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Catstacker

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  1. The difference I see between Spirit and Reality is a passive vs. active split how the other attributes are often arranged. Spirit is an innate quality, best exemplified by the faithful believers who say "I don't know why it is, but I believe in it." Even animals can have Spirit, and it's associated skills like Intimidation. Reality is the reflective mind trying to measure that belief, and finding reassurance when previously observed axioms of the world hold true. Not everyone pauses to consider why the world is the way that it is, but it helps when mundane reality takes a left turn into ca
  2. I also like the idea of splitting the DEX skills between Dexterity and Agility, and also Hellsreach's idea of lumping STR and TOU into a single attribute called Physique. It spreads the skills around, and encourages players to make buff melee characters when the game favours building up your fire combat skill instead. And I think that Reality should become an attribute instead of a skill, and then various reality abilities and group powers could be developed as skills under that attribute. New stormers would have to learn how to make storms, reconnect, tap eShards, make talismans, find s
  3. The Land Below's Law of Wonders allows buildings that exceed the Tech axiom. The sourcebook says that it's because of the Nile's engineering skill, which isn't tied to a World Law, but then neither is the Weird Science skill which allows up to Tech 33 devices in the Nile Empire. Orrorsh's occult can operate at a higher Magic axiom, and its sourcebook mentions as an aside that this has something to do with the Power of Corruption. And like Skel said, Tharkold's Law of Ferocity limited non-violent social interaction to Social axiom 12. The World Laws weren't written with a lot of consiste
  4. This is a contradiction: as soon as you add super-powers to our world, it would be changed immediately. It wouldn't be "normal" anymore. Even if the super-powers came to light only yesterday, by today the economy would be in turmoil and antagonistic nations would be mobilizing preemptively. The only way to resolve a mundane cosm that also has super-powers is to make them necessarily secret and rare. If we can go the alternate history route, here's an idea: Take the Weird War concept, that super-powers were developed during WW2, and then suppose the only way the war would ever end (and
  5. That effect already applies. On page 118 of Torg R&E, under Approved Actions: "An attack is considered successful if it hits, even if it does not cause any damage." And 0 result points also cause 1 point of shock damage on the Combat Results Table. I think that's about as much as a glancing blow deserves, since Torg is a cinematic game, and usually in movies characters shrug off glancing blows (sometimes dozens of them in h2h combat) without any later consequences.
  6. Thanks for telling us, Eric. I know that it must be a hard decision for you to let Torg go after all the plans you had for it. If it makes the separation any easier, maybe you can develop material for the new owners when you've got the time. I liked most of the ideas that you had for Torg 2, and I'm anxious wondering what the new publishers will do with it. I hope they pay you big bucks for the property.
  7. P-rated characters should be superhuman compared to Ords, but I think that the different columns on the Combat Results Table makes Ords too easy to kill. Grunts were supposed to be eliminated by the handful, but there are some dramatic-scene monsters that turn out to be too soft because of one fanastic set of rolls, and no possibilities to save them. I disagree that buying off damage makes PCs too tough, because P-rated villains can do it too. You can also have them counter the players' wound-reducing possibilities with their own, though I find that this makes the players hate you. Or you c
  8. Kansas Jim brings up a good question, to which I don't have a good answer. The intent of this thread is to explore and debate any ideas to improve the Torg system with the aim of making it fresh and better. I assume that anyone that thinks that Torg is already perfect is playing the game instead of looking for alternatives here, but if they want to participate by arguing against any changes suggested, they're welcome. I don't think that Torg is perfect, which is why I started this thread. Personally, I prefer the Torg system over d6, because it's faster to roll one die instead of a hand
  9. Here I go... In another thread recently, Skeloric summed up a lot of the old ideas for Torg 2, in which he was wrong that there had been a consensus that having a Psychic axiom was a good idea. I've never seen the need or usefulness of having a fifth axiom, because I've always found keeping track of four axioms among all the characters and across mixed realities to take all my attention already. Most of the published cosms don't have any expression of Psychic powers, so they would just be wasting space and ink by adding another axiom to their descriptions. It'd be like how half the cosms ha
  10. (It has no True Death) Since Wraith's Open d6 Resurrection truly revived interest in making Open d6 a reality, I'm calling all the Torg devotees out of lurker mode to do the same for Torg 2. Both of you! If we want Torg to live, we'll have to reassemble the parts of the old corpse and hit it with lightning. On this thread, let's discuss changes to the Torg/MB system with an aim of taking the rough edges off your house rules and making them fun and easy for everyone. We won't discuss the background/meta/cosms for Torg, since these are subject to personal tastes and pop up in new threads
  11. Rabbitball has rebuilt all the spells published for Torg in an attempt to fix some of the mistakes in Pixaud's. I think he's been holding onto the results in hopes of official recognition, but if you PM him he might be willing to share his work with you.
  12. Skel, there's been a lot of discussioin going on, it's just been about d6 instead of Torg. And that could be a good thing, because Open d6 might be the vehicle for an updated and balanced set of rules to present Torg 2 with. I'm not a big fan of the d6 system myself and so I haven't been a part of that discussion, but at least its moving forward and is available online. So I'm confident that there will be a Torg d6 section in Open d6 that will offer rules for crossing realities and disconnecting, etc. You should contribute to that if you want something to hold your interest for a while.
  13. It's interesting so far. The law of the survival of the fittest makes ords harder to kill, which is an advantage to unliving constructs which can't be p-rated. I'm not sure of whether the law of man's fate will work, but it does balance the advantage of the first law. The law of the hunter and the hunted is interesting, but it's missing a definition of who those are. How about: "Once per adventure, each character may designate one target as their hunted. For the rest of the game, the hunter gains +3 to Test and Intimidation attempts against the hunted, while the hunted gains +3 to Stea
  14. I've always thought of this premise as one of Torg's great virtues: For new players I don't have to explain the expansive metastory behind Torg, I just ask them what they kind of character they want to play, and then I work from there. Just about any character idea can work in one of Torg's realities, so every player gets to have their uber-character and play it too. It isn't necessary to have balance between the characters unless they're fighting one another, and that isn't what Torg is about. Torg is cinematic, and so there will always be one character that takes the spotlight while th
  15. Congratulations, Whill! I'm glad your boy is big and healthy.
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