GenCon Doomsday Clock

By DarthDude, in Genesys

The outlook to expand spells with traits would offer an enourmous freedom, no more fxed spell lists.

Imagine, a normal fire attack would hit a single target like a fire bolt. Add a blast 3 quality (for additional difficulty/strain) to it and you have your fireball. If there existed a trait/quality like "flight" you could cast a flying spell. You could also use this trait for a jet pack in a scifi setting. The possibilities to create unique spells on the fly, even items or scientific effects would be near limitless.

If you could enhance the power level of the spells through talents even more awesome. Imagine there was a kind of arcane talent like "Adept" up to expensive talents like "Archmage" or talents specializing on certain elements...I fear I am getting carried away :D

I am truly hyped now!

Edited by DarthDude

Just spit-balling here...

if adding effects to a spell added black dice to a check then it would easy to have an ability that neutralised these.

Or you could have a talent that allowed you to add a specific enhancement for no increase in difficult, e.g. No additional difficulty for adding blast to a specific attack power.

I hope Talents are simplified somewhat. A common talent type that does:

"Add a Boost or Remove a Setback from X skill checks"

remove the common situational requirements, make them always have a use. I don't mind the current system but a lot of complaints come out on the boards about Setback removal being "useless"... definitely not my opinion but I can see it as an easy streamline to make.

Or some talents like:

"Area Spell Mastery" which would add something like +X meters radius for every rank in this talent.

"Elemental Mastery" removes one black die per rank of pool on spells of that specific element (Fire/Air/...).

Edited by DarthDude

I could see them keeping the Strength, Magnitude, Range and Duration system.

for spell related talents some could do things like "+1 damage to Spells" or "add 1 boost when targeting multiple opponents"

There could even be a talent "suffer 1 less strain when a spell would require you to suffer Strain"

41 minutes ago, Richardbuxton said:

I could see them keeping the Strength, Magnitude, Range and Duration system.

for spell related talents some could do things like "+1 damage to Spells" or "add 1 boost when targeting multiple opponents"

There could even be a talent "suffer 1 less strain when a spell would require you to suffer Strain"

If the effects of a Spell can be categorized, Strength, Magnitude, Range and Duration would indeed be a fitting.

I am curious how spells will be handled, whose effect cannot be clearly measured to be categorized with said system generally. Would there be a single Strength, Magnitude, Range and Duration system for all spells? One for all spells of a school like alteration, conjuration, etc? One for every spell or group of spells? The more building blocks you can shuffle together freely, the better.

Edited by DarthDude

There are a few systems which had unified tables of values, most famously DC Heroes / MEGS, and more recently EABA V2. So you can do a lot to systematically rate different factors 'close enough' for a somewhat narrative system. EABA is, in fact, highly simulationist and still pulls this off.

29 minutes ago, dbm_ said:

There are a few systems which had unified tables of values, most famously DC Heroes / MEGS, and more recently EABA V2. So you can do a lot to systematically rate different factors 'close enough' for a somewhat narrative system. EABA is, in fact, highly simulationist and still pulls this off.

Being always curious and always on the search, you made me taking a peek at EABA, which I didn't now yet^^

7 hours ago, DarthGM said:

Day One; two days of Genesys run for 9 players.

Yup, 9. One group of 5, and one group of 4. And a couple got in with generic tickets.

Somewhat surprised no one has posted images of the character sheets or the magic rules. Players were allowed to take them.

Below is pretty much public knowledge now, no one playing had to sign an NDA or anything...

Magic use is skill based; roll Arcana or Divine to use spells depending on your schtick. Difficulty determined by the spell plus what modifiers you give it (such as the mage who can add Burn 3 to one of his spells for +1 Difficulty) How spells are "learned" or "advanced" is still under wraps. (I mean, _I_ know; but...)

A couple neat talents are introduced like one that you can spend a maneuver to remove the Two Weapon Difficulty increase, and one where you can take two strain instead of 2 advantage to hit with your second weapon.

Each character was +190-210 xp, and had something akin to a signature ability, such as the quasi-paladin who can heal all damage she has and then 3 more at the beginning of her next turn once per session. Or the crossbowman who gains Blast 5 to his shots for 3 turns.

Warhammers hit like a frikkin' concussion dealing, knockdown triggering truck. Inaccurate, tho.

Dice are almost entirely the same except for the difficulty die, which oddly has one half of it reversed from the SW RPG dice. Convinced that's not by design, tho.

May post up more public knowledge plus photos tomorrow. Definitely after GenCon.

Hey can you get a bunch of dice pictures so we can confirm the sides and I can tweak the dice apps?

Cool. Couldn't really imagine it working any other way, but this is good to know. So, @DarthGM , were spells listed as abilities that use skills, or were they just listed as skills? I imagine you had to have some kind of ability to tell you what you could do. Power-wise, how would you compare them? With Unleash, or some kind of blaster weapon? What were the characteristics used with the magic skills?

1 hour ago, DarthDude said:

Being always curious and always on the search, you made me taking a peek at EABA, which I didn't now yet^^

EABA is very tight mechanically, however I have trouble getting my head round power creation and there isn't much explicit support for out-of-combat activity. It's worth a read if you can afford the sticker price. The escalating turn mechanic is pretty unique and so very interesting (at a simple level, every turn lasts twice as long as the one before, but there is much more to it than that).

22 minutes ago, SkyJedi said:

Hey can you get a bunch of dice pictures so we can confirm the sides and I can tweak the dice apps?

I can try?

5 minutes ago, Blackbird888 said:

Cool. Couldn't really imagine it working any other way, but this is good to know. So, @DarthGM , were spells listed as abilities that use skills, or were they just listed as skills? I imagine you had to have some kind of ability to tell you what you could do. Power-wise, how would you compare them? With Unleash, or some kind of blaster weapon? What were the characteristics used with the magic skills?

The two spellcasters had a sheet with a few spells on it, as well as some enhancements they could apply to the spell. One was fairly comperable to Unleash, another was comperable to having a Blaster Carbine... (med range, base damage 8, crit 2, vicious 3?, solid blasting spell).

Not much more info beyond that. Con characters show mostly show the results of character progression, not the journey to get there.

OK, time to shot questions:

1.- Careers and Specializations or only Career and the Talents are bought without tree?

2.- List of spells to purchase or spells as Talents?

3.- What can a character do to defend itself? I consider in SW, there are too few options to make yourself harder to hit...

4.- Lead designer mentioned streamlined Defense... How it works?

5.- Single combat skill, or separated by weapon (individual weapons or grouped)?

6.- Weapon damage is fixed or Stat based?

More to come...

13 minutes ago, DarthGM said:

Not much more info beyond that. Con characters show mostly show the results of character progression, not the journey to get there.

Maybe you can convince some of the FFG staff to shower some bits of aweome info upon use so we can chew on it.^^

So I guess then there is also no conclusion on they way talents are managed? If there are specialization trees or rather homogenous talent trees connected to skills?

28 minutes ago, DarthGM said:

I can try?

Do or do not, there is no try...

Sorry, that was impossible to resist :D

9 hours ago, DarthGM said:

A whole bunch of stuff.

Well, this is everything we hoped and dreamed for.

While the dice are "different", are they equivalent? As in, do they have the same number of symbols on the various sizes? Or did they change symbol distribution so we have to buy all new dice?

Also, can you speak about developer and publisher support?

More questions:

7.- Main characters stats are the same as SW (Brawn, Agility, Cunning, Intellect, Willpower, Presence)?

8.- Is there any limitation against maximizing fast a skill (for example, I found too easy to reach 5 ranks on Blasters,... only 60 XPs, if you start with 2 ranks). When I think on a limitation, for example it can be,... you cannot purchase a third rank until you total 300 XPs,...

More later,...

I expect that anything that involves spending xp will be scrubbed of those characters sheets. They probably just show the skills and ranks with a list of talents, a list of weapons, a list of gear and a list of spells. No trees, no xp costs nothing.

9 hours ago, dresdinseven said:

Well, this is everything we hoped and dreamed for.

While the dice are "different", are they equivalent? As in, do they have the same number of symbols on the various sizes? Or did they change symbol distribution so we have to buy all new dice?

Also, can you speak about developer and publisher support?

The dice are exactly the same as far as the distribution of results and facings. Only the difficulty die is slightly different on one half (it reverses where the facings are from the SW difficulty die).

And nope, no clue about dev/publisher support.

1 hour ago, Solkar77 said:

More questions:

7.- Main characters stats are the same as SW (Brawn, Agility, Cunning, Intellect, Willpower, Presence)?

8.- Is there any limitation against maximizing fast a skill (for example, I found too easy to reach 5 ranks on Blasters,... only 60 XPs, if you start with 2 ranks). When I think on a limitation, for example it can be,... you cannot purchase a third rank until you total 300 XPs,...

More later,...

7: characteristics are 100% identical.

8: no clue.

1 hour ago, Richardbuxton said:

I expect that anything that involves spending xp will be scrubbed of those characters sheets. They probably just show the skills and ranks with a list of talents, a list of weapons, a list of gear and a list of spells. No trees, no xp costs nothing.

Pretty much this, yeah.

I got photos of all the character sheets, but it's really hard for me to link them to these forums from my tablet. Trying to get online with my laptop soon.

15 minutes ago, DarthGM said:

I got photos of all the character sheets, but it's really hard for me to link them to these forums from my tablet. Trying to get online with my laptop soon.

Can you post to Facebook?

I just saw the character sheets in the Facebook Genesys group -- awesome stuff!

Can you add any insight into the +difficulty mechanic for the spells? Do you just keep on adding difficulty dice, or is it meant to upgrade difficulty? For example, on Alys Raine's spell list, the "Mercy of Kellos" spell (2 difficulty) has Additional Effects called Additional Target (+2 difficulty) and Range (+1 difficulty). Just taking these once each ups the difficulty of the spell to 5 dice, but Range can be taken multiple times -- does that mean the number of dice increases to 6 (medium range) and 7 (long range) and 8 (extreme range)? I'm afraid of what that might indicate for physical dice requirements at the table.

44 minutes ago, admutt said:

I just saw the character sheets in the Facebook Genesys group -- awesome stuff!

Can you add any insight into the +difficulty mechanic for the spells? Do you just keep on adding difficulty dice, or is it meant to upgrade difficulty? For example, on Alys Raine's spell list, the "Mercy of Kellos" spell (2 difficulty) has Additional Effects called Additional Target (+2 difficulty) and Range (+1 difficulty). Just taking these once each ups the difficulty of the spell to 5 dice, but Range can be taken multiple times -- does that mean the number of dice increases to 6 (medium range) and 7 (long range) and 8 (extreme range)? I'm afraid of what that might indicate for physical dice requirements at the table.

One of the characters has a talent called Signature Spell that reduces the Spell difficulty by 1. It's possible that's a ranked talent like Knowledge Specialisation in SW.

I would suspect that just like Force powers there will be multiple Range upgrades available for some Spells, meaning that individual difficulty upgrade can take the Spell much further.

From those descriptions a Spell Tree seems likely, otherwise at least a list of upgrades similar to how Attachments have a list of Modifications except I would think each has an xp cost.

Theres so much to digest from those sheets though:

5 Spell Casting skills: Arcane(Int), Divine(Will), Primal(Cun), Runic(Int) and Verse(Pr).

4 Combat skills: Brawl, Melee Heavy, Melee Light, Ranged

Knowledge Skills: Adventuring, Forbidden, Lore, Geography

Standard social skills

General skills are a fairly obvious list of Fantasy skills, new ones are: Alchemy and Riding, the rest are all from SW.

Talents are awesome, some highlights are

Block: When using a Shield may use Parry incidental on Ranged attacks (Parry itself hasn't changed).

Signature Spell: Reduce difficulty of signature spell by 1

Much more discussion to come

Ok so next awesome thing for Mages is an item Leoric (the Mage) has:

Quote

Magic Tome (When Leoric uses a magic attack, he can add both the Ranged and Deadly upgrades without increasing the difficulty)

OMFG that's awesome!

Edited by Richardbuxton
1 hour ago, admutt said:

I just saw the character sheets in the Facebook Genesys group -- awesome stuff!

Can you add any insight into the +difficulty mechanic for the spells? Do you just keep on adding difficulty dice, or is it meant to upgrade difficulty? For example, on Alys Raine's spell list, the "Mercy of Kellos" spell (2 difficulty) has Additional Effects called Additional Target (+2 difficulty) and Range (+1 difficulty). Just taking these once each ups the difficulty of the spell to 5 dice, but Range can be taken multiple times -- does that mean the number of dice increases to 6 (medium range) and 7 (long range) and 8 (extreme range)? I'm afraid of what that might indicate for physical dice requirements at the table.

THEORETICALLY you just keep adding purple dice. Now, of there is an upper limit that can be applied, we don't know for certain yet.

In play, no one used it higher than 5 Difficulty.

There are 2 Warrior Career characters, yet they are completely different, one is very much a Paladin whilst the other is a dual wielding spear and dagger character. This would suggest these characters don't come from the same Specialisation tree.

So therefore the way Talents are purchased must have some breadth and choices to it, such as smaller trees or perhaps they are grouped. Nothing is listed about where talents come from though.

The Motivations section of each sheet now has 4 areas:

Strength, Flaw, Desire and Fear.

these would seem to be the replacement for Ob/Duty/Morality although none have a numerical figure given to them.