Rerolled Pen and Paper Gaming Group

Xannder_sl

shitlord
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Awesome, thanks for the heads up. It sort of bothered me that guns were so much more powerful than standard melee weapons in this setting, but I figured that was just how it was. I'm definitely lacking in standard rulebook comprehension, but my book should show up today, which means plenty of poop-time reading to learn the rules!

And Vaclav, make sure you post your ideas here so we can tell you if something we've read contradicts what you're thinking it does, or would benefit you, etc. I've already found out about this change to damage, Zhaun learned that Background/Creation Edges don't have to be taken at creation anymore, etc.
Any setting I've played that has guns they are usually far superior unless you're up against undead often (depending on which ruleset you go you're looking at half damage from piercing or + to toughness). I think the most consistently powerful build I've seen is Marksmen + Improved trademark weapon. Once you have that build you only fail on a 1 if you don't move and shoot on a short range shot.

I'll be curious if anyone rethinks their initial character creation after playing a bit. Poor Zhaun is going to fall over every time a strong gust of wind hits him.
 

Void

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I'll be curious if anyone rethinks their initial character creation after playing a bit. Poor Zhaun is going to fall over every time a strong gust of wind hits him.
That's what made making a character so tough for me (and probably the others). Never having played a system, you don't realize what comes into play frequently and what doesn't, what skills are more useful, etc.

Personally, the only thing I saw right off, which could be completely misguided, was that we only get to raise attributes once per rank (novice, seasoned, veteran, etc.). That means it is likely I'll only ever get 2-3 attribute raises in the life of my character. Immediately that made me think that taking 2 attribute raises at character creation was the smart thing to do. I can take edges with my subsequent level ups, anytime I want, but attributes are extremely restricted.

Now, is that a smart way to make my character? Odds are, probably not. But never having played the system, I just have to go off of what I imagine sessions will be like. Maybe a month from now I'll realize I was an idiot, but I'm only guessing right now. As are most of us, most likely, so I'd imagine the majority of us realize we could have done things better, but hopefully this group sticks together for awhile and it won't matter.
 

Xannder_sl

shitlord
146
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Yea, I get that. I realized after posting that I might sound nitpicky, but it's more trying to offer some advice from a veteran player and GM of the system (I've been running a group for 2 years now). A lot of what you will need depends on how Himeo runs the game, of course, but as a general rule I always advise my players to avoid raising anything to a d10 at character creation especially if you're spending two points on it instead of the usual 1, and to have a spirit and vigor of d6. A d8 along with your wild die is sufficient for most rolls as the usual TN is 4 so you go from 38% chance of failure to 30%.

That said I also run a modified creation system. Rather than limiting attribute raises I just give my players 25 points to spend and raising an attribute costs 2 points.
 

Himeo

Vyemm Raider
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I just finished reading the RunePunk campaign setting.

wtf-is-this-shit.jpg
 

Zhaun_sl

shitlord
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2
I just finished reading the RunePunk campaign setting.
Yeah, it is kind of strange. Some of it is quite clever, while other bits not very well thought out. I can't help but feeling it is missing important stuff.

I'll be curious if anyone rethinks their initial character creation after playing a bit. Poor Zhaun is going to fall over every time a strong gust of wind hits him.
I'm mostly planning on hiding under tables until the violence is over!
 

moontayle

Golden Squire
4,302
165
I read everything but the GM stuff. It's nutty to say the least. That said, I don't think the RunePunk police are going to beat down our doors if we mess up a detail or two (or five).
 

Xannder_sl

shitlord
146
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Welcome to a majority of the plot point settings in Savage Worlds lol. There's a few good ones that you can bank on though - anything by Paul "Wiggy" Wade Williams is usually solid.
 

Zhaun_sl

shitlord
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I'm really enjoying Savage Worlds from looking at it. I'm kinda thinking of picking up Deadlands and Space 1889 (plots point from the main company as well as one of my favorite settings) and maybe some of the generic companion things, like Fantasy or whatever.

Maybe write up a Warhammer Fantasy thingie for Savage Worlds. :3
 

Void

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RunePunk is definitely weird. As far as Savage Worlds in general, I'll have to see it in action for awhile I guess, but at first glance it doesn't blow me away. I like the concept of edges and skills, but the wound mechanism and shaken seem a little imbalanced. As mentioned previously, someone with low spirit could be shaken the entire fight, and even at high level you only get a few wounds. Either one of those, mixed with some bad luck, can knock you out of a fight (or even kill you) fairly easily. Combine the two, and you could be in for a rough haul. I guess I'll have to see how everything meshes together before I can really make a judgment though.

I will be honest though, the concept of playing a demon-spawn that scares people so badly they literally piss themselves and then rips them to shreds with his claws intrigues me....
 

Himeo

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You're all on notice: there will be significant revisions to this RunePunk game. Other than the setting specific mechanics, map, and basic elements of the lore this place will not be anything like the book.
 

Void

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You're all on notice: there will be significant revisions to this RunePunk game. Other than the setting specific mechanics, map, and basic elements of the lore this place will not be anything like the book.
Can we get any elaboration on that, without giving away details?

More importantly, will there be whores?
 

Himeo

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The game world needs more conflict. It needs more "juice", if you know what I mean. It's trying to be steam punk without understanding why steam punk is fun. It includes fantasy elements in a crappy way. The only thing RunePunk did right was create an interesting world. Small cities filled with long forgotten technology in a state of decay, surrounded by barren wastelands in a post apocalyptic fantasy steam punk world. That's fine. We can make that work.

What am I changing? I'm giving this world a heart.
 

Void

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So what you're saying is, you're the GM this setting deserves, and the one it needs right now...or something that would make that mangled quote work better.

EDIT: Oh, and I take "giving this world a heart" to mean there will be whores. Because whores have hearts of gold, we all know that.
 

Xannder_sl

shitlord
146
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RunePunk is definitely weird. As far as Savage Worlds in general, I'll have to see it in action for awhile I guess, but at first glance it doesn't blow me away. I like the concept of edges and skills, but the wound mechanism and shaken seem a little imbalanced. As mentioned previously, someone with low spirit could be shaken the entire fight, and even at high level you only get a few wounds. Either one of those, mixed with some bad luck, can knock you out of a fight (or even kill you) fairly easily. Combine the two, and you could be in for a rough haul. I guess I'll have to see how everything meshes together before I can really make a judgment though.

I will be honest though, the concept of playing a demon-spawn that scares people so badly they literally piss themselves and then rips them to shreds with his claws intrigues me....
Having a low spirit spirit usually isn't an issue since you can fall back on your wild die. In the time I've playing I think I can count on one hand the number of times it's happened to one of my players and I'm not exactly easy on them (amusingly enough it's often the same player). It can be a dire situation if you're shaken and then wounded but that's what bennies are for, to soak up damage or blow off a shaken. The one thing I don't like about the system is the random damage bursts on a player, some scrub NPC can take you down with one lucky roll so to counter that I go with cinematic death and tell the group when the adventure / encounter is death.

Wounds are also reserved for wild cards, so in most encounters you'll burn through the fight in a round or two since you should usually be up against extras.
 

Void

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The one thing I don't like about the system is the random damage bursts on a player, some scrub NPC can take you down with one lucky roll so to counter that I go with cinematic death and tell the group when the adventure / encounter is death.
Yeah, that's pretty much what I was thinking of. Some bad luck and all of a sudden your 3 wounds are gone and you're fucked. Being shaken would just make that even easier to happen.
 

moontayle

Golden Squire
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Right. A mook will take a wound and die. Wild Cards act as players and are harder to take down as a result.

The potential for burst is indeed ridiculous. Our GM almost outright killed the entire group in a normal encounter against some rock spiders because we all failed our notice checks so they got the drop on us (+4 hit, +4 damage). Without some really lucky wound soak rolls and burning through our Runepriest's healing runes we would have been toast.

The randomness can also have hilarious consequences. In the session before I joined the group's thief ended up losing one of his testicles, the result of double ones on a permanent injury chart. The kicker here was that he had taken the "Elderly" hindrance, so basically it was like, "Oh well, I wasn't using it for anything anyway."
 

Zhaun_sl

shitlord
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Fortunately I don't think anything in RunePunk has burst ability. Just a reason I like older settings, reduces the number of crazy full auto weapons.
 

moontayle

Golden Squire
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It's more about the ability to Ace a roll. It works for damage and when making a roll to hit if you get a raise you add an extra strength die to the damage roll. So imagine a situation where you ace a hit roll and end up with a raise. A 2d6 roll turns into a 3d6 roll. Now imagine two of those ace. So that's a minimum of 12 damage plus the other die and whatever comes next. Minimum 15 damage. Most people have a toughness of around 6, maybe 7. You're looking at an immediate wound right there, with the potential for two or even three depending on subsequent rolls. Add in modifiers... you get the idea. Pure luck will allow you to instagib something easily.

That's why Bennies are important. Spend one to soak the wounds. That's a vigor roll of 4 to soak one wound and any raise soaks an additional wound. The Bad Luck hindrance can literally kill you in this respect, especially if you run out of Bennies.
 

moontayle

Golden Squire
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Well Xannder is correct in saying we shouldn't be in many hairy situations at the start (that would suck) but this is also where group cohesion comes into play. If us bashy types do our job and build our characters the right way, you shouldn't have to worry about too much in that regard except in those situations where Himeo decides it's necessary to fuck with you.