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Re: [ORE] Re: Martial arts rules...

Skill and technique is represented by more skill dice -- 2 body + 4 brawl > 4 body + 1 brawl.

On Mon, Apr 30, 2012 at 10:37 PM, Violence Jack <a.matthew.savage@gmail.com> wrote:
It is a good point, but... I have personally sparred a woman who is
just over a hundred pounds (though not a weakling; she's incredibly
fit). I out-mass her by about fifty pounds, and I'm in pretty good
shape too. Every time I spar with her I bleed. My wife, through
superior skill, has also managed to out-grapple a guy who had about a
hundred pounds on her. Size and strength matter a lot, no argument
there. But I have seen them made up for with superior technique. Hence
why I was thinking of the extra sets enhancing the attack. The attack
is meant to represent the size and strength, the augmentation the
technique.

On May 1, 11:50 am, Matt <moeh...@gmail.com> wrote:
> If I'm not mistaken h2h combat was kept under body to prevent the Dex=god stat for combat. At the end of a day without a miracle or a weapon a 98lb weakling's punches and kicks will always be tickles compared to 6'10" brute of equivalent skill.
>
> -Matt Conlon
>
> On Apr 30, 2012, at 3:17 AM, Violence Jack <a.matthew.sav...@gmail.com> wrote:
>
>
>
>
>
>
>
> > So I was looking at how to model martial arts rules recently. Watched
> > a cool kung-fu movie (True Legend), and thought that it would not be
> > inappropriate for my character to pick up some skills. I have a copy
> > of the limited edition rule set back home in Canada, but I've been
> > living abroad for a couple years now, and just recently picked up the
> > Essentials Edition on my Kindle. Lots of fun stuff, but the stuff
> > referred to in the pdf martial arts supplement apparently refers to
> > the original rule set, as there is no martial arts skill currently. I
> > recall something about it not being a rolled skill and could modify
> > the brawl skill, but not exactly how (I'll be picking up my old copy
> > when I visit home in August)...
>
> > So what I was thinking of doing in the meantime was something like
> > this. Martial Arts would be kept as a separate skill, under
> > Coordination. However, it would be exclusively treated as a 'multiple
> > actions' style modification to the Brawling skill - limited in dice
> > pool to the lower of the two pools (Brawl+Body and Martial Arts
> > +Coordination). Best set goes to the attack itself, and extra sets
> > could then be used to modify the result of the Brawl dice; maybe width
> > bonus to damage, or to initiative, or to pull off some slick
> > manoeuvres as in the Martial Arts .pdf file.
>
> > Does that sound reasonable to people? Do any groups out there play
> > with more detailed martial arts? Am I overthinking this? My crazy
> > albino wanna-be ballerina is probably going to start studying
> > something, and our GM is open to testing my plan. I'll post some
> > updates on how it plays out, if anybody is interested. Suggestions are
> > also very much welcome.
>
> > --
> > You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
> > To post to this group, send email to cult-of-ore@googlegroups.com.
> > To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
> > For more options, visit this group athttp://groups.google.com/group/cult-of-ore?hl=en.

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[ORE] Re: Martial arts rules...

It is a good point, but... I have personally sparred a woman who is
just over a hundred pounds (though not a weakling; she's incredibly
fit). I out-mass her by about fifty pounds, and I'm in pretty good
shape too. Every time I spar with her I bleed. My wife, through
superior skill, has also managed to out-grapple a guy who had about a
hundred pounds on her. Size and strength matter a lot, no argument
there. But I have seen them made up for with superior technique. Hence
why I was thinking of the extra sets enhancing the attack. The attack
is meant to represent the size and strength, the augmentation the
technique.

On May 1, 11:50 am, Matt <moeh...@gmail.com> wrote:
> If I'm not mistaken h2h combat was kept under body to prevent the Dex=god stat for combat. At the end of a day without a miracle or a weapon a 98lb weakling's punches and kicks will always be tickles compared to 6'10" brute of equivalent skill.
>
> -Matt Conlon
>
> On Apr 30, 2012, at 3:17 AM, Violence Jack <a.matthew.sav...@gmail.com> wrote:
>
>
>
>
>
>
>
> > So I was looking at how to model martial arts rules recently. Watched
> > a cool kung-fu movie (True Legend), and thought that it would not be
> > inappropriate for my character to pick up some skills. I have a copy
> > of the limited edition rule set back home in Canada, but I've been
> > living abroad for a couple years now, and just recently picked up the
> > Essentials Edition on my Kindle. Lots of fun stuff, but the stuff
> > referred to in the pdf martial arts supplement apparently refers to
> > the original rule set, as there is no martial arts skill currently. I
> > recall something about it not being a rolled skill and could modify
> > the brawl skill, but not exactly how (I'll be picking up my old copy
> > when I visit home in August)...
>
> > So what I was thinking of doing in the meantime was something like
> > this. Martial Arts would be kept as a separate skill, under
> > Coordination. However, it would be exclusively treated as a 'multiple
> > actions' style modification to the Brawling skill - limited in dice
> > pool to the lower of the two pools (Brawl+Body and Martial Arts
> > +Coordination). Best set goes to the attack itself, and extra sets
> > could then be used to modify the result of the Brawl dice; maybe width
> > bonus to damage, or to initiative, or to pull off some slick
> > manoeuvres as in the Martial Arts .pdf file.
>
> > Does that sound reasonable to people? Do any groups out there play
> > with more detailed martial arts? Am I overthinking this? My crazy
> > albino wanna-be ballerina is probably going to start studying
> > something, and our GM is open to testing my plan. I'll post some
> > updates on how it plays out, if anybody is interested. Suggestions are
> > also very much welcome.
>
> > --
> > You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
> > To post to this group, send email to cult-of-ore@googlegroups.com.
> > To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
> > For more options, visit this group athttp://groups.google.com/group/cult-of-ore?hl=en.

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[ORE] Re: Martial arts rules...

On May 1, 4:09 am, Shane Ivey <shane.i...@gmail.com> wrote:
> << So what I was thinking of doing in the meantime was something like
> this. Martial Arts would be kept as a separate skill, under
> Coordination. However, it would be exclusively treated as a 'multiple
> actions' style modification to the Brawling skill - limited in dice
> pool to the lower of the two pools (Brawl+Body and Martial Arts
> +Coordination). >>
>
> The way we wound up handling it in WT2 was, basically, if you have a lot of
> Brawling and a good Body score, you can say that means you're a bad-ass at
> martial arts. It seemed simpler to make martial arts one possible flavor of
> having lots of fighting skill than to make it a separate thing.
>
> If you want to use a lot of lighting-fast strikes, use the combat maneuvers
> to boost your initiative. If you want to smash through a wall, use combat
> maneuvers to boost damage.
>
> Of course you are welcome to flesh it out in more detail for your games.
> The rules you suggested sound fun -- using excess sets to improve a main
> set. It would be worth playtesting. My instinct says that you should drop a
> point of width from each spare set that you're cannibalizing. So if you get
> 2x5 and 2x10 and you want to cannibalize the 2x10, you drop its width by 1
> and add 1 to the width of the 2x5.

Yes, just straight-up adding the width does seem a bit strong on
second glance; we'll try your suggestion of reducing it by one.

What I'm trying to model is actually somebody like me, who knows the
theory but is pretty bad at putting it to use. My wife and I both live
and study karate in Okinawa, and my form is great, but sparring is
terrible. So I figured a good way to do it is as separate skills, and
there was already Brawling sitting there.

>
> You could also look to the Martial Paths of Reign for guidance.

Starving student, and I'd only be buying it for that, as the premise
is not really my thing. I might do some digging on my own for some
real-world stuff to try to model.

>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Is your world worth saving? Join the conspiracy:www.delta-green.com

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[ORE] Re: Martial arts rules...

In a rules set meant to support a gritty reality, it makes a lot of
sense to base melee combat on Body. Raw physicality is a major factor
for success in such conflict, even for skilled martial artists.
Strength, endurance and physical mass are all very important in close
combat. This is one reason that wrestling, Judo, mixed martial arts
and other martial sports divide competitors into weight classes. All
other things being equal, a much bigger, stronger fighter has a real
advantage against a smaller, weaker one, as Matt says. As important as
Coordination is for the quarterback who needs to throw the ball, Body
is needed more by offensive linemen who want to break through the
defenses and take him down. Bruce Lee trained with weights for a
reason. He was small, but he wanted to be the biggest, most strong,
muscular small guy that he could be!

Hotjets


On Apr 30, 7:50 pm, Matt <moeh...@gmail.com> wrote:
> If I'm not mistaken h2h combat was kept under body to prevent the Dex=god stat for combat. At the end of a day without a miracle or a weapon a 98lb weakling's punches and kicks will always be tickles compared to 6'10" brute of equivalent skill.
>
> -Matt Conlon
>
> On Apr 30, 2012, at 3:17 AM, Violence Jack <a.matthew.sav...@gmail.com> wrote:
>
>
>
>
>
>
>
> > So I was looking at how to model martial arts rules recently. Watched
> > a cool kung-fu movie (True Legend), and thought that it would not be
> > inappropriate for my character to pick up some skills. I have a copy
> > of the limited edition rule set back home in Canada, but I've been
> > living abroad for a couple years now, and just recently picked up the
> > Essentials Edition on my Kindle. Lots of fun stuff, but the stuff
> > referred to in the pdf martial arts supplement apparently refers to
> > the original rule set, as there is no martial arts skill currently. I
> > recall something about it not being a rolled skill and could modify
> > the brawl skill, but not exactly how (I'll be picking up my old copy
> > when I visit home in August)...
>
> > So what I was thinking of doing in the meantime was something like
> > this. Martial Arts would be kept as a separate skill, under
> > Coordination. However, it would be exclusively treated as a 'multiple
> > actions' style modification to the Brawling skill - limited in dice
> > pool to the lower of the two pools (Brawl+Body and Martial Arts
> > +Coordination). Best set goes to the attack itself, and extra sets
> > could then be used to modify the result of the Brawl dice; maybe width
> > bonus to damage, or to initiative, or to pull off some slick
> > manoeuvres as in the Martial Arts .pdf file.
>
> > Does that sound reasonable to people? Do any groups out there play
> > with more detailed martial arts? Am I overthinking this? My crazy
> > albino wanna-be ballerina is probably going to start studying
> > something, and our GM is open to testing my plan. I'll post some
> > updates on how it plays out, if anybody is interested. Suggestions are
> > also very much welcome.
>
> > --
> > You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
> > To post to this group, send email to cult-of-ore@googlegroups.com.
> > To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
> > For more options, visit this group athttp://groups.google.com/group/cult-of-ore?hl=en.

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Re: [ORE] Martial arts rules...

If I'm not mistaken h2h combat was kept under body to prevent the Dex=god stat for combat. At the end of a day without a miracle or a weapon a 98lb weakling's punches and kicks will always be tickles compared to 6'10" brute of equivalent skill.

-Matt Conlon

On Apr 30, 2012, at 3:17 AM, Violence Jack <a.matthew.savage@gmail.com> wrote:

> So I was looking at how to model martial arts rules recently. Watched
> a cool kung-fu movie (True Legend), and thought that it would not be
> inappropriate for my character to pick up some skills. I have a copy
> of the limited edition rule set back home in Canada, but I've been
> living abroad for a couple years now, and just recently picked up the
> Essentials Edition on my Kindle. Lots of fun stuff, but the stuff
> referred to in the pdf martial arts supplement apparently refers to
> the original rule set, as there is no martial arts skill currently. I
> recall something about it not being a rolled skill and could modify
> the brawl skill, but not exactly how (I'll be picking up my old copy
> when I visit home in August)...
>
> So what I was thinking of doing in the meantime was something like
> this. Martial Arts would be kept as a separate skill, under
> Coordination. However, it would be exclusively treated as a 'multiple
> actions' style modification to the Brawling skill - limited in dice
> pool to the lower of the two pools (Brawl+Body and Martial Arts
> +Coordination). Best set goes to the attack itself, and extra sets
> could then be used to modify the result of the Brawl dice; maybe width
> bonus to damage, or to initiative, or to pull off some slick
> manoeuvres as in the Martial Arts .pdf file.
>
> Does that sound reasonable to people? Do any groups out there play
> with more detailed martial arts? Am I overthinking this? My crazy
> albino wanna-be ballerina is probably going to start studying
> something, and our GM is open to testing my plan. I'll post some
> updates on how it plays out, if anybody is interested. Suggestions are
> also very much welcome.
>
> --
> You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
> To post to this group, send email to cult-of-ore@googlegroups.com.
> To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
> For more options, visit this group at http://groups.google.com/group/cult-of-ore?hl=en.
>

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Re: [ORE] Re: Wild Talents: Getting over the hump

Addendum: unless it's Defends, in which case the Extra Capacity Extra may expand its Self Capacity to Touch.

On Mon, Apr 30, 2012 at 5:39 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
A Quality has the Touch Capacity *because* it has Touch Only.  Normally it would have a Range, Mass, or Speed Capacity, but the Flaw reduces it to Touch.

~me


On Mon, Apr 30, 2012 at 3:45 AM, Gwerny <severanceuk@yahoo.co.uk> wrote:
I'd like to see examples of powers with various extras & flaws with an explanation of why they suit the power, a lot are easy to understand but some are just confusing.
the one that comes to mind is the healing power from the main book, it has the touch capacity but it's got the flaw touch only as well. it doesn't seem to make the power more limited beyond what it already was.
i think there are a few self only flaws on power capacity self powers too.
 

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Re: [ORE] Re: Wild Talents: Getting over the hump

A Quality has the Touch Capacity *because* it has Touch Only.  Normally it would have a Range, Mass, or Speed Capacity, but the Flaw reduces it to Touch.

~me

On Mon, Apr 30, 2012 at 3:45 AM, Gwerny <severanceuk@yahoo.co.uk> wrote:
I'd like to see examples of powers with various extras & flaws with an explanation of why they suit the power, a lot are easy to understand but some are just confusing.
the one that comes to mind is the healing power from the main book, it has the touch capacity but it's got the flaw touch only as well. it doesn't seem to make the power more limited beyond what it already was.
i think there are a few self only flaws on power capacity self powers too.
 

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[Seattle Go Center] School Team Tournament Winners

To quote Woody Allen, "showing up is eighty percent of life".  And if a school team shows up with two shodans, success is even more likely.  The Betcher Home School won the Iwamoto School Team Tournament on Sunday because there were no other official teams (three players with both boys and girls). But with such a strong team, I suspect that they would win even with competition.  This is the second win for the Betchers (Job, Jordon, Joyful and Honor.)  No school has ever won the School Team Tournament three times.  Bellevue High School and Hamilton Middle have both won it twice.  We look forward to next year.
 
The Betcher boys went on to play in the monthly ratings tournament, which was being held at the same time.  Meanwhile, the kyu players played an informal tournament.  In this competition, Sacajawea Elementary School had the best record. Congratulations to these young players.
 
Sincerely,
Brian Allen
 
Manager, Seattle Go Center

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Re: [ORE] Martial arts rules...

<< So what I was thinking of doing in the meantime was something like
this. Martial Arts would be kept as a separate skill, under
Coordination. However, it would be exclusively treated as a 'multiple
actions' style modification to the Brawling skill - limited in dice
pool to the lower of the two pools (Brawl+Body and Martial Arts
+Coordination). >>

The way we wound up handling it in WT2 was, basically, if you have a lot of Brawling and a good Body score, you can say that means you're a bad-ass at martial arts. It seemed simpler to make martial arts one possible flavor of having lots of fighting skill than to make it a separate thing.

If you want to use a lot of lighting-fast strikes, use the combat maneuvers to boost your initiative. If you want to smash through a wall, use combat maneuvers to boost damage.

Of course you are welcome to flesh it out in more detail for your games. The rules you suggested sound fun -- using excess sets to improve a main set. It would be worth playtesting. My instinct says that you should drop a point of width from each spare set that you're cannibalizing. So if you get 2x5 and 2x10 and you want to cannibalize the 2x10, you drop its width by 1 and add 1 to the width of the 2x5. 

You could also look to the Martial Paths of Reign for guidance.

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Martial arts rules...

So I was looking at how to model martial arts rules recently. Watched
a cool kung-fu movie (True Legend), and thought that it would not be
inappropriate for my character to pick up some skills. I have a copy
of the limited edition rule set back home in Canada, but I've been
living abroad for a couple years now, and just recently picked up the
Essentials Edition on my Kindle. Lots of fun stuff, but the stuff
referred to in the pdf martial arts supplement apparently refers to
the original rule set, as there is no martial arts skill currently. I
recall something about it not being a rolled skill and could modify
the brawl skill, but not exactly how (I'll be picking up my old copy
when I visit home in August)...

So what I was thinking of doing in the meantime was something like
this. Martial Arts would be kept as a separate skill, under
Coordination. However, it would be exclusively treated as a 'multiple
actions' style modification to the Brawling skill - limited in dice
pool to the lower of the two pools (Brawl+Body and Martial Arts
+Coordination). Best set goes to the attack itself, and extra sets
could then be used to modify the result of the Brawl dice; maybe width
bonus to damage, or to initiative, or to pull off some slick
manoeuvres as in the Martial Arts .pdf file.

Does that sound reasonable to people? Do any groups out there play
with more detailed martial arts? Am I overthinking this? My crazy
albino wanna-be ballerina is probably going to start studying
something, and our GM is open to testing my plan. I'll post some
updates on how it plays out, if anybody is interested. Suggestions are
also very much welcome.

--
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[ORE] Re: Wild Talents: Getting over the hump

I'd like to see examples of powers with various extras & flaws with an explanation of why they suit the power, a lot are easy to understand but some are just confusing.
the one that comes to mind is the healing power from the main book, it has the touch capacity but it's got the flaw touch only as well. it doesn't seem to make the power more limited beyond what it already was.
i think there are a few self only flaws on power capacity self powers too.
 

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[ORE] Re: Stats, stats, stats

This is good stuff. I think that Arc Dream should have a web page
prominently attached to its main page that includes these links as
well as other examples/resources for building powers.

Hotjets

On Apr 26, 4:30 pm, Daniel Kane <daniel.m.k...@gmail.com> wrote:
> A couple step-by-step guides through the decision-making process of
> creating a character would be pretty awesome.
>
> In the meantime, a couple of classic RPG.net threads:
>
> Stat Up Some Reference Heroes:http://forum.rpg.net/showthread.php?414980-Wild-Talents-Essential-Edi...
>
> The Workshop:http://forum.rpg.net/showthread.php?415509-Wild-Talents-2nd-The-Workshop
>
> Lots of awesome stuff in general tagged:http://forum.rpg.net/tags.php?tag=wild+talents
>
>
>
>
>
>
>
> On Wed, Apr 25, 2012 at 1:55 PM, Brian Moore <bmoore....@gmail.com> wrote:
> > Hello all,
>
> > I'm not a new gamer by any stretch, and my friends and I have
> > attempted to play Wild Talents a number of times, but we seem to keep
> > getting tangled up in the intricacies of building miracles.
> > Additionally, I think we get stuck with concerns of balance despite
> > the frequent examples the designers bring to what I call "characters
> > that are so powerful that they are no fun." Sure, someone can make a
> > player who can throw the earth out of orbit. Now what? The fact is, I
> > think this is a dangerous game for anyone tempted to power-game, and
> > the system is probably better suited to an approach more like many
> > diceless systems like Amber or Nobilis. But I digress.
>
> > One of the issues that I have with playing the game is that there
> > aren't many pre-stated resources to rely on, so I'm with those posters
> > who ask for examples, not just of heroes, but of equipment, animals,
> > types of damage, etc. It would be nice to have some samples to quickly
> > refer to rather than having to build so much from scratch. I like Wild
> > Talents, but I find that it can be time consuming, and now that I have
> > a job, family of my own, etc., I don't have the same time to devote to
> > my gaming as I did as a teen. And as for newbie gamers, the examples
> > should certainly help.
>
> > --
> > You received this message because you are subscribed to the Google Groups
> > "Cult of ORE" group.
> > To post to this group, send email to cult-of-ore@googlegroups.com.
> > To unsubscribe from this group, send email to
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[ORE] Re: Stats, stats, stats

Sure, I found that out later. What I got was a work suiable for
further editing, assuming the editor was already familar with FATE. It
was not suitable as a review copy for someone not already fluent in
FATE though.

Hotjets

On Apr 26, 3:23 pm, Shane Ivey <shane.i...@gmail.com> wrote:
> > That's why I didn't review FATE Kerberos Club, even though I was sent
> > the first version of the PDF. The point value of the NPCS was so often
> > miscalculated that it actively interfered with my ability to
> > understand the rules and it completely put me off the FATE version.
>
> FWIW, the first release of the FATE edition of Kerberos got corrected
> really heavily and rereleased a few weeks later.
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Is your world worth saving? Join the conspiracy:www.delta-green.com

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[Seattle Go Center] REMINDER: Monday Beginner-10 kyu Class: Game Reviews!

Dear Go Players-

During Mondays's beginner-10 Kyu class at the Seattle Go Center I will be reviewing games.  If you play in tomorrow's ratings tournament, be sure to record your game!  Anyone is welcome to bring in a kifu/tablet/smartphone/laptop/memorization with a recently played game for review

See you all there!  
Beginner-10 Kyu class
6:30 pm-8:30 pm, Mondays at the SGC.

Nick

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[ORE] Re: Arc Dream posts

I'd post up some things if this were in place.

Paul

On Apr 26, 9:42 pm, Shane Ivey <shane.i...@gmail.com> wrote:
> Gang,
>
> One thing we're doing on the new Delta Green website is allowing users to
> register as authors so they can put their ideas and material straight on
> the website without jumping through a bunch of hoops.
>
> http://www.delta-green.com/?page_id=1621
>
> Would anyone be interested in a similar arrangement on ArcDream.com to post
> material for Wild Talents, Reign, A Dirty World, Godlike, Nemesis, Monsters
> and Other Childish Things, the FATE or Savage Worlds editions of The
> Kerberos Club, etc.?
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Is your world worth saving? Join the conspiracy:www.delta-green.com

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Re: [ORE] Stats, stats, stats

When I was playing hero system, I remember the most useful book to me was Until Power Database. It showed how the system can create power, and how to utilize the system to simulate the power. 

I think some thing like this is needed for ore 

Chunkai Kevin Wang

On Apr 26, 2012, at 23:26, Allan Goodall <awgoodall@gmail.com> wrote:

There's been a call for examples. My question is: are people looking for examples of specific powers or characters, or are you looking for examples of why you'd use particular extras, etc. (I'm looking at you, Variable Effect and Augment)?

And what examples are you looking for?

--
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awgoodall@gmail.com

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Re: [ORE] Stats, stats, stats

There's been a call for examples. My question is: are people looking for examples of specific powers or characters, or are you looking for examples of why you'd use particular extras, etc. (I'm looking at you, Variable Effect and Augment)?

And what examples are you looking for?

--
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awgoodall@gmail.com

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Re: [ORE] Re: Arc Dream posts

It would give me a place to share my naval combat and gambling rules
for Reign, so yes!

JJU
------
librarianaut.com
@jjackunrau


On Thu, Apr 26, 2012 at 2:23 PM, Marco Subias <arkhamalum@gmail.com> wrote:
> I'd like this. I have a series or decent write-ups of my Delta Green
> game that I wouldn't mind posting.
>
> Hotjets
>
> --
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Re: [ORE] Stats, stats, stats

A couple step-by-step guides through the decision-making process of creating a character would be pretty awesome.

In the meantime, a couple of classic RPG.net threads:

Stat Up Some Reference Heroes: http://forum.rpg.net/showthread.php?414980-Wild-Talents-Essential-Edition-Stat-Up-Some-Reference-Heroes

The Workshop: http://forum.rpg.net/showthread.php?415509-Wild-Talents-2nd-The-Workshop

Lots of awesome stuff in general tagged: http://forum.rpg.net/tags.php?tag=wild+talents

On Wed, Apr 25, 2012 at 1:55 PM, Brian Moore <bmoore.hcc@gmail.com> wrote:
Hello all,

I'm not a new gamer by any stretch, and my friends and I have
attempted to play Wild Talents a number of times, but we seem to keep
getting tangled up in the intricacies of building miracles.
Additionally, I think we get stuck with concerns of balance despite
the frequent examples the designers bring to what I call "characters
that are so powerful that they are no fun." Sure, someone can make a
player who can throw the earth out of orbit. Now what? The fact is, I
think this is a dangerous game for anyone tempted to power-game, and
the system is probably better suited to an approach more like many
diceless systems like Amber or Nobilis. But I digress.

One of the issues that I have with playing the game is that there
aren't many pre-stated resources to rely on, so I'm with those posters
who ask for examples, not just of heroes, but of equipment, animals,
types of damage, etc. It would be nice to have some samples to quickly
refer to rather than having to build so much from scratch. I like Wild
Talents, but I find that it can be time consuming, and now that I have
a job, family of my own, etc., I don't have the same time to devote to
my gaming as I did as a teen. And as for newbie gamers, the examples
should certainly help.

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Re: [ORE] Re: Stats, stats, stats

That's why I didn't review FATE Kerberos Club, even though I was sent
the first version of the PDF. The point value of the NPCS was so often
miscalculated that it actively interfered with my ability to
understand the rules and it completely put me off the FATE version.

FWIW, the first release of the FATE edition of Kerberos got corrected really heavily and rereleased a few weeks later.

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Re: Stats, stats, stats

The problem with this approach is that, while the campaigns have been
superb and the writing a pleasure to read and the art often a feast
for the eyes, the actual ORE NPC write-ups have been inconsistent from
a rules standpoint. FREX, Self Only is attached to to Variable Effect
for (all-around) Immunity in Progenitor, while doing so is not allowed
according to my EE rules. You are not supposed to attach Capacities to
VE! Zipperneck's powers are cancelled out by 2HD Nullify even though
his 10HD in HA should protect him completely - assuming the nullifier
could even get within 20 feet on him, which is the range for 2d. And
there are other examples of NPC powers that don't track with the rules
as written. This is not good for newbies who are looking for examples
to help them better understand the rules.

That's why I didn't review FATE Kerberos Club, even though I was sent
the first version of the PDF. The point value of the NPCS was so often
miscalculated that it actively interfered with my ability to
understand the rules and it completely put me off the FATE version.
This problem is not as severe with the ORE products, but is still bad
enough to make the examples confusing, especially for those who have
not made a regular study of the power-build rules a project over the
course of years, since Godlike was the only version of ORE.

Hotjets

On Apr 26, 1:38 pm, Shane Ivey <shane.i...@gmail.com> wrote:

> Which book(s) do you have? The full rulebook (the hardback) has more in the
> way of pregens than the stripped-down Essential Edition. And the setting
> books have vast hordes of them.
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:

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[ORE] Re: Arc Dream posts

I'd like this. I have a series or decent write-ups of my Delta Green
game that I wouldn't mind posting.

Hotjets

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Re: [ORE] Arc Dream posts

I would be interested also.

On Thu, Apr 26, 2012 at 4:57 PM, Paul Stefko <ham2anv@gmail.com> wrote:
I certainly would be interested in such an arrangement.

Paul Stefko


On Thu, Apr 26, 2012 at 4:42 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Gang,

One thing we're doing on the new Delta Green website is allowing users to register as authors so they can put their ideas and material straight on the website without jumping through a bunch of hoops. 


Would anyone be interested in a similar arrangement on ArcDream.com to post material for Wild Talents, Reign, A Dirty World, Godlike, Nemesis, Monsters and Other Childish Things, the FATE or Savage Worlds editions of The Kerberos Club, etc.?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Arc Dream posts

I certainly would be interested in such an arrangement.

Paul Stefko

On Thu, Apr 26, 2012 at 4:42 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Gang,

One thing we're doing on the new Delta Green website is allowing users to register as authors so they can put their ideas and material straight on the website without jumping through a bunch of hoops. 


Would anyone be interested in a similar arrangement on ArcDream.com to post material for Wild Talents, Reign, A Dirty World, Godlike, Nemesis, Monsters and Other Childish Things, the FATE or Savage Worlds editions of The Kerberos Club, etc.?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Arc Dream posts

Gang,


One thing we're doing on the new Delta Green website is allowing users to register as authors so they can put their ideas and material straight on the website without jumping through a bunch of hoops. 


Would anyone be interested in a similar arrangement on ArcDream.com to post material for Wild Talents, Reign, A Dirty World, Godlike, Nemesis, Monsters and Other Childish Things, the FATE or Savage Worlds editions of The Kerberos Club, etc.?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Stats, stats, stats

player who can throw the earth out of orbit. Now what? The fact is, I
think this is a dangerous game for anyone tempted to power-game, and
the system is probably better suited to an approach more like many
diceless systems like Amber or Nobilis. 

Yes. We tried really hard to say that explicitly in the rules. "How can my guy do?" is less interesting to WT's designers than "What should my guy do?"

It would be nice to have some samples to quickly
refer to rather than having to build so much from scratch.

Which book(s) do you have? The full rulebook (the hardback) has more in the way of pregens than the stripped-down Essential Edition. And the setting books have vast hordes of them.

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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A cidade, localizada numa posição estratégica da Região Metropolitana, lidera o ranking de qualidade de vida no estado de Minas Gerais. Ainda assim, sua proximidade a Belo Horizonte faz com que o potencial cultural da cidade seja pouco explorado.

A proposta do portal Sou Nova Lima é justamente contribuir para a mudança desse paradigma, e incentivar os novalimenses a participarem de forma mais ativa da vida da própria cidade.

Para isso, o portal apostará na divulgação sempre atualizada de eventos culturais de todas as naturezas – desde os eventos regionais até os grandes shows .

Promete também ser um diferencial a publicação periódica de textos que convidem a população a refletir sobre a própria cidade: temas educação, saúde, esporte, mobilidade, qualidade de vida e comportamento serão abordados de forma a promover um debate participativo entre os leitores do portal.

Uma outra iniciativa que se anuncia como um diferencial para o site serão as promoções. Em parceria com os agentes culturais e os produtores de eventos, o Sou Nova Lima pretende realizar sorteios de ingressos para os mais variados eventos da cidade.


Confira o portal:
www.sounovalima.com.br

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[ORE] Stats, stats, stats

Hello all,

I'm not a new gamer by any stretch, and my friends and I have
attempted to play Wild Talents a number of times, but we seem to keep
getting tangled up in the intricacies of building miracles.
Additionally, I think we get stuck with concerns of balance despite
the frequent examples the designers bring to what I call "characters
that are so powerful that they are no fun." Sure, someone can make a
player who can throw the earth out of orbit. Now what? The fact is, I
think this is a dangerous game for anyone tempted to power-game, and
the system is probably better suited to an approach more like many
diceless systems like Amber or Nobilis. But I digress.

One of the issues that I have with playing the game is that there
aren't many pre-stated resources to rely on, so I'm with those posters
who ask for examples, not just of heroes, but of equipment, animals,
types of damage, etc. It would be nice to have some samples to quickly
refer to rather than having to build so much from scratch. I like Wild
Talents, but I find that it can be time consuming, and now that I have
a job, family of my own, etc., I don't have the same time to devote to
my gaming as I did as a teen. And as for newbie gamers, the examples
should certainly help.

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[Seattle Go Center] School Team Tournament

Dear Young Players (and their parents)
 
The Iwamoto School Team Tournament is scheduled for this Sunday, April 29, starting at 1:00.  Free pizza will be served between round 1 and 2 (about 2:15 p.m.).  There is no entrance fee. Official teams need to have 3 players from the same school and to have both boys and girls.  Schools may submit as many teams as they want.  We welcome unofficial teams as well.  We may be forming some teams on the day of the tournament.
 
Advance registration is not required, but if you can send me an estimate of how many players in your group are coming, it would be very helpful to me.
 
Regards,
Brian Allen

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[Seattle Go Center] Ratings Tourn this Sunday, April 29

Dear Go Players,
 
The Monthly ratings tournament has been moved up a week to this Sunday, April 29, with registration from 12:15 p.m. - 12:45 p.m.
 
If you are a dan level player, please note that we have a big tournament on May 5 & 6.  For more information, and to register in advance, please go to:
 
If you are a kyu player, you are welcome to quietly watch these games.
 
Cheers,
Brian

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Re: [ORE] Re: Wild Talents: Getting over the hump

Ooh.  A couple step-by-step tutorials on the process of designing a more complex power would be awesome, especially if they highlighted coming up with a new Extra or Flaw if the ready-to-play ones feel like a stretch.

It occurs to me that I never actually finished statting up The Girl Who Cannot Possibly Be Harmed, including her quirky "I brace myself and locomotive goes squish" collision damage effect.  I should do that.

~me

On Mon, Apr 23, 2012 at 12:29 PM, Christopher Loree <cosmic.zenstorm@gmail.com> wrote:
There are a few great examples I can remember. One was a character that Greg Stolze posted on RPG.net called "Tuumblor Prince of Space" that really opened my eyes early-on to just how ungodly flexible ORE can be and how much potential there is for truly creative powers and abilities. Seeing things put together I think goes a very long way toward getting it through to people how ORE works. There are, I've found two general types of people concerning ORE; 1) People who understand how it works (and hence, Love it.) and 2) People who don't grasp it and hence still wander the night looking for a truly flexible system (like Hero or GURPS) that doesn't require the constant load of bookkeeping that those systems usually chain you to, without realizing that they've already found it, in ORE but didn't grasp it, so they missed it and moved on.

Describing how the various Extras and Flaws and Capacities etc. work is great. But, I really feel there needs to be a lot more *showing it work*, seeing it in action, if you will. After the Miracle Cafeteria in the Essential Edition, there are a handful of really useful little power write-ups that show just a touch of what can be done with a firm grasp of the internal logic of the system. We need more of *that.* IMHO.


On Monday, April 23, 2012 12:21:54 AM UTC-4, Christopher Loree wrote:
What would be really good are resources showing lots of pre-statted characters, powers, devices, etc.

I've actually been looking around online a lot, trying to find ORE character write-ups that people have done and posted on various forums. I hear about them all the time on various podcasts I listen to and I can never find these mythical write-ups. 

On Sunday, April 1, 2012 3:40:32 PM UTC-4, Shane Ivey wrote:
Folks,

The most recent episode of Role Playing Public Radio featured an in-depth discussion of the pros and cons of Wild Talents based on an extended campaign. 


One of the things that piqued my interest -- and it's something that's come up before -- was the observation that while WT is easy to run and allows for great flexibility in creating characters and powers, it takes a lot of effort for new players to really get it.

I would like to put together a brief primer for the blog and for free download (well, really I'd like Greg to put it together because he's better at that kind of thing, but that'll depend on his schedule) to help new players get the system immediately, so they don't have to do so much work before the light clicks on and they start enjoying it.

So, gamers who have played Wild Talents with newbies, give us your thoughts. Where were the stumbling blocks?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Now on Kickstarter -- Call of Cthulhu in Lovecraft's Dreamlands: http://kck.st/GZJWUi

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[ORE] Re: Wild Talents: Getting over the hump

There are a few great examples I can remember. One was a character that Greg Stolze posted on RPG.net called "Tuumblor Prince of Space" that really opened my eyes early-on to just how ungodly flexible ORE can be and how much potential there is for truly creative powers and abilities. Seeing things put together I think goes a very long way toward getting it through to people how ORE works. There are, I've found two general types of people concerning ORE; 1) People who understand how it works (and hence, Love it.) and 2) People who don't grasp it and hence still wander the night looking for a truly flexible system (like Hero or GURPS) that doesn't require the constant load of bookkeeping that those systems usually chain you to, without realizing that they've already found it, in ORE but didn't grasp it, so they missed it and moved on.

Describing how the various Extras and Flaws and Capacities etc. work is great. But, I really feel there needs to be a lot more *showing it work*, seeing it in action, if you will. After the Miracle Cafeteria in the Essential Edition, there are a handful of really useful little power write-ups that show just a touch of what can be done with a firm grasp of the internal logic of the system. We need more of *that.* IMHO.

On Monday, April 23, 2012 12:21:54 AM UTC-4, Christopher Loree wrote:

What would be really good are resources showing lots of pre-statted characters, powers, devices, etc.

I've actually been looking around online a lot, trying to find ORE character write-ups that people have done and posted on various forums. I hear about them all the time on various podcasts I listen to and I can never find these mythical write-ups. 

On Sunday, April 1, 2012 3:40:32 PM UTC-4, Shane Ivey wrote:
Folks,

The most recent episode of Role Playing Public Radio featured an in-depth discussion of the pros and cons of Wild Talents based on an extended campaign. 


One of the things that piqued my interest -- and it's something that's come up before -- was the observation that while WT is easy to run and allows for great flexibility in creating characters and powers, it takes a lot of effort for new players to really get it.

I would like to put together a brief primer for the blog and for free download (well, really I'd like Greg to put it together because he's better at that kind of thing, but that'll depend on his schedule) to help new players get the system immediately, so they don't have to do so much work before the light clicks on and they start enjoying it.

So, gamers who have played Wild Talents with newbies, give us your thoughts. Where were the stumbling blocks?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Now on Kickstarter -- Call of Cthulhu in Lovecraft's Dreamlands: http://kck.st/GZJWUi

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[Seattle Go Center] REMINDER: Monday Beginner-10 kyu Class: Invasions!

Greetings Everyone-

Tomorrow's beginner-10 Kyu class at the Seattle Go Center will discuss INVASIONS.  If you want some practical ideas with how to better invade or deal with your opponent's invasions, come by at 6:30 pm!

See you all there!  
Beginner-10 Kyu class
6:30 pm-8:30 pm, Mondays at the SGC.

Nick

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[ORE] Re: Wild Talents: Getting over the hump

What would be really good are resources showing lots of pre-statted characters, powers, devices, etc.

I've actually been looking around online a lot, trying to find ORE character write-ups that people have done and posted on various forums. I hear about them all the time on various podcasts I listen to and I can never find these mythical write-ups. 

On Sunday, April 1, 2012 3:40:32 PM UTC-4, Shane Ivey wrote:

Folks,

The most recent episode of Role Playing Public Radio featured an in-depth discussion of the pros and cons of Wild Talents based on an extended campaign. 


One of the things that piqued my interest -- and it's something that's come up before -- was the observation that while WT is easy to run and allows for great flexibility in creating characters and powers, it takes a lot of effort for new players to really get it.

I would like to put together a brief primer for the blog and for free download (well, really I'd like Greg to put it together because he's better at that kind of thing, but that'll depend on his schedule) to help new players get the system immediately, so they don't have to do so much work before the light clicks on and they start enjoying it.

So, gamers who have played Wild Talents with newbies, give us your thoughts. Where were the stumbling blocks?

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Now on Kickstarter -- Call of Cthulhu in Lovecraft's Dreamlands: http://kck.st/GZJWUi

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Re: [ORE] Godlike m1garand

One of the techniques shown on Top Shot involved something similar: holding the bolt in such a way that you fired the gun with the middle finger.

On Sat, Apr 21, 2012 at 5:39 PM, Gustav Jernberg <gustav.jernberg@gmail.com> wrote:
I have read about that also. I believe it dates back to some early battles of WWI (the battle of Mons?) Unfortunately I dont remember where I read it either.



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awgoodall@gmail.com

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Re: [ORE] Godlike m1garand

I have read about that also. I believe it dates back to some early battles of WWI (the battle of Mons?) Unfortunately I dont remember where I read it either.

/Gustav

On Saturday, April 21, 2012, Charles Coleman <bigglesandginger@gmail.com> wrote:
> I have read (somewhere and I have no memory where) that British soldiers prior to WWII could fire their 10 rounds very quickly (not accurately) simulating an LMG (the Bren gun), according to German soldiers that heard it, by feathering the bolt with the thumb and using the little finger to pull the trigger.  I am curious if anyone else has read anything like this?  I imagine it has to do with having a rifle that in not seeing combat service and thus is able to be cleaned twice daily to allow the bolt to glide so smoothly, but still it sounds like a cool trick to provide suppressing fire.
> c
> On Fri, Apr 20, 2012 at 4:36 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
>
> I love Top Shot (its the reason my wife and I took up archery) and things like seeing the Garand and what it could do in capable hands is awesome for having a benchmark for my Godlike PCs.
>
> Chris Fougere
>
> ________________________________
> Date: Fri, 20 Apr 2012 15:52:20 -0500
> Subject: Re: [ORE] Godlike m1garand
> From: awgoodall@gmail.com
> To: cult-of-ore@googlegroups.com
>
> In the U.S. (and probably available elsewhere) on the History Channel is a reality TV/competition show called Top Shot. It's a marksman competition show, featuring current weapons as well as a wide array of historically significant weapons.
>
> The show starts with two teams. Each week they compete in shooting challenges. The losing team puts up two people for "elimination". They go into a head-to-head competition, with one moving on and another eliminated. The winner of this season gets $100,000 plus a gig as a professional marksman. The host is Colby Donaldson, a winner of Survivor and an avid gun owner.
>
> There's a second, companion, show called Top Guns on the H2 channel. Top Guns also features Colby Donaldson, along with the expert-of-the-week and the weapons featured on that week's episode of Top Shot.
>
> A couple of weeks back the two shows had episodes involving British firearms, in particular the Lee-Enfield rifle (technically the Rifle No. 1, Mk 3). One of the competitions on Top Shot featured a "Mad Minute", where the competitors had to hit a 12" target at 300 yards as many times as they could in a minute.
>
> I won't spoil the episode for those who want to watch it. British riflemen, at the end of their training, were expected to hit the target around 15 times in that one minute interval. The record was an astounding 38 hits. This is for a bolt action rifle where 5 rounds at a time were fed into it from above by way of a stripper clip. Granted, this was under ideal target practice conditions and not in the middle of combat, but it's still an amazing amount of firepower out of a bolt action rifle.
>
> I mention the episodes because they do a really good job of showing you what the weapon looked like, how it was loaded, and give you a good idea of how tricky the things were to aim.
>
> The point is that if a player buys hyperrifle or hypercoordination, I'm loathe to tell him "sorry, one round per combat round" for a bolt action rifle. I let the players with a relevant power do multiple shot actions with a bolt action rifle per combat round. It's feasible for top-end human performance to get three or four successful sets in real life, so I don't see why a Talent couldn't do it either.
>
> I just mention this, tangentially, based on the rate of fire query about the Garand.
>
> The episode of Top Shot I mention is available on Hulu, along with the other episodes of this season. It's Season 4, Episode 8, "The Mad Minute":
>
> http://www.hulu.com/top-shot
>
> The Top Guns episode is available on Hulu for a couple more weeks (I have no idea why these episodes expire). The episode is Season 1, Episode 8, "British Ballistics":
>
> http://www.hulu.com/top-guns
>
> --
> Allan Goodall            http://www.hyperbear.com
> awgoodall@gmail.com
>
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