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Re: [ORE] Character Creation

I am not really concerned about how best to create the characters, just interested in seeing or hearing the experience play out before I go through it.  

The whole reason I am considering not using points is for the exact reason you mention, depending how well you grasp the system, you can get cosmic might or street vigilante for the same point expenditure.  Trying to avoid that kind of discrepancy between player's skill. 

On Tuesday, June 30, 2015 at 10:16:28 PM UTC-4, JeStor wrote:
You might find looking around the forums at rpgnet in the pbp games and seeing what comes up. Some folks are just great at creating powers and ORE is a system where that pays off handsomely. I got some pretty decent powers at a low cost of under 40 points if I remember right.
It also pays to download the excel spreadsheet character generator sheet from the arcdream website...

On Tue, Jun 30, 2015 at 7:20 PM, Morgan Dingus <mrg...@gmail.com> wrote:
I liked using the One Roll Character tables and just picking choices on it instead of rolling. It allowed for easier character creation without the randomness.

On Tue, Jun 30, 2015 at 1:26 PM, 'Uphill Gamer' via Cult of ORE <cult-...@googlegroups.com> wrote:
Does anyone know of a video, or podcast, or something similar that shows a group session of character creation in the ORE system, specifically Wild Talents?  I am going to be running a game in the next month or so and I'm leaning towards turning  our first meet into a guided character creation session, where I explain the setting and the power levels I expect from the characters then all the players tell me their ideas and we work together to build them.  I decided on this, as opposed to using points, so each character is more balanced with the rest. Also playing with the idea of, instead of points, giving players a number of dice to distribute between there stats and abilities, including a number of wiggle and hard dice.

Any advice would be very appreciated.

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Re: [ORE] Character Creation

You might find looking around the forums at rpgnet in the pbp games and seeing what comes up. Some folks are just great at creating powers and ORE is a system where that pays off handsomely. I got some pretty decent powers at a low cost of under 40 points if I remember right.
It also pays to download the excel spreadsheet character generator sheet from the arcdream website...

On Tue, Jun 30, 2015 at 7:20 PM, Morgan Dingus <mrgnjr1@gmail.com> wrote:
I liked using the One Roll Character tables and just picking choices on it instead of rolling. It allowed for easier character creation without the randomness.

On Tue, Jun 30, 2015 at 1:26 PM, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
Does anyone know of a video, or podcast, or something similar that shows a group session of character creation in the ORE system, specifically Wild Talents?  I am going to be running a game in the next month or so and I'm leaning towards turning  our first meet into a guided character creation session, where I explain the setting and the power levels I expect from the characters then all the players tell me their ideas and we work together to build them.  I decided on this, as opposed to using points, so each character is more balanced with the rest. Also playing with the idea of, instead of points, giving players a number of dice to distribute between there stats and abilities, including a number of wiggle and hard dice.

Any advice would be very appreciated.

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Re: [ORE] Character Creation

I liked using the One Roll Character tables and just picking choices on it instead of rolling. It allowed for easier character creation without the randomness.

On Tue, Jun 30, 2015 at 1:26 PM, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
Does anyone know of a video, or podcast, or something similar that shows a group session of character creation in the ORE system, specifically Wild Talents?  I am going to be running a game in the next month or so and I'm leaning towards turning  our first meet into a guided character creation session, where I explain the setting and the power levels I expect from the characters then all the players tell me their ideas and we work together to build them.  I decided on this, as opposed to using points, so each character is more balanced with the rest. Also playing with the idea of, instead of points, giving players a number of dice to distribute between there stats and abilities, including a number of wiggle and hard dice.

Any advice would be very appreciated.

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[Seattle Go Center] 48 players last Tuesday

Dear Go Players,

 

I expect we will have a big crowd at the Go Center today, Tuesday, June 30th.  We have air conditioning, and 48 players came last week.  We are open from 1 – 10 pm, and we hope to see you there!

 

Cheers,

Brian

 

 

 

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[ORE] Character Creation

Does anyone know of a video, or podcast, or something similar that shows a group session of character creation in the ORE system, specifically Wild Talents?  I am going to be running a game in the next month or so and I'm leaning towards turning  our first meet into a guided character creation session, where I explain the setting and the power levels I expect from the characters then all the players tell me their ideas and we work together to build them.  I decided on this, as opposed to using points, so each character is more balanced with the rest. Also playing with the idea of, instead of points, giving players a number of dice to distribute between there stats and abilities, including a number of wiggle and hard dice.

Any advice would be very appreciated.

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[Seattle Go Center] Closed July 4, Tournament July 5

Dear Go Players,

 

The Seattle Go Center will be closed Saturday, July 4 for Independence Day.  However, on Sunday, July 5, we will be open for the Monthly Ratings Tournament, with registration from 10 to 10:45 a.m.  You do not have play all three rounds; just be sure to tell the Tournament Director what your plans are.

 

More information is here:

http://www.seattlego.org/events/

 

Cheers,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] DDK Monday: "Under the Stones"+Last Nick Sibicky!

Hey Everyone!
Tomorrow's DDK Class will be the last that I will be teaching until September. However, classes will continue through July with Cullen Mott who is a strong player who has attended a number of my classes and already gotten to know many of you.

This week's topic will focus on the "under the stones" tesuji. Many of you have never heard of this type of tesuji, but many of you already play the simplest forms of it in your games. I hope to introduce you to the "trickier" forms; especially the ones in the patterns that occur along the edge of the board (there are two basic shapes that we are going to focus one). Playing under the stones is a very powerful tactic, and can help you kill groups that don't look like they can be killed, and save stones that look like they shouldn't live. 

I hope that you all come and discover some "under the stones" tactics with me tomorrow evening! Thanks, 

Nick Sibicky 4D AGA
Double-Digit Kyu Class
6:30-8:30 PM Mondays
Seattle Go Center

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[Seattle Go Center] Saturday games at the Go Center

Saturdays are a great day to find a game of Go here at the Center. We usually have a few players from beginner to experienced. If you can't get a game right way, you can enjoy the library or just visit with friends and watch other games.

And we have air conditioning. Great for a hot summer day.

-- Dennis

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[Seattle Go Center] Goodbye from Simon

Dear Members,

 

We recently got a message from Simon (Ximeng) Yu, the young pro who often taught at the Go Center on Saturdays.  He is leaving Seattle to attend the University of California at Santa Barbara, studying accounting.  Simon wrote, “thanks for your care and enthusiasm”.  In turn, we would like to thank Simon for his dedicated and patient instruction of our members, and we wish him continued success in his studies.

 

Regards,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] Godlike: Talent Detection

You bet. I would love to hear how the campaign goes. 



On Thu, Jun 25, 2015 at 3:05 PM, Gil Trevizo <gtrevizo@gmail.com> wrote:
Got it. That makes perfect sense. Thanks!

On Thu, Jun 25, 2015 at 12:59 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Stealth can keep you and your power use hidden. You must be able to see the other Talent to sense the power being used.

If you (a Talent) see another Talent who is using a power, then you recognize that's a Talent using a power. 

If he sees you seeing him, he'll recognize you're a Talent using a power (the power of sensing powers).

If you DON'T see him, even if he's using a power, you can't notice that he's using a power. 

If you see him using a Talent power but he can't see you, he can't know you're out being a Talent.

If you're part of a larger movement of men and materiel, being careful to not use your Talent powers may be important because there's no telling who's looking and when.




On Thu, Jun 25, 2015 at 1:54 PM, Gil Trevizo <gtrevizo@gmail.com> wrote:
I'm reading through Black Devils Brigade in preparation to start running it next month, and a couple of times in the text it's brought up that Talents are either told to turn off their powers or blamed for doing so when a unit is detected. This suggests that a Talent can automatically be spotted by another Talent just by being in line-of-sight.*

Now I understand from the text that "In game terms, no roll is required to spot another Talent whose power is active, it just happens." (Godlike 98) But I always took that to mean that no roll is required for a Talent to spot that someone is a Talent, they simply know that information. They still have to spot them first, which means, if the other Talent is being sneaky, they still have to make a contested roll between a Sense skill and the other's Stealth before they can see the aura or get the buzzing sound or whatever manner of tell they have for detecting another Talent.

So, is it "spot them first, which might require a roll, and then know they are a Talent" or "if in line-of-sight, Talents are obvious to you, lit up like a Xmas tree no matter how well they are hiding themselves." The former makes the most sense to me, and would be the more interesting way to play the game (otherwise there's not much point to being Stealth-y commandos because you cannot sneak up on other Talents, the guys you are trained to fight), but, based on the way it is written, I could see it being the latter.

*And even if Talents can still sneak against other Talents, I can still see them being told not to activate their powers, both so as not to alert enemy troops that there are Talents in the vicinity (which could initiate a stronger response) or because mundane commanders simply don't understand how Talent powers work.

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The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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The One Roll Engine and more: www.arcdream.com
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] Godlike: Talent Detection

Got it. That makes perfect sense. Thanks!

On Thu, Jun 25, 2015 at 12:59 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Stealth can keep you and your power use hidden. You must be able to see the other Talent to sense the power being used.

If you (a Talent) see another Talent who is using a power, then you recognize that's a Talent using a power. 

If he sees you seeing him, he'll recognize you're a Talent using a power (the power of sensing powers).

If you DON'T see him, even if he's using a power, you can't notice that he's using a power. 

If you see him using a Talent power but he can't see you, he can't know you're out being a Talent.

If you're part of a larger movement of men and materiel, being careful to not use your Talent powers may be important because there's no telling who's looking and when.




On Thu, Jun 25, 2015 at 1:54 PM, Gil Trevizo <gtrevizo@gmail.com> wrote:
I'm reading through Black Devils Brigade in preparation to start running it next month, and a couple of times in the text it's brought up that Talents are either told to turn off their powers or blamed for doing so when a unit is detected. This suggests that a Talent can automatically be spotted by another Talent just by being in line-of-sight.*

Now I understand from the text that "In game terms, no roll is required to spot another Talent whose power is active, it just happens." (Godlike 98) But I always took that to mean that no roll is required for a Talent to spot that someone is a Talent, they simply know that information. They still have to spot them first, which means, if the other Talent is being sneaky, they still have to make a contested roll between a Sense skill and the other's Stealth before they can see the aura or get the buzzing sound or whatever manner of tell they have for detecting another Talent.

So, is it "spot them first, which might require a roll, and then know they are a Talent" or "if in line-of-sight, Talents are obvious to you, lit up like a Xmas tree no matter how well they are hiding themselves." The former makes the most sense to me, and would be the more interesting way to play the game (otherwise there's not much point to being Stealth-y commandos because you cannot sneak up on other Talents, the guys you are trained to fight), but, based on the way it is written, I could see it being the latter.

*And even if Talents can still sneak against other Talents, I can still see them being told not to activate their powers, both so as not to alert enemy troops that there are Talents in the vicinity (which could initiate a stronger response) or because mundane commanders simply don't understand how Talent powers work.

--

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Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
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] Godlike: Talent Detection

Stealth can keep you and your power use hidden. You must be able to see the other Talent to sense the power being used.

If you (a Talent) see another Talent who is using a power, then you recognize that's a Talent using a power. 

If he sees you seeing him, he'll recognize you're a Talent using a power (the power of sensing powers).

If you DON'T see him, even if he's using a power, you can't notice that he's using a power. 

If you see him using a Talent power but he can't see you, he can't know you're out being a Talent.

If you're part of a larger movement of men and materiel, being careful to not use your Talent powers may be important because there's no telling who's looking and when.




On Thu, Jun 25, 2015 at 1:54 PM, Gil Trevizo <gtrevizo@gmail.com> wrote:
I'm reading through Black Devils Brigade in preparation to start running it next month, and a couple of times in the text it's brought up that Talents are either told to turn off their powers or blamed for doing so when a unit is detected. This suggests that a Talent can automatically be spotted by another Talent just by being in line-of-sight.*

Now I understand from the text that "In game terms, no roll is required to spot another Talent whose power is active, it just happens." (Godlike 98) But I always took that to mean that no roll is required for a Talent to spot that someone is a Talent, they simply know that information. They still have to spot them first, which means, if the other Talent is being sneaky, they still have to make a contested roll between a Sense skill and the other's Stealth before they can see the aura or get the buzzing sound or whatever manner of tell they have for detecting another Talent.

So, is it "spot them first, which might require a roll, and then know they are a Talent" or "if in line-of-sight, Talents are obvious to you, lit up like a Xmas tree no matter how well they are hiding themselves." The former makes the most sense to me, and would be the more interesting way to play the game (otherwise there's not much point to being Stealth-y commandos because you cannot sneak up on other Talents, the guys you are trained to fight), but, based on the way it is written, I could see it being the latter.

*And even if Talents can still sneak against other Talents, I can still see them being told not to activate their powers, both so as not to alert enemy troops that there are Talents in the vicinity (which could initiate a stronger response) or because mundane commanders simply don't understand how Talent powers work.

--

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

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[ORE] Godlike: Talent Detection

I'm reading through Black Devils Brigade in preparation to start running it next month, and a couple of times in the text it's brought up that Talents are either told to turn off their powers or blamed for doing so when a unit is detected. This suggests that a Talent can automatically be spotted by another Talent just by being in line-of-sight.*

Now I understand from the text that "In game terms, no roll is required to spot another Talent whose power is active, it just happens." (Godlike 98) But I always took that to mean that no roll is required for a Talent to spot that someone is a Talent, they simply know that information. They still have to spot them first, which means, if the other Talent is being sneaky, they still have to make a contested roll between a Sense skill and the other's Stealth before they can see the aura or get the buzzing sound or whatever manner of tell they have for detecting another Talent.

So, is it "spot them first, which might require a roll, and then know they are a Talent" or "if in line-of-sight, Talents are obvious to you, lit up like a Xmas tree no matter how well they are hiding themselves." The former makes the most sense to me, and would be the more interesting way to play the game (otherwise there's not much point to being Stealth-y commandos because you cannot sneak up on other Talents, the guys you are trained to fight), but, based on the way it is written, I could see it being the latter.

*And even if Talents can still sneak against other Talents, I can still see them being told not to activate their powers, both so as not to alert enemy troops that there are Talents in the vicinity (which could initiate a stronger response) or because mundane commanders simply don't understand how Talent powers work.

--

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[Seattle Go Center] DDK Class Monday: The Go Creator's Invitational

Hi Everyone!

As many of you are aware, many go teachers and online content creators are currently playing in the 2015 Go Creator's Invitational tournament (see: http://www.peanutgo.org/2015ci/ ). I thought that in class tomorrow I would show you my most recent game (against "Mrhaandi") from the tournament and review it together.  Strong players are welcome to come by and offer their insights as well! 

Also, I am not teaching any classes in July or August (but class will continue through July with a substitute), so this class will be my 2nd-to-last lecture for the rest of the summer. Don't miss out!

Nick Sibicky 4D
Double-Digit Kyu Class
Mondays 6:30-8:30
Seattle Go Center

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[Seattle Go Center] You can find a game on Saturdays

Dear Members,

 

Tuesday at the Go Center is always big; as far as we know it is the largest weekly gathering of Go players in North America.  We had more than 35 players last Tuesday. Saturday is  doing well too; it is a contender for being the 2nd largest weekly gathering of Go players on the continent.  Last Saturday we had a range of players from two 5 dan players, to double digit kyu players.  Out of town visitors often come on Saturday, so you get to meet new people as well.  We are open from 1-7 pm.  Come on by!

 

Cheers,

Brian

 

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] How Does Losing Base Will Affect Motivations

Thank you, wasn't sure.

On Thursday, 18 June 2015 22:46:50 UTC+1, Shane Ivey wrote:
If you lose a point of Base Will, reduce a motivation by 1.



On Thu, Jun 18, 2015 at 4:27 PM, William Seaton <wsol...@gmail.com> wrote:
Hello, before getting to the point want to thank those that have helped me by answering my questions. I'm not the best on forums, but I do appreciate it.

That out of the way, like the title says, I'm curious how losing Base Will affects motivations. Since you have to "invest" each point of Base Will into at least one Loyalty and one Passion, I'm fairly certain INCREASING Base Will means you have to invest more into Motivations. Does losing a point mean having to reduce what is currently in either of them? Are are they unaffected by a decrease?

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The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
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Re: [ORE] How Does Losing Base Will Affect Motivations

If you lose a point of Base Will, reduce a motivation by 1.



On Thu, Jun 18, 2015 at 4:27 PM, William Seaton <wsolf619@gmail.com> wrote:
Hello, before getting to the point want to thank those that have helped me by answering my questions. I'm not the best on forums, but I do appreciate it.

That out of the way, like the title says, I'm curious how losing Base Will affects motivations. Since you have to "invest" each point of Base Will into at least one Loyalty and one Passion, I'm fairly certain INCREASING Base Will means you have to invest more into Motivations. Does losing a point mean having to reduce what is currently in either of them? Are are they unaffected by a decrease?

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[ORE] How Does Losing Base Will Affect Motivations

Hello, before getting to the point want to thank those that have helped me by answering my questions. I'm not the best on forums, but I do appreciate it.

That out of the way, like the title says, I'm curious how losing Base Will affects motivations. Since you have to "invest" each point of Base Will into at least one Loyalty and one Passion, I'm fairly certain INCREASING Base Will means you have to invest more into Motivations. Does losing a point mean having to reduce what is currently in either of them? Are are they unaffected by a decrease?

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[Seattle Go Center] Thursday Go in Bellevue

Hi everyone. The Thursday Go meetup continues in Bellevue tonight,
hosted by Eastside volunteer Ron.

Come enjoy some casual Go games from 6:00 pm to 8:30 at the Crossroads
Mall. We meet at the large tables near Uncle's Games.

-Thane

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[Seattle Go Center] Regular Hours on Thursdays 2-9 pm

Dear Go Players,

 

The Go Center will open as usual at 2 pm on Thursdays.  In the spring, it was slow from 2-4 pm, but as people start their summer schedules, the Center may get busier.  The day manager is Cullen Mott, a volunteer who is available for games.   Cullen is a very strong 2 kyu (-2.02 AGA rating).  After 4 pm, there are usually a few games going with dan level and single digit kyu players.  Frank Fukuda will also be at the Center later in the afternoon this Thursday.

 

In the evening, we have regular instruction for beginners with Larry Eclipse, 6 kyu.  This is a great opportunity for beginners  who want to plan out a series of lessons with the same instructor.  There is no extra charge for the Thursday lessons, and your first ten visits to the Go Center are also free.

 

Other members are welcome to play games quietly during the beginner’s lessons.

 

Regards,

Brian

 

 

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] New Player/GM with a few questions

My take (which is sometimes different from Chris's!):

1) Damage reduction is from the outside in (as when layering different types of armor), so skills or powers proactively preventing damage first, then armor, then endurance/invulnerability/etc.  I haven't seen this issue come up in play, though!

2) I'd let you use each quality while the other is "cooling down" unless you took an If/Then indicating otherwise.  Qualities are *very* independent, and for most purposes can be considered separate powers.

3) I'd definitely encourage taking an Attacks quality.  Impact damage is two-way and generally nasty.  There's always the Cannonball method, though -- have invulnerability, hyperendurance, or even Immunity (impact damage) as an always-on power attached to Flight.  Or just be a flying brick who is profoundly unconcerned with the damage they'll (not) take from flying into things at mach 5.

4) Gobble dice are spent (and consumed) individually.  If you have a 3x8 gobble set, you can apply two to a 3x4 and one to a 2x7.  You are not obligated to spend enough gobble dice to ruin a set.  The way I usually explain gobble dice is that when the set comes up in initiative, they turn into gobble dice.  Each die can be spent to cancel any one die (of its height or lower) in any set until the end of the turn.

5) Gobble dice reduce width even if they don't ruin a set.  This will affect timing as well as damage!

6) I don't see anything amiss in your examples!

Cheers,
Daniel

On Mon, Jun 15, 2015 at 12:10 PM, Blair Monroe <brennanhawkwood@gmail.com> wrote:
My group is finally going to give Wild Talents a try and I've come up with a few questions while helping out with the character building:  Some of these I think I know the answer to, but could not find a clear example of the specific situation so I thought I would double-check.

1)  What order should the various ways of reducing impact damage be applied?  For example, what order would tank apply their endurance, and their LAR and HAR from Invulnerability?  The way we assume it should be done is to apply skills/powers first and armor in the order that they are stacked. Is that correct?

2) If a character has a power with several qualities and each of them has the Slow flaw, does that mean each individual quality can only be used every other round or does it apply across the full set of qualities? For example, a character has a Useful (healing) quality and an Attack quality as a part of their Life Energy power and each of them have the Slow flaw. Does that prevent the attack from being used every round, but allow the heal and the attack to be alternated, or does using one of them prevent both of them from being used the next round?

3) We have a character who is intended to occasionally ram targets (walls, villains, etc.) using his flight power. Can this be handled by having the player roll the Useful(Flight) quality to successfully hit the target and then apply the impact rules to determine the damage to both the target and the character based on the speed the character was flying?  I know that we could put the attack quality on the flight power to cover using 'flight' to attack people. Maybe it is our having played too much Champions where the move-by and move-through were standbys in our group, but just using an attack quality instead of 'flying' just doesn't feel 'right' especially when you throw in Boost which increases the speed but not the dice (and therefore not damage).

4) When you have Gobble dice from an opposed roll and the opponent has multiple sets, do you spend each individual gobble die to attempt to disrupt as many valid sets as you can, or do you apply all of your gobble dice to each valid opposing set?  

5) If you are applying gobble dice to a set and it is not enough to ruin the set, is the set applied at its original full width or at the reduced width after the gobble dice are applied?

6) Do I have defense, armor and damage right in this mini-scenario:

On Round One, Villain attacks with his ZARK power (Attack+1, Capacity: Range) and gets a 3x7 to hit Hero. Hero has HAR 2 and LAR 2 from invulnerability and is not taking any action to defend himself. The HAR 2 knocks 2 dice off of the 3x7 set making it a 1x7 resulting in a 'miss' (the attack+1 has no effect because the attack did not succeed).

On Round Two, Villain again attacks with his ZARK power getting a 4x9 to hit Hero. Hero still has HAR2 and LAR2 and is still not defending himself otherwise. The HAR2 drops 2 dice from Villain's 4x9 resulting in a 2x9 which is still a set allowing ViIllain to do 3 Shock and 3 Killing (2 width + 1 quality) to Hero's location 9. Hero's LAR2 then converts the damage to 3 Shock and 1 Killing.

On Round Three, Villain attacks with ZARK getting 2x9, a 4x6 and a 4x2. Hero has his invulnerability and has decided to defend himself getting a 2x3 on his Dodge. Hero's HAR2 is applied first due to interference changing Villain's sets to 0x9, 2x6 and 2x2. All remaining sets have a width of 2 so Villain's 2x6 beats the Dodge attempt and hits doing the same 3 shock and 1 killing but to location 6. Hero's Dodge would beat Villain's 2x2, but it is a moot point since Villain was only looking for a single set due to only doing one action (attack).


Sorry about the wall of text... we are really looking forward to trying out Wild Talents and appreciate the opportunity your collective greater experience with the system.

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RE: [ORE] New Player/GM with a few questions

It's been a while since we played Wild Talents (we're currently playing Reign though because ORE is awesome) so I may be off on these things.

1)  Armor, for gear or powers, reduces damage.  I can't think of any skills that do.  We always applied HAR first and then LAR if anything got through.

2)  I'd apply it to the overall power.  If you want to be able to use them on alternate rounds then buy it as two separate powers.

3)  You could do that but the impact rules can be deadly.  If it's a once in a while thing I'd certainly allow it but if it's the go to attack all the time then buy the Attack Quality.

4)  IIRC you don't keep multiple sets without a multi-action of some nature.  So your opponent chooses their set, then you apply the gobble dice to it.

5)  If the set isn't ruined the remainder gets through.  A partial dodge is better than no dodge.

6)  I think so.


Date: Mon, 15 Jun 2015 12:10:48 -0700
From: brennanhawkwood@gmail.com
To: cult-of-ore@googlegroups.com
Subject: [ORE] New Player/GM with a few questions

My group is finally going to give Wild Talents a try and I've come up with a few questions while helping out with the character building:  Some of these I think I know the answer to, but could not find a clear example of the specific situation so I thought I would double-check.

1)  What order should the various ways of reducing impact damage be applied?  For example, what order would tank apply their endurance, and their LAR and HAR from Invulnerability?  The way we assume it should be done is to apply skills/powers first and armor in the order that they are stacked. Is that correct?

2) If a character has a power with several qualities and each of them has the Slow flaw, does that mean each individual quality can only be used every other round or does it apply across the full set of qualities? For example, a character has a Useful (healing) quality and an Attack quality as a part of their Life Energy power and each of them have the Slow flaw. Does that prevent the attack from being used every round, but allow the heal and the attack to be alternated, or does using one of them prevent both of them from being used the next round?

3) We have a character who is intended to occasionally ram targets (walls, villains, etc.) using his flight power. Can this be handled by having the player roll the Useful(Flight) quality to successfully hit the target and then apply the impact rules to determine the damage to both the target and the character based on the speed the character was flying?  I know that we could put the attack quality on the flight power to cover using 'flight' to attack people. Maybe it is our having played too much Champions where the move-by and move-through were standbys in our group, but just using an attack quality instead of 'flying' just doesn't feel 'right' especially when you throw in Boost which increases the speed but not the dice (and therefore not damage).

4) When you have Gobble dice from an opposed roll and the opponent has multiple sets, do you spend each individual gobble die to attempt to disrupt as many valid sets as you can, or do you apply all of your gobble dice to each valid opposing set?  

5) If you are applying gobble dice to a set and it is not enough to ruin the set, is the set applied at its original full width or at the reduced width after the gobble dice are applied?

6) Do I have defense, armor and damage right in this mini-scenario:

On Round One, Villain attacks with his ZARK power (Attack+1, Capacity: Range) and gets a 3x7 to hit Hero. Hero has HAR 2 and LAR 2 from invulnerability and is not taking any action to defend himself. The HAR 2 knocks 2 dice off of the 3x7 set making it a 1x7 resulting in a 'miss' (the attack+1 has no effect because the attack did not succeed).

On Round Two, Villain again attacks with his ZARK power getting a 4x9 to hit Hero. Hero still has HAR2 and LAR2 and is still not defending himself otherwise. The HAR2 drops 2 dice from Villain's 4x9 resulting in a 2x9 which is still a set allowing ViIllain to do 3 Shock and 3 Killing (2 width + 1 quality) to Hero's location 9. Hero's LAR2 then converts the damage to 3 Shock and 1 Killing.

On Round Three, Villain attacks with ZARK getting 2x9, a 4x6 and a 4x2. Hero has his invulnerability and has decided to defend himself getting a 2x3 on his Dodge. Hero's HAR2 is applied first due to interference changing Villain's sets to 0x9, 2x6 and 2x2. All remaining sets have a width of 2 so Villain's 2x6 beats the Dodge attempt and hits doing the same 3 shock and 1 killing but to location 6. Hero's Dodge would beat Villain's 2x2, but it is a moot point since Villain was only looking for a single set due to only doing one action (attack).


Sorry about the wall of text... we are really looking forward to trying out Wild Talents and appreciate the opportunity your collective greater experience with the system.


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[ORE] New Player/GM with a few questions

My group is finally going to give Wild Talents a try and I've come up with a few questions while helping out with the character building:  Some of these I think I know the answer to, but could not find a clear example of the specific situation so I thought I would double-check.

1)  What order should the various ways of reducing impact damage be applied?  For example, what order would tank apply their endurance, and their LAR and HAR from Invulnerability?  The way we assume it should be done is to apply skills/powers first and armor in the order that they are stacked. Is that correct?

2) If a character has a power with several qualities and each of them has the Slow flaw, does that mean each individual quality can only be used every other round or does it apply across the full set of qualities? For example, a character has a Useful (healing) quality and an Attack quality as a part of their Life Energy power and each of them have the Slow flaw. Does that prevent the attack from being used every round, but allow the heal and the attack to be alternated, or does using one of them prevent both of them from being used the next round?

3) We have a character who is intended to occasionally ram targets (walls, villains, etc.) using his flight power. Can this be handled by having the player roll the Useful(Flight) quality to successfully hit the target and then apply the impact rules to determine the damage to both the target and the character based on the speed the character was flying?  I know that we could put the attack quality on the flight power to cover using 'flight' to attack people. Maybe it is our having played too much Champions where the move-by and move-through were standbys in our group, but just using an attack quality instead of 'flying' just doesn't feel 'right' especially when you throw in Boost which increases the speed but not the dice (and therefore not damage).

4) When you have Gobble dice from an opposed roll and the opponent has multiple sets, do you spend each individual gobble die to attempt to disrupt as many valid sets as you can, or do you apply all of your gobble dice to each valid opposing set?  

5) If you are applying gobble dice to a set and it is not enough to ruin the set, is the set applied at its original full width or at the reduced width after the gobble dice are applied?

6) Do I have defense, armor and damage right in this mini-scenario:

On Round One, Villain attacks with his ZARK power (Attack+1, Capacity: Range) and gets a 3x7 to hit Hero. Hero has HAR 2 and LAR 2 from invulnerability and is not taking any action to defend himself. The HAR 2 knocks 2 dice off of the 3x7 set making it a 1x7 resulting in a 'miss' (the attack+1 has no effect because the attack did not succeed).

On Round Two, Villain again attacks with his ZARK power getting a 4x9 to hit Hero. Hero still has HAR2 and LAR2 and is still not defending himself otherwise. The HAR2 drops 2 dice from Villain's 4x9 resulting in a 2x9 which is still a set allowing ViIllain to do 3 Shock and 3 Killing (2 width + 1 quality) to Hero's location 9. Hero's LAR2 then converts the damage to 3 Shock and 1 Killing.

On Round Three, Villain attacks with ZARK getting 2x9, a 4x6 and a 4x2. Hero has his invulnerability and has decided to defend himself getting a 2x3 on his Dodge. Hero's HAR2 is applied first due to interference changing Villain's sets to 0x9, 2x6 and 2x2. All remaining sets have a width of 2 so Villain's 2x6 beats the Dodge attempt and hits doing the same 3 shock and 1 killing but to location 6. Hero's Dodge would beat Villain's 2x2, but it is a moot point since Villain was only looking for a single set due to only doing one action (attack).


Sorry about the wall of text... we are really looking forward to trying out Wild Talents and appreciate the opportunity your collective greater experience with the system.

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