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ra_vyn

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A member registered Jun 16, 2020

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It is hard, because I often forget to check the itch.io - for instance, I did not see this post lol. My group had been running a campaign in this system for almost 3 years now and we're not planning in stopping any time soon (were abt halfway thru the planned narrative) - so atleast know you have *one* group playing this game! We seriously love this system and even occasionally use it as a basis for oneshots, stripping the RWBYisms and replacing it with generic words if the setting isnt RWBY, and the system honestly works very well, even system agnostic. Ive introduced a few friends into the world of TTRPGs with it and it has worked well as a started as well (teaching people to think of things in a more narrative way, teaching people to be creative, teaching people that its about more than just healthbars rolling dice at eachother, etc.)

I love this game and would, of course, always be willing to see whatever you have, balanced or not! I can playtest your encounter tables too and let you know how that goes, but my instinctive feedback as someone whos been running it forever now id that balance is  veeery tricky in this system. Because there arent 'classes' ina  strict sense, and the individual players decide their own abilities and strengths and weakness through stats and semblance, enemy balance kind of needs to be hand tuned quite carefully with the players in mind. A set of creative abilities for Grimm would be handy even with that, though, as I often find myself struggling to thinn of more cool things for grimm to do other than bite, stomp, growl, and scratch.

No matter what choice you make, please know you made this group so extremely happy. You have helped us forge bonds we will never forget. For that I will always be appreciative!! Thank you so much.

Just gave this a skim-through, I am very excited to try this! The new changes all look very fantastic. I can't try it right away, but I plan on updating to this version of the system on the next narrative 'break' for my campaign, I'll let you know how that goes! Thank you so much for your hard work, and a big congrats on your new game design job!

Oh this is filled with so many v0.4 changes my gosh 👀

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Honestly,  I thought I got the idea of the break system thing from the book!! I literally can't remember lol, but I just realised how the system would work with literally anything and sorta figured it out.

I had a session a couple days ago (and I forgot to send this then lol) and I mentioned our conversation, and one of my players told me to bring up a homebrew thing we had made. One issue we ran into in a long-term campaign like ours (a bit over a year, I think?) was that semblances can only go far. Eventually, you reach a point where you are completely satisfied with your semblance, but you still want more growth for your character. Therefore, I added the homebrew rule of specializations which is quite literally just a semblance aspect except for like, anything, instead. You still spend persona points for it as normal - but it allows you to get fancy character gear or abilities that don't necessarily relate to your semblance (oftentimes, in fact, relating to their weapon instead, or giving them some kind of unique combat ability.) This rule is sorta wishy washy, which is my only real problem with it - it works with a creative group you're really comfortable with, but just slinging the idea of 'Do whatever you want with this, but make it fair' is hard with a lot of groups, as I understand. But still, I though I'd bring up the dilemma and my solution anyhow!

While I'm here, I actually had a question we were always confused on what the working meant from the book - it was about team attacks. The first question is rather simple - how do you get persona points from team attacks? Is it every team attack? Is it only super cool ones?

The second question is 'Unlike Build-Up Team Attacks [momentum team attacks] do not deal extra Break damage, but all successes contribute break damage as usual.'
I am slightly confused what this actually means? Does this mean 6s, 5s, etc. don't deal extra break damage? If that's the case - I have a question about build up team attacks... do the rolls you use to assist the team attack give momentum? Or is it only the actual 'team' attack role that does, and all the assisting ones do is link them in with consequences and give you more dice?

Also, I suppose on the topic of team attacks, I might as well add one more detail - the detail of 'the enemy will go automatically after the team attack' has lead to unfortunate issues where the team can't do a team attack without accidentally skipping a teammates turn a few times, especially when they are split up by an enemy (as they can't go over the enemy in the turn order).


Buuut yea, I think that's about it. Sorry for the delay.

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I am so excited! I've been running a campaign in this since about v0.3 came out (I even made a custom implementation on FoundryVTT, though it's a bit homebrewed and kinda hacked together so it's not really releasable, sadly... But it's very pretty, in my opinion! I put a lot of work into it.) and I've been wondering if an update was going to come! Congrats on your first draft of your novel, excited to see the future of this system!

The only real criticism we've noticed I can think of (minus some small, very campaign-specific homebrews I've added) is that out of combat rolls have strange difficult scaling to them. That is, even with exploding dice included, getting a full success gets exponentially rarer the more dice you have. Despite this, the change of getting /any success at all/ gets ridiculously big once you're frankly not that far in to your xp scaling. Out of combat stuff is sorta in this weird thing where, if you make things based off full successes, things get /harder/ the more you level, whereas if you make it based on any success at all, things get so trivially easy quite quickly that there's practically no point in rolling for a majority of things at all. I've sorta resigned to doing a bit of a scaling difficulty wherein the amount of successes matters, but I've honestly wondered what your take on this was. I think the success system is very, VERY cool in combat, and the actual in-combat mechanics of this system have been some of the most fun I've really experienced from many systems. Momentum is awesome, and the flexible break system lets me use 'combat' mechanics and momentum to even do things such as investigation scenes all using the same mechanics (though, of course, running into some of the same success hiccups as mentioned earlier occasionally for non-combat stuff)

But yeah, overall, I've been loving this so much, and I'm really excited to see the grimoire finished up!

This system is brilliant! Thank you very much for your work, and I look forward to future updates! ♥