
[20:44] <~Dan> Does the game include a bestiary?
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[20:47] <~Dan> (Welcome to #rpgnet, KCarnival!)
[20:49] <+Jimbozig> The game right now comes with 14 general archetypal enemies (e.g. Brawler or Brute or Sneak or Packmaster). Each of those 14 can be set to level 2,4,6,8, or 10. Each can be converted up to an Elite or down to a Goon or, further down, to a Stooge. So that’s already hundreds of options.
[20:49] <+Jimbozig> The idea is that just by making tweaks to these basic monsters, by adding in some thematic trait or power, or just by reskinning, you can make almost anything.
[20:50] <+Jimbozig> If you’ve got an idea that doesn’t fit that, there are rules for creating your own monster from scratch.
[20:51] <+Jimbozig> Also, the $4000 stretch goal that we unlocked was for Titans, so I’m working on that section. That will include several sample enemies of the enormous variety.
[20:51] <+willows> i’m sad that I missed most of this QA, Jimbozig, because I’m very excited by your game
[20:52] <+Jimbozig> Well, you’ll be able to read the log later. And if you have questions, ask away!
[20:52] <+willows> I dunno if this has been asked yet, but, do you have any ideas for the visual style of the book? artists lined up?
[20:53] <~Dan> Also, Jimbozig, while you’re welcome to hang out with us as long (and whenever!) you like, in what remains of “regular” time, is there anything we haven’t covered that you’d like to bring up?
[20:54] <+Jimbozig> Oh hey, I just noticed that while we’ve been chatting, I got the last pledge I needed to hit $6000 and unlock a stretch goal! It’s “Final Journeys” which give your character special abilities to achieve big goals and retire in style.
[20:54] <~Dan> Congrats!
[20:54] <+Jim> wooo!
[20:54] <+willows> cool!
[20:55] <+Jim> It was willows’ arrival that did it
[20:55] * ~Dan chuckles
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[20:55] <~Dan> (wb, Sam!)
[20:55] <+Sam> (Thanks.)
[20:56] <+Jimbozig> willows, I’ve got Yuri, who has done a lot of the art that you see on the page – the cover page, the necromancer kid, the anglerfish, the old lady with her robot from the Valentine’s day update. Beyond that, I am looking for other artists because I’m at the point budget-wise where I can afford more pieces than Yuri can do in the next couple of months.
[20:58] <+willows> does Yuri have a website?
[20:59] <+Jimbozig> If any of you here know any artists whose style would mesh well with Yuri’s, let me know. I don’t put a lot of requirements on my artists – just that they give me pictures that look cool and have diverse characters. Diverse and inclusive and fun – that’s what the art will be.
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[21:01] <+Jimbozig> Yuri doesn’t have a website, at least to my knowledge. He approached me a while back during early playtests of the game. The first piece he did for me was the desert anglerfish, and I love that pic.
[21:02] <+Sam> (Assuming this is the same Yuri Kavalerchik, there’s this, which isn’t much: (Link: http://yurkav.com/)http://yurkav.com/)
[21:03] <+Jimbozig> That is indeed him.
[21:04] <+Jimbozig> So I retract my previous answer. He does have a website!
[21:05] <~Dan> Jimbozig: Thanks very much for coming by this evening!
[21:05] <~Dan> No need to run off, but I should probably go ahead and log the official chat.
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[21:06] <+Jimbozig> Hey, thanks for having me! I love talking about my game, so having a place just to do that was a lot of fun.