Is it as good as they say? I haven't tried it yet but they my friends want to try it on a one shot kinda game
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Is it as good as they say? I haven't tried it yet but they my friends want to try it on a one shot kinda game
CRIME Shirt $21.68 |
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My group had a decent time with it. We included the playtest materials because options but probably should have used some optional rules to spice up combat. We were forced to pause due to player absenteeism but I would not mind getting back into it.
It pretends to be Ivalice the RPG, but it's really not. Art is nice, but mechanics are not as good as the production values might make you believe.
How were the classes? I'm just looking from the book without really going deep
>Is it powered by the apocalypse tho?
It isn't
Oh yikes.
>Honkai Star Rail, a gachashit mobile chink game is his example for JRPGs
Yeah makes no fricking sense, even that fanmade FFRPG is probably better than this nonsense: https://www.finalfantasyd20.com serving as a basic platform for JRPG games.
Out of all the gachashit he chose Star Rail?
good for a one shot or a couple of sessions. gets stale fast though. ryuutama is a better game
it's fun for a oneshot, but it's not deep enough for a long campaign
basicly i agree with
Checked. Is it powered by the apocalypse tho? That can't be good.
https://archive.4plebs.org/tg/thread/90149051/#90149322
https://archive.4plebs.org/tg/thread/90149051/#q90149458
does not sound like something i would enjoy
Love the art, but hate the game and it’s stupid random resistance system
Random?
The designer of the game applied resistances/vulnerabilities basically randomly for "maximum tactical gameplay".
So a city guard might have fire resistance and electricity vulnerability for no fricking reason whatsoever. Previous threads had examples. Yes, it's as moronic as it sounds.
I DM'd the game and I did not encounter that issue. The general advice was to apply resistances and vulnerabilities according to what would make fights interesting for the players.
I'm of the opinion of if you're going to run it, you'll be making a lot of monsters anyway, you can change those resistances as you need. Dwarves resist earth, take more damage from wind, etc.
The custom weapons in the Atlas was more pants on head to me. They are all 2 handed, so you don't count as holding a shield or multiple weapons for things that care, and they all use DEX, then either MIG or INS. And since weapons are essentially functions, the only reason for the rules are transforming weapons, which is fine, but you don't need to devote 10 to 12 pages for custom weapons which amount to knives that can be nunchucks, or fists that make a cannon. The limit break rules are kind of meh too, since it's a question of building up your own bar, by doing your thing, or spending Fabula Points or taking damage, then triggering your limit break, but since the clock empties between scenes, if you aren't targeted, or your trigger doesn't go off, you probably won't get to use it. Then there's quirks which range from you punch good, to you are the chosen one of prophecy, and if the prophecy is fulfilled or resisted, you get a mastery ability, get fully healed or gain a bunch of Fabula points, depending on whether you fulfilled or resisted it.
Mechanics are just too shallow.
Just play FFd20 or FFd6 homie
Stop making threads about this game already.
Why?
So there's more room for failed writers, to wank over magic systems, that only exists in their head?
Starting a campaign on Friday, will you keep you guys posted.