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<title>tgchan - tg</title>
<link>http://quest.lv/kusaba/tg</link>
<description>Live RSS feed for http://quest.lv/kusaba/tg</description>
<language>en</language>';
	<item>
	<title>317986</title>
	<link>
			http://quest.lv/kusaba/tg/res/317913.html#317986</link>
	
	<description><![CDATA[
	
			<a href="/kusaba/tg/res/317913.html#317984" onclick="return highlight('317984', true);" class="ref|tg|317913|317984">&gt;&gt;317984</a><br /><br />If I do that, then Agility becomes both an offensive and a defensive stat, not necessarily a bad thing, but right now Agility already is super important for movement-based skills; so it&#039;ll feel overpowered compared to other physical skills. <br /><br />That said, logically it makes sense that you are using your ability to move through space to attack the enemy.<br /><br />That said, STR is actually a bit of an odd man out; it modulates only the barest minimum of skills, and if I remove it&#039;s ability to add to hit, then all it really has going for it is damage, and a few combat maneuvers like bull rush. I feel like it needs something extra to give it some importance to the player; since now a warrior has to worry about giving himself Agility(To hit/dodge), Strength(cause damage), toughness(Resist damage), AND Wisdom(a handful of combat maneuvers). Of course, I could always put a minimum strength requirement for certain weapons, below which wielding them incurs a -2 to hit. That would make sense in a mechanical and realism context, since even if you are agile, you need strength to wield a two-handed weapon effectively.<br /><br />For now, wielding two weapons will incur penalties as a default, though I plan to implement some abilities/feats that will make two-weapon fighting viable.<br /><br />Also, Abbreviations of attributes are as follows.<br /><br />STR<br />DEX<br />AGI<br />TGH (Unsure whetherto go TGH, TGN or TNS. I may just keep CON/Constitution just for the sake of simplicity.)<br />INT<br />WIS<br />CHA<br /><br />Defense(AKA DEF) - Defense Score. I was going to go with Dodge; but it will later also add deflection bonuses given by certain archetype abilities.<br />Armor(AKA DR) - Armor functionally adds to your fortitude save VS Threat.<br />Attack(AKA ATK) - Attack bonus. BAB+AGI+Relevant mods. <br />Threat(AKA HIT) - The threat that a weapon does. For example 1d6+STR+10, VS fort.  <br /><br />I&#039;ll try to do some maths on what would happen now with Agility being a ATK and DEF attribute, and if it seems to work ok, then I&#039;ll just tweak any inconsistencies using the armor scores.<br /><br />I&#039;ll also be doing some proper playtesting of the system via PvP, and will post the results.<br /><br />
	
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	</item>
	<item>
	<title>317985</title>
	<link>
			http://quest.lv/kusaba/tg/res/317871.html#317985</link>
	
	<description><![CDATA[
	
			auuugh, that&#039;s basically a white rush deck :|<br />Personally, if I was you and wanted to make the deck especially mean, I&#039;d drop most/all the artifacts, pick a second (or third color if you think you can get a reliable mana base for it), grab some mana-fix lands, and focus on low-mana allies.<br />Alternatively if you want other ideas for all-white.. Mask of Avacyn is pretty expensive, I&#039;d suggest lightning greaves instead I think, or drop it entirely. Spidersilk Net might be nice if you&#039;re threatened by fliers. I&#039;m not good with equipment though so there are probably better ideas here. I want to suggest a couple cards like Parralax Wave, Otherworldy Journey, or Momentary Blink(especially this for your Ondu Clerics) - you have no control currently and cards like that can do wonders at critical times, and have good synergy with your deck. Likewise a couple disenchants may save you from opponents&#039; combos, or if you don&#039;t like risking dead cards Leonin Relic-Warder, although these are definitely more side-board ideas than main-deck.<br /><br />
	
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	</item>
	<item>
	<title>317984</title>
	<link>
			http://quest.lv/kusaba/tg/res/317913.html#317984</link>
	
	<description><![CDATA[
	
			<span class="unkfunc">&gt;Basically, I want Agile-heavy characters to be doing high amount of attacks, and strength-based characters to be doing singular, bone-shattering strikes, but I&#039;m still mulling on how to arbitrate that in a balanced, fair way.</span><br />Given the time system I don&#039;t see how to get them more attacks easily. I don&#039;t understand How you mean the initiative thing to work. You could use the agility mod to shorten the times, like (1-mod*1/10)*time. That would shorten the time by 10% for every point above 0, lengthen by 10% for every point below 0.<br /><br />One other thing you can do, is allow to add the agility mod to the attack roll. That doesn&#039;t give high agility chars more attacks, but it does give them more hits(i.e. attacks that include a fortitude roll). Similar you can allow chars to add the strength mod to damage.<br />Illustration:<br />* Defender D with 10 defense and no fortitude mods<br />* Attacker Al with +3 agility mod, 0 strength mod<br />* Attacker Steve with 0 agility mod, +3 strength mod<br /><br />Al: Roll to hit, add agility mod: 4-23<br />D: Compare to 10<br />Al: If attack&gt;=10, roll damage<br />D: Roll Fortitude, DC 10+Damage.<br /><br />Steve: Roll to hit, add agility mod: 1-20<br />D: Compare to 10<br />Steve: If attack&gt;=10, roll damage<br />D: Roll Fortitude, DC 10+Damage+3(added strength mod).<br /><br /><span class="unkfunc">&gt;I&#039;m kinda stuck on how two weapon fighting would work</span><br />To begin,I don&#039;t like that two weapons always equals two attacks notion. For two weapon fighting I would take the timing of the larger weapon and increase the hits of the char. In other words two weapon fighting gives you a positive attack modifier. The mod might be staged by a two weapon talent or skill. Since untrained two weapon use is more bad than useful, without that skill it should be a slight negative modifier. There are more ways how you then can determine damage.<br />For example you assign each offhand weapon how much they add to the damage roll of the primary weapon.<br />Another variant is adding the damage of both weapons together.<br />A third variant is making sure the two weapon modifier is high enough to make a +5 advantage very likely and declare with two weapons the first +5 on the attack roll forces a Fortitude roll for the offhand weapon.<br /><br />
	
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	</item>
	<item>
	<title>317981</title>
	<link>
			http://quest.lv/kusaba/tg/res/317965.html#317981</link>
	
	<description><![CDATA[
	
			I wouldn&#039;t have banned you for that garbage, but I would have called you a fag and deleted your post.<br /><br />Fag.  (I&#039;m leaving the post there for context)<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317980</title>
	<link>
			http://quest.lv/kusaba/tg/res/317886.html#317980</link>
	
	<description><![CDATA[
	
			use a spin on the GITS &quot;ghost hacking&quot; idea:<br /><br />the criminals have all been mind hacked. they do not remember committing the crimes, nor what they did with the loot.<br /><br />the realm crooks are the ones who controlled these victims<br /><br />are you bad enough dudes to find them?<br /><br /><br />or maybe its someone exploiting the constant survilance: blackmail done via stolen personal info gleamed from surveillance logs<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317979</title>
	<link>
			http://quest.lv/kusaba/tg/res/317965.html#317979</link>
	
	<description><![CDATA[
	
			<a href="/kusaba/tg/res/317965.html#317978" onclick="return highlight('317978', true);" class="ref|tg|317965|317978">&gt;&gt;317978</a><br /><a href="/kusaba/tg/res/317965.html#317977" onclick="return highlight('317977', true);" class="ref|tg|317965|317977">&gt;&gt;317977</a><br /><br />Exact copy of post<br /><br />To be honest I am already disappointed in much of what I am hearing of this edition mechanically but where WotC could still save themselves in my eyes is by writing books with good fluff I would want. However before they could do this they would need to address the decrease in the quality of writing we have seem since the release of 4e, both in terms of how well thought out pieces of fluff are (addressing Verisimilitude) and by writing it above a grade 6 reading comprehension level. I know this is a mass marketed product but given WotC seems to be dead set on bringing back older gamers who stopped keeping with contemporary D&amp;D I don&#039;t see why they shouldn&#039;t at least improve it to a high school level of reading comprehension.  <br /><br />Now the request for adding at least 4 years onto the level of reading comprehension is very straight forward but I also feel that WotC would have a much better product with fluff worth reading if they actually put more thought into the fluff they write, not just how they write it. I am sure there are people out there don&#039;t care about verisimilitude, think it gets in the way of fun or think every setting will look like Eberron if magic&#039;s effects on society are taken to it&#039;s logical conclusion. Well I can tell you right now that those are not valid points not to do it because:<br /><br />a) If they don&#039;t care then it works either way and the added effort on the part of the writers justifies the price tag of the book<br />b) The only people who think its not fun are the kind of people looking for &quot;LOL SO RANDUMB&quot; and will do what they want regardless<br />c) As the writers they can decided what magic can and cannot do and as long as they maintain consistency can influence the effects it can and cannot have on society as a whole<br /><br />I mean it when I say justifying the price tag of the book. If WotC really expects to bring back older customers who have already likely bought this game once or more in this economy then they desperately need to make the quality of the books less puerile. Explain how societies cope with issues of raiding and how often various types of raids are, explain how long and short lived races living in the same societies effects politics and economics, explain how the distribution of healing magic allows populations growth to not be eclipsed by death rates in such a violent world and specifically on that matter explain through what magical infrastructure societies often depicted in a state of total war or at least constant threat can maintain such generous civil liberties for their citizens.<br /><br />That all can be done, I am not making a statement about how it is unrealistic because there are tools in the game world (magic) to make it possible but its inexcusable to not know how its done just because the writers don&#039;t want to put in the effort. The more we know about how the world functions the better we can create plots that fit into that world and roleplay characters in it. With the societal or literal infrastructure depicted in a can be a target for villains or heroes can bring it to lands that don&#039;t have it. Now of course some areas will be harder to justify than others but if at least the important parts are explained it makes it easier to maintain verisimilitude and justify the costs of a dozen books to adult gamers who want more out of the product than &quot;I hit the goblin with my sword because of institutionalized specism&quot;.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317978</title>
	<link>
			http://quest.lv/kusaba/tg/res/317965.html#317978</link>
	
	<description><![CDATA[
						<a href="http://quest.lv/kusaba/tg/src/132837552853.png"><img src="http://quest.lv/kusaba/tg/thumb/132837552853s.png" /></a><br /><br />
		
	
			<span class="unkfunc">&gt;get banned for breach of forum rules</span><br /><span class="unkfunc">&gt;&quot;hey guys, stop supporting this business?&quot;</span><br />Are you serious?<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317977</title>
	<link>
			http://quest.lv/kusaba/tg/res/317965.html#317977</link>
	
	<description><![CDATA[
						<a href="http://quest.lv/kusaba/tg/src/132836711479.png"><img src="http://quest.lv/kusaba/tg/thumb/132836711479s.png" /></a><br /><br />
		
	
			<span class="unkfunc">&gt; Invited to a clubhouse</span><br /><span class="unkfunc">&gt; Bang fist on table, call the hosts shitsucking whores</span><br /><span class="unkfunc">&gt; Not allowed to come in the clubhouse next time</span><br /><span class="unkfunc">&gt; WAAAAAHHH &quot;I&#039;ve been mistreated&quot;</span><br /><br />No sympathy here.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317976</title>
	<link>
			http://quest.lv/kusaba/tg/res/317913.html#317976</link>
	
	<description><![CDATA[
	
			Hmn, the more I design,the more cans of worms open up and stare me in the face.<br /><br />Which is good, cause I love puzzles, and this is just one bigass puzzle to get everything working.<br /><br />You bring a good point for &quot;Idle&quot; time for players, and performing concurrent actions. I could see certain skills such as intimidate being &quot;reactionary&quot; instead of &quot;instigated&quot; where when you one-shot someone, you can make a free intimidate to demoralize. As for movement and attacks happening at the same time; for now I will say if that happens it will be a feat, or combat maneuver of some kind. Essentially, you can&#039;t attack in the same second you move, and you can&#039;t move the same second you attack. It still isn&#039;t quite as fluid as I&#039;d like, but it&#039;s a lot more organic than taking turns.<br /><br />For weapon attacks, I&#039;m currently looking at most weapons being basically the same categorically.<br />Light/Unarmed 1s<br />One-handed 2s<br />Two handed 3s<br />Ranged weapons would have 1s firing time and a reload time, based on their type.<br /><br />I&#039;m kinda stuck on how two weapon fighting would work for this, though it may just mean you can attack twice in the same second.<br /><br />The other thing I&#039;m puzzling over is whether or not to use +6/+1 type multiple attacks. Realistically, I could see how it would work, but only to a certain extent. Maybe if you beat a target&#039;s initiative by 5 you get two consecutive attacks?<br /><br />Basically, I want Agile-heavy characters to be doing high amount of attacks, and strength-based characters to be doing singular, bone-shattering strikes, but I&#039;m still mulling on how to arbitrate that in a balanced, fair way.<br /><br />I really appreciate all the feedback you guys have given me; without this feedback, I&#039;d never get this thing off the ground.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317975</title>
	<link>
			http://quest.lv/kusaba/tg/res/317913.html#317975</link>
	
	<description><![CDATA[
	
			<a href="/kusaba/tg/res/317913.html#317963" onclick="return highlight('317963', true);" class="ref|tg|317913|317963">&gt;&gt;317963</a><br />You&#039;d want a computer to help you with that. -.-<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317974</title>
	<link>
			http://quest.lv/kusaba/tg/res/317913.html#317974</link>
	
	<description><![CDATA[
	
			If you do away with rounds/turns and assign everything a time, I think it will get complicated fast.<br /><br />One issue is that a char should be able to do multiple actions at the same time. Say the fluff &#039;The fighter slashes at the highway man while he rushes past him, all the while throwing insults at the archer.&#039; <br />The fighter is moving, attacking and taunting with at least two, maybe all three happening concurrently at some point. You need to define which are allowed to happen concurrently and which aren&#039;t.<br /><br />Second issue: A char with long actions may force it&#039;s player to wait and watch while a char with short actions does things. I think you will need to draw time charts to keep track of which char is occupied with what and when a player can initiate new actions.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317973</title>
	<link>
			http://quest.lv/kusaba/tg/res/317482.html#317973</link>
	
	<description><![CDATA[
	
			<a href="/kusaba/tg/res/317482.html#317968" onclick="return highlight('317968', true);" class="ref|tg|317482|317968">&gt;&gt;317968</a><br />Sorry I didn&#039;t make it, guys. The day was shit in general - I didn&#039;t have the energy even had I gotten home at 5.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317972</title>
	<link>
			http://quest.lv/kusaba/tg/res/317871.html#317972</link>
	
	<description><![CDATA[
	
			<a href="/kusaba/tg/res/317871.html#317971" onclick="return highlight('317971', true);" class="ref|tg|317871|317971">&gt;&gt;317971</a><br />4 Kazandu Blademaster<br />2 Kabira Evangel<br />4 Makindi Shieldmate<br />3 Ondu Cleric<br />4 Hada Freeblade<br />4 Talus Paladin<br />20 Plains<br />4 Bone Saw<br />2 Mask of Avacyn<br />4 Adaptive Automaton<br />4 Join the Ranks<br />4 Sylvok Lifestaff<br />1 Umezawa&#039;s Jitte<br /><br /><br />Looking for better equipment and Allies.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>317971</title>
	<link>
			http://quest.lv/kusaba/tg/res/317871.html#317971</link>
	
	<description><![CDATA[
	
			I still dislike planeswalkers (the card type, and most of the new ones introduced along with it) and the mythic rarity in general.<br /><br /><a href="/kusaba/tg/res/317871.html#317958" onclick="return highlight('317958', true);" class="ref|tg|317871|317958">&gt;&gt;317958</a><br />Hey, I&#039;ll help in any way I can.<br /><br />
	
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	</item>
	<item>
	<title>317969</title>
	<link>
			http://quest.lv/kusaba/tg/res/317965.html#317969</link>
	
	<description><![CDATA[
	
			Reread our TOS and acceptable guidelines rules, OP. Reviewing all seven bans today, only one wasn&#039;t a timeout-level ban, which was the only one complaining about release quality, and was the only one to include vulgarities.<br /><br />
	
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	</item>

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