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April 23, 1976 (42)
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Taking nominations for best RPG Podcasts of 2018! Thursday, 6th December, 2018 08:33 PM

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Sunday, 9th December, 2018


Thursday, 22nd November, 2018


Monday, 12th November, 2018


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Monday, 12th November, 2018

  • 06:50 AM - Ancalagon quoted Skywalker in post Esper Genesis: Sci-Fantasy for 5E
    Esper Genesis is based on D&D5e. As such, if you know D&D5e and Star Wars Saga Edition, you should be able to make that comparison. Esper Genesis by default doesn't include all of Star Wars's setting conceits. Though Sentinels and Adepts may match some ideas of the Force, Esper Genesis is more gonzo space opera than Star Wars with Melders able to alter reality itself, Cybermancer able to hack reality, and Engineers capable of technical feats that are beyond what we see in Star Wars . As such, you will need to hack some of the system, especially around the Force and EG's magic using classes, to make it work. On saying that, if you wanted to run a Star Wars like space opera game, without being an exact match, then I think EG works very well. Mechanically, Star Wars Saga Edition suffered somewhat from not being tested enough and having clunky vestigial elements of D&D3e. If you have an issue with these, then this will likely make Esper Genesis an alternative that would be worth the convers...
  • 01:35 AM - Saelorn quoted Skywalker in post Esper Genesis: Sci-Fantasy for 5E
    If a player is willing to use a DMG variant rule in a D&D5e game, but not in an Esper Genesis game which is designed so you can use D&D5e rules without effort or impediment, then the limiting factor is the player.The limiting factor is that the players who want to use an official variant in 5E are not necessarily interested in Esper Genesis, or in playing games with unofficial house rules. They're independent subsets of the 5E playerbase, so there's not necessarily much overlap. In any case, the issue is resolved, for now. The DMG-equivalent will come out later, and it may contain the necessary variant rules. We'll have to wait and see. I have no more to say on the topic.
  • 12:48 AM - Saelorn quoted Skywalker in post Esper Genesis: Sci-Fantasy for 5E
    That is not yet known. Esper Genesis has only released its Core Manual, which is the PHB equivalent. Even D&D does not include the variants you refer to in the PHB. Esper Genesis's Master Technician Guide is due early next year and may well include variants. In that case, I shall wait and see. Like I said, I really like a lot of stuff in the book. Sounds like there really aren't very many players who are interested in such variant rules then, let alone clamouring for them and likely to reject a system which doesn't explicitly endorse them.The number of people who want to play a game with variant rules is necessarily going to be smaller than the number who would play by the base rules, and in this case, Esper Genesis is the limiting factor.

Saturday, 10th November, 2018

  • 02:56 AM - Saelorn quoted Skywalker in post Esper Genesis: Sci-Fantasy for 5E
    I am not sure what you are referring to. I am happy with the healing rate presented in D&D5e and Esper Genesis and there appears to be a large customer base that is similarly minded. If you have found a house rule for D&D5e that gives you a greater sense of plausibility, then good for you. The great thing about Esper Genesis is that this house rule will work equally well for Esper Genesis as the systems are closely aligned.There are no house rules involved. One of the optional rules in 5E is that you don't heal overnight, but only recover some hit dice. Another optional rule is that you need a healer's kit in order to spend hit dice, because it's implausible to naturally recover from an axe wound without some sort of fantastic healing. The game designers realized that the base rules didn't hold up under scrutiny, and that some people would take issue with that, so they addressed it. Just like how they realized that some people like feats and multiclassing, so they included optional rules for tho...
  • 12:45 AM - Saelorn quoted Skywalker in post Esper Genesis: Sci-Fantasy for 5E
    The same way that you justify being fine the next morning after being blasted by dragon fire or hit multiple times with a battle axe.Through a combination of official variant rules which slow down natural healing to a plausible rate and/or tie accelerated healing to the use of fantasy medical treatment? I didn't see anything like that in the basic rules. Are those options in the commercial release? Sci fi has almost as many examples of pulp stories as fantasy to draw on. I think your preferences around fantasy and modern damage sources are essentially inconsistent, where the game is being consistent within its genre. Internal inconsistency is the big problem. What is a healing ampoule/potion doing, in your mind, for its effects to both be visible and understandable to the characters, while also being less effective than taking a nap? On saying that if you want realistic damage from modern weapons regardless of genre, I expect that Esper Genesis is not for you.Apparently it's too much to even...

Friday, 3rd February, 2017

  • 09:50 PM - aramis erak quoted Skywalker in post CONAN Is Finally Here!
    I'll pass. It's seems obvious that no one here is genuinely interested in going past the discussion of the Doom Pool despite what they say, favouring instead repeating their irreconcilable positions. I'll go enjoy the weekend instead :) I've been running Star Trek Adventures - the metagame discussions in play of the threat pool are right on par with the Force Point/Character Point spend discussions my players have had in WEG SW 2E, and much less animated &/or intense than the discussions of Destiny spends in FFG SW. The Doom/Threat pool is firmly integrated into the mechanics, and extracting it makes the engine somewhat Meh. There's good reason it's a major discussion point about the game: It's a major discussion point OOC in play... That said, STA is rather cinematic, and due to the high similarity, I'd expect Conan to be similar. Noting the differences (4 wounds vs 1 wound before being out of action), Conan should also give rise to somewhat longer combats (my longest since getting rules co...
  • 02:21 AM - Water Bob quoted Skywalker in post CONAN Is Finally Here!
    I hope this thread will eventually past the Doom Pool and discuss the remaining 95% of the RPG. :) Post away! I'll read it. What-cha-got? With that in mind... the character creation system I think is interesting. Traveller-esque, but still kinda limiting IMO for what it was. If anything from it, other than purloining adventures to use, that might be what I'd consider. I'd read more of this, if you like to be more detailed.
  • 02:13 AM - thzero quoted Skywalker in post CONAN Is Finally Here!
    I hope this thread will eventually past the Doom Pool and discuss the remaining 95% of the RPG. :) I have no issue with the doom pool :) Here is my crib of my house rules thus far... Attributes. OMG... let's roll Strength and Health into one blob. But lets split out Agility and Coordination. Yeah, makes sense... really, yeah. I get it, there is a fine line between too many attributes or too few. But I'll have to seriously consider a house rule to break out one stat into two. Homeland Traits. Wow only one in each homeland? Really? Everyone is the same in these countries?!?! Yeah, uhuh. First House Rule... assign multiple traits to each Homeland. Maybe create more traits if there are not enough variety. Caste Traits. Mmmms. So pick a caste (or roll) and then be assigned a flat set of 2 traits. Again, no thanks. And only one skill?! So every member a certain caste always has that ability? Are you kidding me! Second House Rule... assign more traits to each caste so there are options... pick 2. T...
  • 01:59 AM - Water Bob quoted Skywalker in post CONAN Is Finally Here!
    Sounds like a plan. To that end, given that you have stated your own preference unequivocally and presumably have no further interest in this RPG, would it be a good idea to take a step back and allow those who enjoy the system to discuss the RPG on the thread that announces the RPG's release? You presume wrongly. I saw the title of this thread, and it interested me. I love Conan. I'm interested to see if there's anything I may want from the Modiphius game that would enhance my Mongoose game. I'm interested to see what others dislike about the game. I'm also interested to see what people like in the game. So, there's no reason to step back and ignore it. I'll keep following it, from a slight distance, if you don't mind.

Thursday, 2nd February, 2017

  • 10:11 PM - thzero quoted Skywalker in post CONAN Is Finally Here!
    However, I think this all misses the point. There is nothing wrong with metagaming. It is a matter of taste only. Though the D&D5e DMG correctly warns against the players using OOC knowledge, expanding that statement to say any metagame mechanic is bad goes way beyond its intended meaning. Yes and yes. And I do believe all the versions of the DMG have said roughly the same thing.

Wednesday, 1st February, 2017

  • 09:04 PM - Saelorn quoted Skywalker in post CONAN Is Finally Here!
    I think that's an exaggeration. I strongly dislike Fate primarily for the Fate point mechanic, but the Doom Pool is a far cry from such a mechanic. In Conan 2d20, there is a much more robust traditional system sitting alongside Doom, than there is in Fate with Fate points. Doom is pretty much akin to bennies that appear in Savage Worlds, Conan d20 etc. Yes, there are similarities and its cool that this will make the game less appealing if you don't like the former, but to simply dismiss the whole RPG because you don't like the Fate point mechanic seems a disproportionate response.Maybe I'm understating the degree to which I hate Fate points and every similar form of meta-game resource, including those in Savage Worlds and 3.5 Eberron, but I consider any game with a meta-game resource to be completely unsuitable for the style of play which drives me to an RPG instead of a video game. And given that there's a wide range of games out there to play, and that the easiest game to find a table for does...
  • 09:01 PM - Morrus quoted Skywalker in post CONAN Is Finally Here!
    There is a full quickstart for Conan 2d20 available here: http://www.drivethrurpg.com/product/174829/Robert-E-Howards-CONAN-Roleplaying-Game-Quickstart If you have played FFG's Star Wars, the destiny pool is the closest parallel I have seen. Effectively, the GM starts with a number of Doom Points which, for the most part, are spent like Momentum for NPCs (Momentum being the PCs "bennies"). The only two novel aspects are: 1. PCs can spend Momentum they don't have by adding Doom Points. 2. Doom Points can also be spent on a few "story twist" like effects, such as adding in extra opponents, creating an environmental effect etc. For the most part, it acts like a single benny pool which streamlines the GM's resource management really well. It also allows the PCs to double down to get what they want at the cost of upping the stakes of the situation as a result. These are both good results IMO. The main issue is with #2. By adding a cost to certain things a GM can normally do, it crea...
  • 08:56 PM - slygeek quoted Skywalker in post CONAN Is Finally Here!
    I think that's an exaggeration. I strongly dislike Fate primarily for the Fate point mechanic, but the Doom Pool is a far cry from such a mechanic. In Conan 2d20, there is a much more robust traditional system sitting alongside Doom, than there is in Fate with Fate points. Doom is pretty much akin to bennies that appear in Savage Worlds, Conan d20 etc. Yes, there are similarities and its cool that this will make the game less appealing if you don't like the former, but to simply dismiss the whole RPG because you don't like the Fate point mechanic seems a disproportionate response. Thanks Skywalker. That's what I am trying to get across :)

Tuesday, 8th September, 2015


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