Gaming Monk Review

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  • Опубліковано 10 вер 2024
  • #RPG, #Tabletop, #Monastery, #Supers, #OneRollEngine, #d10s
    It took me too long to do a One Roll Engine video.
    Discord: / discord
    Odysee Channel: odysee.com/@Mi...
    Twitch: / mildrathemonk
    Vimm: www.vimm.tv/mi...
    Patreon: / mildrathemonk
    Subscribestar: www.subscribes...
    ---
    Artist credits
    Avatar Art: Barbusco Comics
    GeekWatch Art: ZeltraxMilennium
    Garo by Nanashi
    Tridoron by KrocoBengel
    Rome of the Foretellers makaihana975
    OOO, Beast, Den-O, Wizard & W by Yuuyatails
    Zangetsu by LarsMaster & RandomTalkingBush
    CrossZ-Evol by viaditor954

КОМЕНТАРІ • 5

  • @Restributordevill
    @Restributordevill Рік тому +2

    I wish this video went into actual explanation of how confusing things work instead of saying: it’s confusing. That’s kind of why people would come here to watch a video. Yeah.

  • @vedanthinorn
    @vedanthinorn 2 роки тому

    I've been running a custom setting with this system for the past 5+ years, still going strong. Notable changes are: making a skill web so skills can default/assist without requiring identical skills and altering the variable effect system. I also toyed with a "titanic die" system for when things things got up to 10w10h vs 10w10h but ultimately it didn't achieve what I wanted. Also altered the amount and cost of health levels. It's really nice that the system handles powers from "talk to plants" up to "Galactic range teleport" without making the one completely redundant because of the scale of the other.

  • @Tachi2407
    @Tachi2407 2 роки тому

    Rare to find anybody talking about this system on YT, much less actually getting how it works.
    I'd say the observations are pretty spot on. The way action happens in ORE is incredibly dynamic, in general the system has a lot of clever solutions and the approach of "f*ck the balance" is not for everyone, but I find it liberating when running. It's the one system for superpowers where they actually feel powerful and hit as hard as you'd expect them to. It all encourages players to get clever and treat the game world like it was real. Also, for a game written in 2010, it already has solutions similar to Clocks, rates the quality of the success beyond just pass/fail, there's quite a bit of tools there including some decent GM advice (granted, it's kinda chaotic).
    But... I have yet to see a player get the actual system right on the first try, not to mention power creation, which, I like the premise of. No set list of effects, just take the powers description and list out stuff it can do... But Qualities are a nightmare because they're vague and Capacities are a nightmare they're specific. Though that's not even my biggest complaint, Extra/Flaw combos are: why are things as basic as "power that activates in response to something" is a combo of "Duration" and "If/Then" limitation. Then you get to Foci and there's like 6 extras before you even get to what the power actually does.
    I ended up taking only the essential rules, streamlining them and adding some stuff I learned from more modern systems. I'm still testing this new abomination, but the fact that I was motivated enough to try this is proof enough that this system really delivered on some things I was looking for in RPGs. If only 3e or some "revised" edition would simplify down to what's actually makes it unique and explained it a bit more clearly, I'd be buying that thing the instant it showed up in a store.

    • @MildraTheMonkVT
      @MildraTheMonkVT  2 роки тому

      I'd be curious how you streamlined them from essentials.

    • @Tachi2407
      @Tachi2407 2 роки тому

      @@MildraTheMonkVT By now I went through a few iterations, so there's a bunch of changes, but for starters, I just threw out almost everything that required tables to reference (those tables for Capacities, Body, damage based on impact speed), as well as most of the specific rules like environmental effects. I anyways didn't want to stop the game to look them up, so... screw it.
      I decided to make the Height less of a GM fiat, so I went BitD on it and made it explicit: 1-3 is a partial success or success with cost, 4-6 is a normal success, 7-9 is a success with minor boon, 10 is a great success, but with a complication added by the GM. To match it, I made a normal human have only 4 Hit Locations (legs and arms are one locations each, not split into "left" and "right").
      Simplified assigning the difficulty (only 2 possible minimum Heights, Penalty Dice are always either -2d or Width, Gobble is always 1 or Width). Removed the Shock+Killing as a damage type (guns just deal more killing, saves a lot of confusion once armor gets involved). Made broad skills (so like jobs or fields of knowledge) the default and specific skills an exception. Replaced Willpower with a Stress Track (again, borrowing from BitD) with a set length and removed the more fringe uses of it.
      Most importantly, I simplified the powers. Instead of Qualities, you name 3 typical applications a power has (of course, extras can change that) and you have all possible Capacities (and I included stuff like amount of damage dealt/healed as Capacities as well) at their base level for free. Most powers anyway end up requiring all 3 Qualities, so I decided to just assume the by default a power has all qualities and all capacities, and from there you can enhance those that are specifically important.
      Right now, I'm struggling with presentation of these rules and I need to find time to playtest them some more, but I do think that making the rules more unified and having a bit more trust in GMs judgement for situations which come up rarely makes for a system that's way less annoying to run.