New QuickStart, Long Live 2e!


#27

We’re pretty much all playing online right now, right? Maybe we could come up with a method to determine turn order for virtual tabletops.

You can arrange portraits order in roll20 iirc, or you can put some initiative cards on the virtual tabletop too. Rn I’m using a simple “roll vs target” initiative mechanic, go BEFORE the GM on a success, or AFTER on a fail. You can also just use popcorn initiative. Someone takes the first turn and then decides who goes next, and then they decide who goes next, and so on until everyone has taken a turn and new initiative is rolled.


#28

In the current iteration of my Fallout hack I have d6 for Tools (and simple melee), d8 for guns, and d10 for energy weapons/Hi-Tec stuff. Works wonders! Yet I feel that for fantasy I’ll just keep using the normal 2e efforts, it feels kind of a stretch otherwise.

Edit: tool effort reaaaaaally shines of you implement crafting rules btw


#29

No update to the core is bad news…

I’d love to order a physical copy of the core but there is kinda no point in that if first half is replaced bby the qs. :confused:

So as a personal request:
Could you please update the core to match the qs, pretty please. Pretty please with the sugar on top…


#30

Thank you for bringing back the iconic original red hearts.


#31

Thinking about it more, I would do this, with no distinction between melee and ranged.

Fantasy
d6: Most weapons/tools
d8: Heavy or advanced weapons (So, guns or big crazy great swords)
d10: Magic

Sci-Fi
d6: Basic weapons (Blaster pistol, shock baton, etc)
d8: Military weapons (Rifles, vibroblades)
d10: Advanced/Experimental (Laser swords, two handed plasma casters. Always have at least one weird quirk that could be dangerous).

I just like that level of granularity so that players don’t feel like they have to use magic or whatever. Anyway, an easy thing to include in your own games.


#32

It has been said that will not be done. AS the QS is not per se an update of the Core, but a mod.

I decided to compile my own version, as I would not be able to buy the physical copy from the source anyway. I’m doing that by hand, but honestly, if you mix and match pages of 2e and QS you should get a decent tome to print out independently.

EDIT: Link to my project -> ICRPG QS/2e hybrid - Handmade Tome


#33

as I would not be able to buy the physical copy from the source anyway.

I feel you bro… cries in south american

edit: typos


#34

Precisely, I’m Brazilian.

Even the paper I’m using is limited supply as I’ll have to import it when it runs out and will have to save for a few months to do so.


#35

As much as I love having a physical copy, I don’t need a book that’s just the text not deleted text from the other books I already have. Besides, the true benefit of ICRPG is being able to keep it all in your head, even after getting crunk. So, all that’s really missing from QS are the big LOOT tables, but I already have those in 2e core, and hank showed us that for additional stuff he just pilfers from pathfinder’s magic items for his home game.


#36

Looks like there is a little problem with this approach. Something which works in Sci-Fi may not necessarily work in fantasy. What is the difference between “most weapons” and “advanced weapons”? When something is advanced enough to give d8? And also require + points on d8? When player should/shouldn’t invest in this advanced type? Is it technically more complicated in usage or what?

Don’t get me wrong, it happens that you like to give someone extra weapon, with bigger random damage part and without magic. But now we have a new class of things and I don’t see nice division line so far for fantasy setting. So maybe in fantasy is better just to skip d8? Or really just say it is when you use gunpowder (which is not the case in games I build)?


#37

I’m currently toying with:

  • Basic d4
  • Weapons&Tools d6
  • Machines&GunPowder d8
  • Magic d10

So it makes a clear distinction between manual operating stuff and industrally advanced machinnery. This makes sense in a fantasy setting that includes steam/diesel punk elements, like warcraft/warhammer. You could normally work in the limitations of machinnery using up more precious resources and magic even more so, so a player feels that the higher die step is actually an investment.

I think I’m just gonna leave the normal 4 efforts for my personal fantasy hack tho, because of the reasons you mentioned and the for sake of simplicity.


#38

What about ‘mastercrafted’ weapons and tools? Things a player actually plays out in game being made/forged?


#39

My inspiration is from a system like Fallout where they had categories for various weapon types like Small Guns, Explosives, Energy Weapons, etc. I like that its a bit more granular (Without getting crazy).

Let’s break it down a bit for Fantasy with inspiration from D&D 5e:

  • d6 is for simple weapons (weapons anyone can use reasonably well without much training)
  • d8 is for martial weapons (weapons you need some training to use effectively)

If you use this method, you might want to tell certain characters that they cannot use any d8 weapons (or that all rolls are Hard with that weapon) until they take time to train with it. I can see some people not liking this for ICRPG. It is something I would be fine with though.

Another alternative:

  • d6: One handed weapons (You can wield a shield or offhand weapon along with these)
  • d8: Two handed weapons (Takes two hands to use properly so no shield).

And a third idea could be:

  • d6: Weapons/Tools (All standard fantasy weapons/tools).
  • d8: “Contraptions” (Any crazy fantasy stuff like Goblin Net throwers or even just cross bows. Maybe a flail polearm or a man catcher or something).

I guess you just have to take the flavor of your own world and adapt it. You risk getting away from the simplicity of ICRPG with these kinds of changes, but I don’t think it is too bad if you are careful and clear with your players.


#40

The Shadow has them as an option. They do Ultimate Damage on 18+.


#41

For love of a more Sword and Sorcery campaign, I would lean towards Weapon Effort of D8 , and a Magic Effort of 1D6 per Runic of Power tattooed to a body part by a Master of Magicks.


#42

You know what, I really like this hands usage idea. This is easy to explain, easy to find out in what type/class the weapon is in and there is some real difference between them.

  • d6: One handed weapons (You can wield a shield or offhand weapon along with these)
  • d8: Two handed weapons (Takes two hands to use properly so no shield).

I will try this way round.


#43

I concur on many statements made…

This release is both a blessing and a disappointment.
But I also think this is a great addition to 2nd edition, and at most should be added as “Appendix A” to second edition core.

There are a few small mistakes in it, But it should not be incorporated into Core.

It’s a very clever set of additional rules that can be added into your game with minimum impact.

But it also adds greater freedom.

If you make a game where everyone is playing spaceships…remove the D4 and D6…
a ware wolf in the party does not need to have loot that makes them a ware wolf.
Only 1 hero coin??? What??? I’ve been ignoring that rule for a while, I’ll continue to do so.

Will we need a 3rd edition? Nope
Might it be helpful? Sure

However, as a community, we can formulate how this goes. Hank is the “official version” of a DIY gameing system. Do what you want with it.


#44

Is everyone tracking individual enemy defense now? The warhammer and knight kit both degrade enemy defense, which isn’t even a stat by default. You’ll end up with the TN of the room being different from the to-hit value of the enemies. It’s certainly not complicated by DND standards, but I’m surprised it made it’s way over here.


#45

No. That burden is on the player to know he or she is rolling against a lesser number, not the DM, which is the case for all loot. The target of the room stands, but the individual player keeps track of where he or she is in relation to the target.


#46

The 2e QuickStart has become the go-to way to play for my groups. Character creation, mastery points, Life Forms, Types/Classes, categories of effort, and spells are all the norm now for us. In terms of running the game, it hasn’t changed at all from the DM seat.