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OptionalRule

Hyperion
* = I say random because like, about 20% of what he likes is perfectly cool stuff like Deep Space 9, but then he'll be saying how good 2010: The Year We Make Contact was (it was bloody embarrassingly bad, that it was 67% RT is honestly proof critics in the 1980s weren't harsh enough!), or how very cool Star Citizen is (?!??!?!?!?) or talking about bands everyone else forgot about 20+ years ago for a good reason!
It's wierd for me to watch him. He and I are about the same age and he comes off as someone stuck at some earlier point in his life who has a captive audience so he'd decided to retconn a story in about how cool and hip the stuff he liked was. I legit expect him to do a stream on the "indie scene" tension between Phil Collins, No Jacket Required and the synth styling of Mike and the Mechanics.
 

I legit expect him to do a stream on the "indie scene" tension between Phil Collins, No Jacket Required and the synth styling of Mike and the Mechanics.
This is so spot-on for the MC-talking-about-music vibe it's horrifying! I don't even dislike Phil Collins but yeah.

The retcon thing is weird because like, I don't know if he honestly just had really weird and inaccurate perceptions about what was cool/popular/good or if he's revising it because he knows most people listening to him won't even go check, or if they do and find it sucks, will put it down to "generational differences".

I mean, I will say, it could be worse. I used to have some neighbours his age or a little older, and they'd throw like two garden parties every year, one in the summer, one in the autumn, and the very loud music there was like "You know those late '70s through very early '90s bands that were successful for a while but then sunk without a trace because they were awful through deeply mediocre? We're going to play EVERY SINGLE ONE OF THEIR WORST B-SIDES!". Simply Red being the prime exemplar! My wife and I were genuinely totally mystified as to who was into that kind of thing to that degree.
 

OptionalRule

Hyperion
This is so spot-on for the MC-talking-about-music vibe it's horrifying! I don't even dislike Phil Collins but yeah.

The retcon thing is weird because like, I don't know if he honestly just had really weird and inaccurate perceptions about what was cool/popular/good or if he's revising it because he knows most people listening to him won't even go check, or if they do and find it sucks, will put it down to "generational differences".

I mean, I will say, it could be worse. I used to have some neighbours his age or a little older, and they'd throw like two garden parties every year, one in the summer, one in the autumn, and the very loud music there was like "You know those late '70s through very early '90s bands that were successful for a while but then sunk without a trace because they were awful through deeply mediocre? We're going to play EVERY SINGLE ONE OF THEIR WORST B-SIDES!". Simply Red being the prime exemplar! My wife and I were genuinely totally mystified as to who was into that kind of thing to that degree.
The guy likes what he likes. No harm in it. It's only wierd because he's a bit elitist about it.

He's a Monologue-er, not really looking for dialog. So he gets pretty aggressive or dismissive at times if there's another opinion, but I give that a pass because I know dealing with people online must be really hard. Still, it's like someone who gets in a fight in a resturant, it might be pefectly understandable from thier point of view, but for the rest of the diners it's weird. Curse of being on YouTube I guess.
 
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tetrasodium

Legend
Supporter
Epic
It was either on a thread post about the 4e vibe with structured combat around powers. Paraphrasing and I’ll look for that 4e comparison and post it if I do.
Thanks 4e wasn't exactly loved by a lot of folks & it made "4e vibes" a bit too vague. Yes combat is kinda "structured around ppwers" but no not in the same way as 4e. Instead of a hit roll like 4e your attacks always hit but need to make a power roll (2d10)to determine how well your ability works while potency(similar to saves) is based on base stats of target. I thought about quoting a couple powers but it seems like quoting the relevant rules for those two things would be more useful than quoting a power & needing to explain it anyways.
POWER ROLLS
Whenever a hero or other creature in the game attempts a
task with an uncertain outcome, such as attacking a foe,
sneaking by a guard patrol without being seen, or
persuading a queen to provide military aid, the creature
makes a power roll to determine the outcome of their
actions.
TYPES OF POWER ROLLS
The game uses three types of power rolls. An ability roll is
used when you activate certain abilities to determine their
impact. For instance, if a fury uses their Brutal Slam ability
to attack an enemy, their ability roll determines how much
damage the enemy takes and how far back the enemy is
pushed. See Abilities for more information.
A resistance roll is a power roll you make to avoid
harmful effects, whether generated by another creature’s
abilities, the environment, or some other source. See
Resistance Rolls in Adventuring for more information.
A test is a power roll you make outside of using your
abilities to affect or interact with the world around you. A
tactician might not have an ability that lets them climb up
the face of a cliff, so climbing is an activity they can
attempt with a test. An elementalist doesn’t have an ability
that lets them automatically intimidate a cultist into
backing down from a fight, but they can make a test if they
want to try. See Tests for more information.
MAKING A POWER ROLL
When you make a power roll, you roll two ten-sided dice
(sometimes noted as 2d10 in the rules) and add one of
your characteristics. The characteristic you add depends
on the kind of roll you’re making, as outlined in Abilities
and Tests.
POWER ROLL OUTCOMES
The result of a power roll determines your outcome tier—
three levels that determine how successful your power
roll is.
Tier 1: If your power roll result is 11 or lower, it is a tier
1 result. This is the worst result a power roll can have. If
you’re using an ability, a tier 1 result means you still do
something, but the impact of what you do is minimal.
With this result, an attack ability might deal a little bit of
damage and not do much else. For a test, a tier 1 result
means you fail at what you set out to do, and you might
also suffer a negative consequence.
Tier 2: If your power roll result is 12 to 16, it is a tier 2
result. This is the average result of many power rolls,
especially for heroes who are 1st level. When using an
ability, a tier 2 result means that what you do has a
moderate impact. With this result, an attack ability deals
a decent amount of damage and has an effect that briefly
helps allies or hinders enemies. For a test, a tier 2 result
means you might succeed at what you set out to do—
though depending on the difficulty, success might have
cost.
Tier 3: If your power roll result is 17 or higher, it is a tier
3 result. This is the best result a power roll can have.
When using an ability, a tier 3 result means you deliver
the maximum impact possible. With this result, an
attack ability deals a lot of damage and has a powerful
or lasting effect on enemies or allies. For a test, a tier 3
result means you succeed at what you set out to do. If
the test has an easy difficulty, you also get a little
something extra in addition to your success.
The specific outcome of any power roll is determined by
the effect or ability that requires the roll (see Abilities) or
the rules for tests (see Tests).
DOWNGRADE A POWER ROLL
Whenever you make a power roll, you can downgrade it to
select the result of a lower tier. For instance, if an ability
has a tier 3 result that lets you impose the restrained
condition on a creature, but the tier 2 result for that ability
lets you impose the slowed condition, you can use the tier
2 result if you would rather have the creature slowed than
restrained.
If you downgrade a critical hit, you still get the extra action
benefit of the critical hit (see Critical Hit in Abilities).
NATURAL RESULT
The result of your power roll before your characteristic or
any other modifiers are applied is called the natural result
The rules often refer to this as “rolling a natural X,” where
X is the result of the roll. For example, if you get a 20 on
the power roll before adding your characteristic, this is
called rolling a natural 20.
Whenever you roll a natural 19 or 20 on a power roll, you
always achieve the tier 3 result, no matter what
characteristic is added to the roll and whether or not the
roll has any banes.
RESISTING POTENCIES
Many effects inflict conditions and unique statuses on
heroes and their enemies. But creatures get a chance to
resist these effects. A creature with a high Might score
should be harder to knock prone than a creature who is
lacking in that characteristic.
These effects have a potency and only take hold of the
target if the effect’s potency value is higher than the
target’s indicated characteristic scores.
A potency always appears in text as a capital letter
followed by a single digit number, such as M1 or R3. The
letter indicates which characteristic is used to resist the
effect (M for Might, A for Agility, R for Reason, I for
Intuition, and P for Presence), and the number indicates
the minimum score in that characteristic the target needs
to beat the effect.
For example, a 1st-level conduit’s Punishing Smite ability
has the following power roll outcomes:
Power Roll + Intuition:
• 11 or lower: 3 holy damage; A1 prone
• 12–16: 6 holy damage; A2 prone
• 17+: 9 holy damage; A3 prone and can’t stand (save
ends)
If the conduit uses this ability and targets a bandit with an
Agility score of 1, then a tier 1 result would deal holy
damage to the bandit but have no other effect. But a tier
result would deal damage and knock the bandit prone
while a tier 3 result would deal damage and knock the
bandit prone and mean the bandit couldn’t get up until
they succeed on a saving throw.
YOUR POTENCY
Many of abilities have a potency. The characteristic a
target uses to resist is based on the ability used, and the
value of your potency is based on one of your
characteristics and determined by your choice of class
during character creation.
You have weak, average, and strong potency values. All of
these values increase as your hero advances in level and
gains power.
• Your weak potency value is equal to your highest
characteristic score - 1.
• Your average potency value is equal to your highest
characteristic score.
• Your strong potency value is equal to your highest
characteristic score + 1.
JUDGMENT’S HAMMER (3 PIETY)
Your divine fury is a hammer that crashes down upon the
unrighteous.
Keywords: Attack, Magic, Ranged Type: Action
Distance: Ranged 10 Target: 1 creature or object
Power Roll + Intuition:
• 11 or lower: 3 holy damage; A [weak] prone
• 12–16: 6 holy damage; A [average] prone
• 17+: 9 holy damage; A [strong] prone and can’t stand
(save ends)
I've always used a grid mat or tabletop display with the grid so leaning into grid over slavishly flogging ToTM as the one true way of all combat simply because some inconsequential combats might be done ToTM is a positive for me. Most of "the weird little things" in the older backer packet that were gestured at by @Ruin Explorer are included in the most recent patreon packet & likely the next backer packet. Character building is smooth easy & a lot of fun if you have the rules printed out. I literally did it like that with a couple groups at a local FLGS where I ran it & nobody had any difficulties even with a packet that has almost no layout prettiness applied★.

★Backer packets are nice & pretty with formatting & such. Patreon packets are pretty much word doc data dumps converted to pdf (and that's made extremely clear).
 
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Epizarwin

Explorer
It's absolutely got a strong 4E vibe rules-wise, I have no idea why anyone is suggesting otherwise, and MC himself has noted 4E as a major influence, and has many times expressed his admiration for major elements of 4E's design.

Based on the Backer (not Patreon) playtest of August, it's not as unfriendly to Theatre-of-the-Mind as 4E was, and has more detailed and frankly more interesting rules for stuff that isn't combat than 4E had (possibly than 5E has, by the time they're done), and the mechanics are very different, but vibes-wise, it's quite 4E-ish.

Overall the class design is looking really good, the species design is pretty great, but it has three distinct um, issues, two of which I 100% expect to be solved by the end of the playtest period, the third of which I 100% expect to remain unsolved and indeed not even mitigated. To whit:

1) The character building is overcomplicated and clunky for the kind of game this is. How are you making a game barely more complex than 5E feel like a bad Shadowrun character creation? Come on, MC... clean it up. But I expect they will.

2) There are a number of weird little systems which don't seem to serve much purpose or make much sense, and even are arguably anti-immersive/too meta, like Project Points or the generic Renown. Again though I think playtesting will shake this out.

3) The less-tractable one is that it is absolutely NOT a generic fantasy game, despite being kind of represented as such and MC himself suggesting you could use it as such (possibly even in the playtest, I forget). It is a weird-as-hell and very specific setting with a lot of space fantasy in it.

Someone in I think another thread mentioned MC has absolutely bizarre/awful/random* and somewhat dated taste in media (or like, amazing-but-very-specific if you agree with him), and I think he might, perverse though this might seem, be actually too influential on the setting design here. It feels like he might need some more critical voices, like the people who told him "DO NOT USE FUNKY DICE!" and made him listen even though every fibre in his being clearly wanted to use funky dice (he even has a Kickstarter thing to make "special" dice for this even though it doesn't need them lol!), to tell him to like, just make it so that certain elements of the setting are less... prominent/burned-in. Like specifically the space-fantasy/planetary romance elements (but not only those). It'd be one thing if what we'd seen felt really consistent and visionary - I'll accept weird taste if it all works, but it doesn't - it feels magpie-ish and just like random clashing stuff being put together. Which is more OD&D than 4E.

* = I say random because like, about 20% of what he likes is perfectly cool stuff like Deep Space 9, but then he'll be saying how good 2010: The Year We Make Contact was (it was bloody embarrassingly bad, that it was 67% RT is honestly proof critics in the 1980s weren't harsh enough!), or how very cool Star Citizen is (?!??!?!?!?) or talking about bands everyone else forgot about 20+ years ago for a good reason!
I'd say yor're the person with bad taste but nice guess you do you. Seems weird that you seem to view your taste as objective and can therfore point to it as a problem for the game.
 




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