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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Storypath Ultra and Curseborne
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9872248" data-attributes="member: 6801252"><p>Hell yeah!</p><p></p><p>The book does have a lot of that lore/storytelling thing going on in it, but it's a lot more streamlined than the COFD offerings in terms of organization. But I do recommend the table of contents for better navigation.</p><p></p><p>Venators as they appear in the current manuscript are interesting, they get delayed access to spells but up front access to rituals, their main thing is that they form a bond with a supernatural creature and have to fulfill a 'duty' that could be hunting them, but could also be protecting others from them.</p><p></p><p>What's interesting is that it can explicitly be a positive or negative bond, and bonds give a lot of dice, which seems like the intended equalizer with what the accursed get-- so you're either getting big bonuses to teamwork if you're obsessed with an allied supernatural you're managing, or bonuses to take actions against a target, between the two the teamwork benefit is actually more reliable, but they might buff the oppositional bond style by the final version.</p><p></p><p>So, Storypath Core Manual explains this well when it discusses how to make powers and about just adding damage, with the way injuries work it makes the system extremely lethal to just add more damage. When a creature only has a handful of injury boxes, two can be a third of the way to dead if they 'only' have six, which is already fairly hoity toity villain territory.</p><p></p><p>You can get more damage out of complications from status effects/complicate, and momentum makes the game very punchy, since base momentum gain is pretty high and it becomes very easy for players to stow extra successes as momentum, and then for each person to draw that pool <em>hard</em> for critical and other tricks-- and they're incentivized to spend it down by session's end.</p><p></p><p>For perspective, the most powerful category of adversary (the nightmare) in Curseborne have 10 total, that includes the 'great cosmic beings summoned by ritual' your minions have 1-2 and the elites among them have like, 4. For perspective, someone who imposes Burning and buys the Critical Trick for 3 total, would delete like a third of the strongest enemy's injury boxes by themselves in one round. </p><p></p><p>Probably to justify the trope of a vampire hunter staking a vampire, honestly, but the weapon tables are actually just examples-- any weapon you would want to model is two traits, gaining more if you get better quality from edges and etc, so if you have a cool weapon in mind, you can just give it the cool traits it would make sense for it to have within that.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9872248, member: 6801252"] Hell yeah! The book does have a lot of that lore/storytelling thing going on in it, but it's a lot more streamlined than the COFD offerings in terms of organization. But I do recommend the table of contents for better navigation. Venators as they appear in the current manuscript are interesting, they get delayed access to spells but up front access to rituals, their main thing is that they form a bond with a supernatural creature and have to fulfill a 'duty' that could be hunting them, but could also be protecting others from them. What's interesting is that it can explicitly be a positive or negative bond, and bonds give a lot of dice, which seems like the intended equalizer with what the accursed get-- so you're either getting big bonuses to teamwork if you're obsessed with an allied supernatural you're managing, or bonuses to take actions against a target, between the two the teamwork benefit is actually more reliable, but they might buff the oppositional bond style by the final version. So, Storypath Core Manual explains this well when it discusses how to make powers and about just adding damage, with the way injuries work it makes the system extremely lethal to just add more damage. When a creature only has a handful of injury boxes, two can be a third of the way to dead if they 'only' have six, which is already fairly hoity toity villain territory. You can get more damage out of complications from status effects/complicate, and momentum makes the game very punchy, since base momentum gain is pretty high and it becomes very easy for players to stow extra successes as momentum, and then for each person to draw that pool [I]hard[/I] for critical and other tricks-- and they're incentivized to spend it down by session's end. For perspective, the most powerful category of adversary (the nightmare) in Curseborne have 10 total, that includes the 'great cosmic beings summoned by ritual' your minions have 1-2 and the elites among them have like, 4. For perspective, someone who imposes Burning and buys the Critical Trick for 3 total, would delete like a third of the strongest enemy's injury boxes by themselves in one round. Probably to justify the trope of a vampire hunter staking a vampire, honestly, but the weapon tables are actually just examples-- any weapon you would want to model is two traits, gaining more if you get better quality from edges and etc, so if you have a cool weapon in mind, you can just give it the cool traits it would make sense for it to have within that. [/QUOTE]
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