Wednesday, February 28, 2018

Show us how you've used the Specialist Training option!


Show us how you've used the Specialist Training option!

Here are some I made (but they're untested).

Climbing (D4)
(You may succeed at a leg of a climb without a roll).

Desperate fighting (D4)
(I get advantage on an attack against a superior opponent)

Dragonslayer Strike (D4)
(Do maximum damage on a bold attack with a long blade)

Fan the Hammer! (D4)
(Make two attacks with a revolver)

I Do My Best Work In The Dark (D4)
(Advantage on a roll when I’m operating after civil twilight)

One-Two Punch (D4)
May hit twice (using one roll) with bare hands. Each attack does D6 damage (bare-hand attacks normally do D3 damage).

Parkour (D4)
(You may make a seemingly impossible jump)

Strength of Spirit (D4)
(I may add my Source of Strength to a roll)

Superior Cognition (D4)
(I may use my INT in place of another stat)

Sunday, February 25, 2018

For item #4 in chargen where you get to "pick two" from the options, would anyone ever use one of their picks for...

For item #4 in chargen where you get to "pick two" from the options, would anyone ever use one of their picks for extra rolls for wealth/weapons/armor? I bet no. Doesn't seem on the same level as the other options.
But maybe there could be an "inheritance" table that included some magic items, items of larger wealth, and minor noble titles or something...

Wednesday, February 21, 2018

Anyone have thoughts on how one might port over the Luck attribute and functionality from Dungeon Crawl Classics?

Sometimes by randomly reading different systems the same day I realize mechanics from different games can work...

Sometimes by randomly reading different systems the same day I realize mechanics from different games can work really well together. Today was the case with MM's risk dice and ICRPG's effect mechanic.

The idea of the "effect mechanic" is that you treat any task as having "hit points" and any action as doing "effect", the equivalent of damage. You're trying to scale up a cliff and succeed on your climbing roll? Good job, but you're poorly equipped. Roll 1d4 effect to see how high you get this turn, you'll have to try again next round until you beat the cliff's 5 "hit points".

Now, imagine we give any tool in MM a dR corresponding to its quality. Whenever you use the tool, you roll the dR both for effect and to see if the tool is damaged. A dR10 rope doesn't give advantage to dR10 people, instead it allows anyone using it to roll dR10 effort when climbing. It unifies the meaning of the dR for all tools.

I'll definitely start using effect in OSR games. It works nicely for time management too: roll for random encounters every other round to give players a motivation to climb faster :)

Monday, February 19, 2018

Friday, February 16, 2018

You're invited, of course. :-)

You're invited, of course. :-)

Originally shared by Tore Nielsen

System: Macchiato Monsters

You owe somebody. This is the natural state of things here. There is no money, no room to breathe, not even people who are richer than you. Just those who owe more.
Thing is, now the favor is being called in. All of it. They have been too lenient, they say. They have been too soft. They have expenses of their own, but maybe you could do them a favor. One solid and the debt vanishes. After all you’re not without resources.

Getting Out From Under is a two-session game, using the Macchiato Monsters rules with the Americano Anomalies setting (modern weirdness among the struggling and disenfranchised). The game draws on the brilliant Veins of the Earth as well.
events/c1s8jchouhtrs0elqaiprd357h4

Wednesday, February 14, 2018

Anyone toyed with weapons getting damaged?

Anyone toyed with weapons getting damaged? I had a thought: if you fail an attack, roll the damage die as if it were a dR. Step it down as you would a dR. You have to be more careful attacking with it now so you don't screw it up worse or break it. You may sacrifice the weapon to do full damage after it has been stepped down.

You'd need to get the weapon repaired to get it back up to full damage. Maybe you could do one step up with honing during camp or some such?

Thoughts?

Do you think you could get around interminable planning sessions (if they're a problem) by having a quick round of...


Do you think you could get around interminable planning sessions (if they're a problem) by having a quick round of prep and giving a resource die based on that?

Monday, February 12, 2018

Speaking of reviews, this one gets five stars: informative for the potential buyer, and useful to the designer.

Speaking of reviews, this one gets five stars: informative for the potential buyer, and useful to the designer. I have a suspicion it's from you, Nicolas Francart? Thanks for taking the time! This is one review I'll keep in mind when going back to work on the manuscript.
http://www.rpgnow.com/product_reviews_info.php?products_id=203614&reviews_id=190816

What sort of things do you associate with dimension-hopping/Planescapy games (Macchiato Monsters games of course).


What sort of things do you associate with dimension-hopping/Planescapy games (Macchiato Monsters games of course).

Thursday, February 8, 2018

Hi!

Hi! I'm a bit confused by the "Zero edition". I'm really considering buying the game, but apparently the full version will be released soon (the website says 2017)...? So I'm wondering if it's worth buying the previous one.
Essentially, if I buy the Zero version, will I get access to the full game once it's released?

Sunday, February 4, 2018

Latest review of MMZ on DTRPG:

Latest review of MMZ on DTRPG:

"An incomplete jumble of poorly laid out, poorly thouhgt out and poorly structured houserules for the Black Hack, that turn an elegant system into a halfway muddle that is neither narrativist nor traditional. There are far better, far cheaper TBH supplements out there that are actually worth a read."

I guess you can't make everyone happy =D