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  #1  
Unread 17th of August, 2012, 10:30
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Unread 17th of August, 2012, 23:35
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I'm first! itches must be sleeping .

I'm bummed that I'm so freaking busy, else I'd seriously be considering pestering you to let me in. Iron Heroes seems cool.

But anyway, I was looking over the campaign framework. I like the experience thing - that's more or less how I've been feeling experience should be handled for quite some time (thanks Tash!).

I'm really curious to see how the "objectives" work out. I like the idea a lot, as I think that in most cases a little bit of clarity about what the group is trying to accomplish will go a long way.

I also like the action point thing - I've implemented something similar in my game, but my take is basically a rip off from FATE modified for D20. We haven't had much opportunity to use it, but everyone seemed to like the concept (and I'm pretty jazzed about it) so maybe you want to take a look just as some food for thought (see the sections on Fate points and Aspects).
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Unread 17th of August, 2012, 23:53
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Originally Posted by Gralhruk I'm bummed that I'm so freaking busy, else I'd seriously be considering pestering you to let me in. Iron Heroes seems cool.
You know how play-by-posts go. If they don't fizzle out they run for years and people come and go. Drop me a line if you get un-busy. I myself am going to have a two year respite between getting my bachelor's and pursuing my MSIM.

I'll have to check out your system. My AP system is a bastard child of Eberron's system and Spycraft's, with a dash of 4E's per-encounter design. I found in my Eberron game that APs didn't get used often enough because you only had a certain number per level, while Spycraft's were all blown in a single encounter (sometimes a single action), and wanted something in between those two extremes.

The APs are going hand-in-hand with a couple of other modifications designed to speed combat to the point where it doesn't bog down the game. I'm going to hijack Black Plauge's 'extra actions' concept from Scales of War (although NPCs will benefit from that one as well), and I'm going to try posting basic enemy defensive stats (hp, AC, saves, conditional modifiers, etc.) in a table so players can roll up their actions and have an idea of what happened immediately after posting.
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Unread 18th of August, 2012, 00:04
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Excellent .

I agree on action point hoarding - actually, I agree with pretty much everything you say about action points. The system I came up with covers the issues nicely, I think, and gives a pretty cool recovery mechanic, with bonuses for acting in character. If you do read it over, I'm curious as to your thoughts so drop me a PM or something.
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Unread 18th of August, 2012, 00:12
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*rushes in and runs around merrily*

Ahem. Second!

Off on vacation. But at least I've dropped in before.
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Unread 18th of August, 2012, 00:22
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Originally Posted by Gralhruk # If you do read it over, I'm curious as to your thoughts so drop me a PM or something.
I actually did read it over when you first mentioned it. It's very interesting - I like how you designed it so that a dominant character flaw or hindrance can also give a conciliatory mechanical advantage. Very smooth way to encourage well-rounded character concepts!
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Unread 18th of August, 2012, 00:25
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Well, I can't take credit - that's ripped off straight out of FATE . But I think it ports easily enough to the action point concept to make it worthwhile.
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Unread 18th of August, 2012, 01:30
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I wondered if pulling from FATE would actually work in D&D.
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Unread 18th of August, 2012, 01:50
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It really isn't much different impact wise than Action Points, which definitely work. The Aspect piece that I added really just serves as a focus for spending / gaining action points. Rather than treating all uses equally, using an action point in a situation that makes sense for your character gets a little extra juice. And instead of having a "per whatever" recovery mechanic, you recover action points when complications arise from your character's nature.
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Unread 14th of December, 2012, 16:43
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Just in case I like something a lot - can I (or anyone else) give kudos as well?
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Unread 14th of December, 2012, 17:55
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Do the people have to be taking part in the game to recieve kudos? I provide a free (and advert free) little corner of the internet for it, and Gral does a heck of a lot of behind the scenes coding. Is that worth something? I don't know about him but I sure could use a bonus action point this time of year.
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  #12  
Unread 14th of December, 2012, 18:42
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Kudos! are specifically for acts of creative writing. You are welcome to submit your goth fanfic and/or poetry for consideration.
I assume particularly elegant code would also qualify.

e: Hmm. Actually it seems like we would also accept "really anything that makes the game more fun to participate in."
So Kudos! to Gralhruk for continued support of the forums software, as well as LeeCHeSSS for the finely crafted dice roller.

e: Oh and itches too. Yeah.
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Last edited by zachol; 14th of December, 2012 at 18:53.
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Unread 14th of December, 2012, 19:10
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Oh damn.

The only thing I require is that you quote the post that earned the Kudos!
There is no post to quote! I fail to qualify.
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  #14  
Unread 14th of December, 2012, 19:11
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Well shit.
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Unread 14th of December, 2012, 19:25
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That's it. I'm shutting this place down.
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Unread 14th of December, 2012, 19:27
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oh noooooooo
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  #17  
Unread 14th of December, 2012, 23:47
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Originally Posted by itches # Do the people have to be taking part in the game to recieve kudos? I provide a free (and advert free) little corner of the internet for it, and Gral does a heck of a lot of behind the scenes coding. Is that worth something? I don't know about him but I sure could use a bonus action point this time of year.

I feel like the answer here should be yes - and spectators may spend their Kudos! to suggest sweet one liners for the villains.
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