Numenera

Does anyone like this system?

Any good experiences?

Other urls found in this thread:

kickasstorrentsam.com/numenera-rpg-collection-t11650977.html
userscloud.com/k1yqs4daa3r0
userscloud.com/29zbyxt2uo81
userscloud.com/q9eg74h9gdy3
mediafire.com/folder/1oy7eut575uax/RPG_Books#osnbybtxm2se2
montecookgames.com/announcing-the-invisible-sun-rpg/
twitter.com/NSFWRedditGif

It's a pretty simple and straightforward system.
There's a lot of potential for interesting stuff, too.

I like the system a lot and the setting. The monster manual is a thing of nightmares. And it's the only sci-fi/fantasy I've encountered that I fully enjoy.

I run a Numenera game twice a month and it's fantastic.
The system is simple abs easy to learn, it's a breeze to GM and come up with encounters on the fly.
I will say that the setting itself leaves a bit to be desired, mainly because a lot of things just get handwaved away with "soooOOOOooo weeeeeird!!!" as the only explanation. It actually gets boring after a bit.
With a good GM, though, this game is definitely a gem.

What sort of games get run in Numenera? Is it dungeon diving stuff or something else?

Good idea, poor execution, bizarre design choices.

I have the boxset of Numenera but haven't played it yet. However, I did use the Cypher System to run a Bloodborne campaign for a few sessions.

The character creation is interesting at first glance with the "I am a blank blank who blanks." But afterward, the abilities just seemed kind of too much for a system that's so basic.

I like the idea of the 3 stat pools, but when they're also your health, combat and committing Effort to reduce Difficulty Checks can get weird. It was real easy to justify enemies attacking the Strength or Intellect Pool, but it felt off when I had a monster attack the Speed Pool, to even out the damage. And you only die when all 3 pools are 0. Also none of my players really wanted to spend 2-3 points of their Pools to lower a skill check difficulty or use an ability, because that's your health. If I were to run it again, especially for a Soulsborne game, I'd make the Speed pool more like Stamina, and have it regenerate during/after combat.

However, running it as a GM was a breeze. I loved how equipment was very easy to categorize. Having everything be on a scale of 1-10, then multiplying that number by 3 for what the PCs have to get on a d20 roll was super easy for a GM. Just chargen for me and my group was a nightmare, probably because we mixed and matched some of the "class" abilities together and blundered a bit in the first sessions.

The system itself is a cool idea, easy to run, hard to chargen. If you're interested in the Numenera setting specifically, I recommend the supplement "Into the Night." It's a very Lovecraftian kind of sci-fi and I'd loved to run a campaign with this book.

We had a lot of fun with this system. Especially when I realized I can summon illusions non-stop. Our DM liked that only players need to roll, so that's also a thing.

But apparently Monte Cook wanted to make his own 3.PF, so now we have a fuckton of books that are full of repetitive character options and gear.
Also, it's somewhat poorly balanced, but I think it may be deliberate design, ivory tower style.

Dungeon Diving in a post-Magisci-tek society. Think some of the later Final fantasy games with more science and you're not far off.

I've had a lot of fun with the setting, and with a good GM the potential is amazing. But we ran it in a different system, so I don't know how this one goes.

Good idea, mediocre execution full of DnDisms. I wouldn't say no If my friends wanted to play it at all costs but I'd prefer other games. Overall 6/10.

Yes. I love the system. I preffer it's sister system the Strange thou, or just the base Cipher system

I recommend the Cypher Base book anyway even if you only play Numenera. There are some changes, systems,rules in it that I tend to splice into Strange or Numenera anyway.

trove whirr?

Can you give examples? I'm curious about what changes you feel are better.

The system is fairly straight forward. The setting leaves much to be desired. Despite being inspired by things like Dying Earth and Book of the New Sun, it barely does it lip service and leaves most things an unexplained mess.

I wish it had a more cohesive setting, then I would like it more, but it's bland. There is no substance to it.

Its exactly like dnd but cook added stuuf he heard about from storygames but since he doesnt understand them its all poorly implemented.

Also caster supremacy is still a thing.
And the setting is massively wasted.

Its pretty much standard fantasy but some peasant might have a cellphone-like artifact.

The basic premise of the setting is awesome, even if Cook's particular execution is only kind of okay. I've used it for executions of my own (that to be fair are also only kind of okay, just a kind of okay me and my players like more).

I like the setting, in spite of it's criticisms (read: it's not perfect), and the system is my favorite to run. Min maxing can be really annoying (High armor builds, builds that can score lvl 10 hits on average), but the freedom for both GMs and players that's available is really nice. I ran a Numenera game, followed by a general fantasy game, both of which I had a lot of fun running, and my players said was either in their top 5 or the best RP experience they'd had.

As an example of what I mean by freedom, in the fantasy game, We had Aak, wielder of the Bobamak (a wrecking ball on a stick), able to do the work of twenty men in half the time, feller of giants, keeper of the vigil and sword of Kromas the Strong, and lover of Eriana of the Eirhu (He recited his self-appointed title every time he introduced himself), Rathar, a druid who could shapeshift at will, and Crackbadger, a lazy illusionist who spent a large potion of his time disguised as bush, or as Craak, "Aak's twin brother." Aak couldn't see Crackbager's illusions, so he was always fairly confused at his attempts to mock him.

Regretably, the campaign I'm in has been delayed to next year, so I can't provide feedback of actual play (only char gen).

In general the system is primitive and broken. You can stack both defenses and armor to the point were you are both unhittable and undamagable by most threats that would kill anyone else in the party that is not stacked that way. The resource system is idiotic in its restrictions and is build around avoiding to pay the cost of powers as much as possible. In addition the martial/caster problem is once again present: While the sword guy gets to hit a little harder at higher levels, the caster guy gets to move mountains with but a thought. That is literally moving a mountain, not figuratively. The power is called "Move Mountains". For comparison, the "fighty" guy get's to make a spinning attack at that level.

The setting is a giant pile of seperate stuff with no real connection, like somebody had an "idea guy" throw out as many fantasy tropes as possible, put them all next to each other on a map and then randomly littered it with GMPC's we are supposed to somehow care about. There is no history to bind it all together, as all history has been conveniently forgotten during the several times the universe went full 40k. This leaves players with absolutely no sense of belonging unless the GM goes out of his way to deliver a more definite interpretation of the setting, which is kinda the designers job. You'd think this would make the setting a murder-hobo paradise, but part of the fun of murder-hoboing is the feeling of crushing the sandcastles built by others; Numenara does not give you sand-castles, it gives you sand.

The art is a revolting mess of neon-brown, like the 80's crashed into a desert. A literal desert, mind you, with lots and lots of sand.

So.
Much.
Sand.

In fact, sand is so important to the setting that one of it's biggest "mistery" threats is a semi-sentient Nano-Sandstorm.

>The art is a revolting mess of neon-brown, like the 80's crashed into a desert.
I don't understand. You say this like it's a bad thing.

>I don't understand. You say this like it's a bad thing.
Well, that depends. How much do you like sand?

Numenera Trove
kickasstorrentsam.com/numenera-rpg-collection-t11650977.html
Numenera - Notable Ninth Worlders
userscloud.com/k1yqs4daa3r0
Numenera - Naval Perils
userscloud.com/29zbyxt2uo81
Numenera - More Tales from the Ninth World
userscloud.com/q9eg74h9gdy3
Core book,. numera and the strange:
mediafire.com/folder/1oy7eut575uax/RPG_Books#osnbybtxm2se2

Is this Steven Universe the rpg?

As long as it doesn't get certain places, I'm fine with virtually any amount.

Why, because every character is a mixture of brown skin, dirt, edgy clothing, and turquoise-neon?

>As long as it doesn't get certain places, I'm fine with virtually any amount.
It's gonna get there. It's gonna go places you didn't even knew you had.

Do you not like sand? Is it because it's coarse? and because it gets everywhere?

Let's say I am not as enthusiastic about it as the author.

I had a wonderful campaign, but honestly that was because our GM was incredible.

The system and setting really didn't help though, but he made it work.

I wish Numenera was more like a Star Wars esque kind of thing. Old tech, some tech so advanced it's like magic, but a bunch of tech that's actually well understood and commonly used.

>Why, because every character is a mixture of brown skin, dirt, edgy clothing, and turquoise-neon?
Right. Because it's just an SJW propaganda if characters are anything but white men(elves, dwarves) in medieval clothes.

It is though. Post-apocalyptic nature of the setting kinda weakens the last part, but still.

I mean honestly, it's how you play inhabitants. I ran it very anime-esque, with people who find powerful artifacts becoming lords of the cities. The players had to take out the gang captains one by one.

Didn't say anything about SJW propaganda (the art was done before 2013). When you look through the book, you will find that most characters are depicted as described and they are ugly (at least to me). You can occasionally find a "white" person (maybe even with blonde hair), especially when it's a black and white drawing, or even a black person, but most are this weird amalgation of features that don't seem to mix so well in the hand of the artist. It's not a SJW thing, it's just bad art. It will trigger people that hate on SJW's though, because it (somewhat realistically) depicts the complete obliteration of phenotypes in the human species after aeons of crossbreeding. It just sucks at making it look good.

>It just sucks at making it look good.
Or maybe it won't look good.
Or maybe you have different idea of "good".
Or maybe you're just voicing your subjective opinion as if it is an objective one.

Are you deliberately trying to turn this into /pol/ tier shit?

I already said it looks bad to me personally. I have in no way claimed that there is such a thing as objective beauty.

I have, however, provided 2 examples from the character generation area of the numenera core book with characters that are reoccuring during the whole thing. This has generated at least one latent negative comment on its quality (comparison to Steven Universe, a show that I actually like, but that triggers idiots who think it's a jewish conspiracy to kill off whitey).

If you like that art, cheers to you. To me it just seems to be trying too hard to be gritty, edgy, hip and retro at the same time.

I don't see how post-apocalypse negates understood tech. Tech would be found and understood simply through practice at the least.

That doesn't come across in the book at all. It's all just dungeon delving in ruins and "mysterious" magic tech. Understood tech is the exception than the rule.

Different guy, and I hate this line of conversation, but you've said edgy twice now, and I don't get that. Gritty, hip, and Retro simultaneously, sure. You don't like the art, sure. But how is it trying to be edgy?

The South-east is. The anime feel was me, but look at the entire area in the west. Cities, that have raptor-riding armies, and doomsday level self-defense weapons, the Castle with it's own internal gravity that flips upside down when attacked, the Amber Papacy and it's version of the Vatican city, the expansion setting to the far northeast (admittedly that last one isn't in the core book).

Also a different guy, and I agree with this You're being so vague I honestly don't know what it is you don't like about the art.

Also, I'm not even sure if that Steven Universe comparison was negative. I also have no idea what that comparison is based on, since I really don't see it.

Why is that not supported mechanically?

What do you mean?

Been playing in numenera/cypher system games on and off over the past 3 years.

It is alright, but it certainly has its problems.
The biggest problem is the xp system. The way xp works in the base game, you are supposed to expend it for short term benefits, like rerolling bad rolls or whatever. This is a fucking trap. Because it means a few bad rolls can seriously gimp your character progress.
Thankfully, this is easily fixed by sepperating xp into short term xp an long term xp. With short term xp being given by gm interventions as normal, an only being used for stuff like rerolls; while long term xp is given as a reward for finishing quests or however you want to distribute them.

I came up with the same fix, calling the short term ones fate points.

Everything technological in the game is represented mechanically as some kind of unexplained magic. The cyphers can be excused, they're one offs, but things like artifacts are just more powerful magic shit. Where is the practical tech, the first kinds of shit that would be rediscovered and integral to the development of society. Weapons, it's a fucking kind of gun, not a magic boom stick. Transport. Floating folding platforms? Where are the fucking land boats. and skimmers and jetbike-likes? Is it all just weird ass animals? I can see some animals being transport, but it would be absurd to think ships aren't a common kind of tech.

They have basic ranged weapons that are buzz-saw firing rail guns. A lot of the cities have elevators. Yes, tech is magic as a general rule, but again it's how you run the inhabitants. Mechanically, nothing prevents a floating platform from being the basic mode of transport. It wouldn't be an artifact as long as it has a reliable power source and people know how to fix it when it gets damaged. It wouldn't even be an oddity, it just is. Mechanics aren't written for things that don't need them. The setting is meant to simulate He-Man, the Herculoids, Dying Earth, and other such settings. If you want it to be Star Wars-ish, you just make things less unknown to the masses vs specialists and the cyphers and artifact only apply to force enabled devices like holocrons.

I agree with all of these, and would recommend avoiding the game. It's a cool premise, but so much of it was lacking. I've played this with several groups, and...

- Glaives felt worthless since the system/adventures discourage combat (it's the classic martial/caster disparity)
- Ivory tower design seemed to permeate all chargen options (lots of traps, lots of OP abilities).
- The "use XP as a resource" system is a trap nobody should ever use.
- Cyphers didn't seem to make much sense as presented in the setting: why would one-use gadgets just be lyin' around after the fall of 2 subsequent planetwide civilizations, let alone 8?
- People tended to hoard cyphers for when they would "really need them," leading to the system being wasted because nobody wanted to potentially waste their useful gadgets only to get useless new ones to replace them.

There's more, but that's all I got for now.

I'm using the general Veeky Forums convention (hah) on edgy, where someone is trying too hard to be cool. Typical signs are: Katanas, lots of belts, weird hair-styles and colors and so on.

The general art style seems to be based on this idea of a society that has gone full punk for no reason, which defies the definition of punk (being ugly to piss off society), because that is what's cool with the kids now. This just seems so terribly formulaic in it's approach to what a post-post-apocalyptic, technomagic medieval society looks like (medieval garb, punk hairstyles and accessoires, neon glow for technomagic). I am simply not a fan of it. This is also because of a personal aversion to the whole "magic equipment must glow to be recognized as magic" trope that has become somewhat of an industry standard over the years. Again, if you like the art, good on you. There are some nice art pieces in there, it's just that the overall theme, especially involving the player characters, rubs me wrong. In general the thing seems to lack a certain soul or clear direction, like dressing up a bunch of mannequins with all the "correct" parts but failing to conjure something "whole" in the process. If you want an art critics disassembly of the whole thing, go hire one, I lack the vocabulary and time to do that for you.

The Steven Universe thing is a /pol/ /co/ /tv/ hybrid issue. The less you know, the better off you are. It really doesn't make a lot of sense. Suffice to say, I tried to lead the poster on by referencing the triggering phrases used in those discussions, hoping he would get the sillyness of his suggestion.

>Glaives felt worthless since the system/adventures discourage combat
But Glaives are perfectly good at doing stuff out of combat, and there's still combat, even if it's not the only thing happening.

>Ivory tower design seemed to permeate all chargen options
Cannot agree, no true traps, few "bad" options.

>Cyphers didn't seem to make much sense as presented in the setting: why would one-use gadgets just be lyin' around after the fall of 2 subsequent planetwide civilizations, let alone 8?
You make them out of junk, and the idea is that this thing wasn't meant to be a grenade, it just explodes after you throw it.

>People tended to hoard cyphers for when they would "really need them,"
Player problem, not a game problem.
>nobody wanted to potentially waste their useful gadgets only to get useless new ones to replace them.
Cyphers shouldn't be useless, that's Oddities.

> The "use XP as a resource" system is a trap nobody should ever use.
Agreed. Most people use the above fix:

The cypher problem is pretty much just classic “too good to use“ syndrome, but it is still definitely a problem. I have yet to come up with any reliable solutions for this problem unfortunately.

My first solution was just to start throwing fucktons of cyphers at the players, but this didnt really do anything besides leaving piles of unused cyphers everywhere as they just hoarded the ones they figured would be most useful and abandoned the rest.

My second solution seems to be working a little bit more, in that I have simply made encounters more difficult and raised the average power of cyphers they find. On the other hand this creates a new problem of makin people's classes basically irrelevant, while also creating the rocket tag problem.

The system is simple and it works. Two issues spring to mind.

Balance. There's no clear idea of balance to the chargen options, and it can swing around a bit.

Effort. The system is so simple that its signature mechanic is the most clunky part of it. Making it not sacrifice what it amounts to HP without recourse would be a start, or just replace it with an outside token economy.

>But Glaives are perfectly good at doing stuff out of combat, and there's still combat, even if it's not the only thing happening.
This is only true because a significant part of a characters utility comes from his chosen focus, not character type. Glaives only have combat related class features. If you chose a combat related focus, your utility options are massively decreased to the point where you only have your skills left, which, thankfully, you actually get, unlike 3.5's fighter. I would not say Glaives are perfectly good at doing none combat stuff, but unless you make bad decisions in three major areas of character-building you can do fine.

I also wouldn't call it Ivory Tower in design. Shit is simply not balanced by any measure, yet the base mechanics everyone has access to prevent you from being straight up useless, like you could end up in D&D.

>While the sword guy gets to hit a little harder at higher levels, the caster guy gets to move mountains with but a thought. That is literally moving a mountain, not figuratively. The power is called "Move Mountains". For comparison, the "fighty" guy get's to make a spinning attack at that level.

>wizard literally gets a power called move mountains
>fighter gets the equivalent of the whirlwind attack feat.
and lets not forget that fighting gives ZERO XP. That's right, the one thing the fighter can do, doesn't actually help at all and you're meant to avoid doing.

Considering it's by monte cook, is anyone surprised?

That art just looks like shit desu
I don't know how you guys can defend it.

>no true traps,
picking glaive at all is a trap though. You're better off always picking jack every time.

My GM gives us some xp even after fighting, so the glaive can stay at the nanos's level.

The thing it hurts me most is that in the starting equipment of the jack there is a light armor. But you need to take one of the first-tier "feats" to use it without penalty.
Also the price of the things is just some random number: a bow is like 3 shints, 12 arrows are 5 shints, and a heavy armor is 12.

Overall I like this game, but the GM needs a little hand, because he probably thinks he's still playing D&D.

>he probably thinks he's still playing D&D.
but he is still playing D&D tho. The system is just as bad but with less splatbooks. And the setting is not even that different in its assumptions than a regular fantasy world.

Wow, that art style is atrocious.

You don't even know what art style means.

this is deviantart-tier shit

Jacks are actually much, much worse at fighting than glaives past tier 1. Glaives can actually trivialize enemies up to level 6 and sometimes beyond by tier 2. And although the focus of the game is not fighting, when nobody in the entire region can stand up to you in battle, doors tend to open quickly. Any encounter, social or not, where your standing in society is not on the line is rendered completely moot by them.

You can have a glaive specialized in social interactions who is as good at talking as the nano or jack in the party who can also beat the shit out of encounters with minimal effort. This is probably why the talky guy type was made for later cypher system games, thinking about it now.

It's just mtg style art, m8. No need to pretend you're offended.

>Glaives can actually trivialize enemies up to level 6
who cares? you don't get XP for fighting, and numenara is clearly meant to be about "exploration". It's much better to be a jack and have utility outside of combat, while still being able to fight when you absolutely cannot avoid it.

Being good at social stuff is not in any way related to glaives, I can make a jack just as good at social stuff, and I still get magic utility.

>mtg style art
does anyone even like modern mtg art?

Interesting. How so?

All glaives get is the ability to specialize in a weapon without having to choose a focus for it. The combat maneuvers will cause you to use up more of your own health than the enemy does in damage, because you can't use your edge for both the attack action cost and the accuracy increase.

Meanwhile social skills go through Int, which the Jack can substitude for Speed in combat past tier 3, effectively giving him his Int edge on both martial and magic.

Are your dungeons fucking empty? Do your players never deal with people or monsters? Because "exploring" includes those things. Utility-wise, jacks only get additional skills and most descriptor/focus combos will have you covered for the entire campaign. Really, my experience has been that glaives that aren't completely pigeonholed with "fighting fighting-guy who fights" have more than enough skills to get by, and they can always just buy the skills they feel they need very early.

And as a note, utility powers will more often than not require the same rolls against the same levels as any other shit done by anyone. The lock is level 2? It doesn't matter if you smash it, use a spell or pick it, it's the same difficulty. Hell, most of my players avoid using powers when rolling skills, as they end up being nothing but a tax on their effort when they could've used a cypher, tool or other mundane item to do whatever they were going to do.

>All glaives get is the ability to specialize in a weapon without having to choose a focus for it
This is very important, because it means that
>you can't use your edge for both the attack action cost and the accuracy increase
Is not as important, because you already have an accuracy increase for free. Their powers also tend to be very cheap for what they do.

Sure, each character can go through more encounters relating to their edge than those whose edge is unrelated. But, i've found this is not an issue that makes them useless outside their main focus. I haven't played past tier 3, but you seem to misunderstand the ability you're talking about. Analytical combat lets you spend points from your intellect pool as though it comes from your might or speed pools for might and speed tasks.

Example, with the following stats:
Might 10 edge 0
Speed 10 edge 1
Intellect 10 edge 2
Paying 5 points for a might task, you're paying 5 total, it's just that part of it can come from intellect. If you're paying 5 from speed, you'd pay 4 total and any amount can come from intellect. This means that you get a deeper pool to draw from, but the edge for the action remains the same.

>Its pretty much standard fantasy but some peasant might have a cellphone-like artifact.
That bummed me out when I started reading the book. I expected a lot of far-fetched societies born of contact with technology they don't really understand, but it started with "the main kingdom is mostly your generic medieval society".

This. Such a disappointment. If I wanted D&D i'd play that.

I had to look through the faqs and designer comments on social media for clarification, when I came upon Analytical combat some time ago. It allows you to use the Int edge, as the rules for edge clearly state that it always applies to points used from its respective pool. Thus, when you use Intellect points, Intellect edge applies. Thus in your example the total would be 3 points used. Yeah, i know it is overpowered, but that's how it is supposed to work.

Now consider that Jacks get an Int ability to boost an edge of their choice by one point.

>Where are the fucking land boats. and skimmers and jetbike-likes?
In the fluff chapters of the core rulebook you didn't read and then expanded in another book.

Core rulebook, vehicles have a speed for travel and a level for being attacked by shit. You choose those depending on the quality. Various cities detail vehicles found in them and you're encouraged to choose them as a gimmick for a settlement if you feel like it.

>it would be absurd to think ships aren't a common kind of tech.
>Known for its coastal trading ships, the so-called Sea Kingdom of Ghan is a relatively peaceful land.
Literally the second region detailed. Read the "The Setting" chapter, seriously.

>Power is called move mountains
>He can literally move mountains
Nope. Try actually reading the book.

"You exert a tremendous amount of physical force within 250 feet (76 m) of you. You can push up to 10 tons of material up to 50 feet (15 m). This force can collapse buildings, redirect small rivers, or perform other dramatic effects. Action."

It's powerful, sure. But that's a Garbage Truck, not a mountain.

inb4 continued hate response that can't be wrong starts arguing that calling it move mountains is bad game design.

>You can also spend points from your intellect pool AS IF THEY CAME FROM YOUR MIGHT OR SPEED POOL
Not as if they came from your intellect pool. It's pretty clear, bro.

A lot of people who bitch about ivory tower tend to go by the names of stuff instead of by what they actually do.

Pretty fun system, but everyone has to be on board with it being half-baked from the start. You will get to point where the rules are ambiguous or there are no rules at all and you'll just have to all agree on something and stick with it.

My group and I ran Tier 1 to 5 and it was a good time. Most of the Foci lacked real development. Overall it was a 4/5 experience. I ran a Nano who Works Miracles based off of pic related and it was a majestic time!

but the setting's such a massive pile of shit user, why would you expect him to read this cobbled together GM tool bucket that isn't just some prebuilt story with all the rails already in place?

Come on man, I was just writing up a massive shitpost to respond to that and you totally cut me off by actually citing the rulebook like a sensible person.
I love how Move Mountains is the top-tier shitpost bait despite it being nowhere near as powerful as it's name and being gated by the highest tier, while things like Stasis (a save or lose without the save part) are never even brought up. Just shows how much of it is regurgitated


Non-shitposting segment: I've played a couple of games of numenera and they were all fairly enjoyable; It's refreshingly easy to build a character that mixes 'magic' and mundane from the start which I like.
now I just have to find a group to play it with that doesn't get drunk and start spewing memes over actual play a quarter of the way into the session.

As a note, other than running a protection racket, you can't really do much with it.

>I crush the bridge under the monster
>Spend whatever points to activate
>Roll normally against the monster to see if he falls or jumps off to your side

The sword guy can do the same!
>Roll to push guys off bridge
>Spend those points actually lowering difficulty

And if you want to knock down a building
>Roll against columns and pull a samson

I wish it was, bro. I wish it was.

I'm not making this up. It took me forever to find the ruling on the ability by the designer, because they sure as hell don't like to clarify their rules.

Effectively the "as if they came from your might or speed pool" only applies against the ruling which pool can be used for an ability. It doesn't override what edge you use, because those are still Intelligence pool points.

That is still 10 metric tons more than the whirlwind attack of the glaive, mind you. And with enough edge the nano can do this over and over again until the mountain is gone.

Heck, it would only take 45.834.704.533 castings to move mount everest by 50 feet.

Not any of the user's you talked too, but thank you for explaining, because as a lurker I had no fucking idea what the hell was happening. Thank you.

How many Move Mountains castings to wreck the dreadnought ship from the books?

You mean the dread destroyer?

One difficulty 10 test to see if you can drop a 10 ton ACME weight on it. If this will actually harm or stop the thing, I have no idea.

Nah, bro, you're just pulling shit from your ass when the rules text is clear as fuck. It's a very good bait you got there for people who don't feel like reading the book and believe whatever retarded shit you post. But, it clearly tells you that those intellect points count as though they come from the original pool.

Dang, Stasis is the very first ability I've seen that is proper bullshit. At least you can try to GM intrusion your way out of it. Tho, my combats have been crazy "9+ guys you can strike down in one hit each that team up to attack as higher level!" stuff, so it wouldn't be as effective in my encounters. But, daaaang. Boss fights are fucked by that.

mechanically? It's an improvised heavy weapon. 6 daaaaaamaaaage!

Stasis and Countermeasures we home-ruled to be a bit more limited. We ruled to one stasis'd opponent at a time per Nano and rolls on consecutive countermeasures per turn. Once I had enough edge to cast countermeasures whenever, I was Darth Vader-ing lazers all over. The next session, the GM and I agreed it would be more balanced to roll for each countermeasure after the first.

Also for stasis, it's only for enemies your size or smaller, so giant monsters can't bet affected.

Depends on whether they have to kill the boss or not. If just walking away from it works, then it's OP, but if you actually have to kill him, it doesn't do anything.

It is pretty ridiculous though. There's a similar ability in Character Options that blinks them to another plane of existence for a minute.

I don't mind you interpreting it as that. It would be my first rule clarification if I were running a game. I'm not trying to troll here. It's a general problem with the wording of the pools and edges and them being all over the place. You'd think with how simple this whole thing is supposed to be they'd manage to write it all neatly on one page.

>mechanically? It's an improvised heavy weapon. 6 daaaaaamaaaage!
Kek

Hard to say, it's a corebook monster, so there is no size comparison. My guess is it's meant to be huge like pic related, so, not much move mountains is going to do to it.

Only difficulty 8 for speed defense, but with 5 Armor.

>stay off Veeky Forums for a few months because of work and assorted and lack of time to shitpost
>Numenera threads still here
HI MONTY. How'd your super-dice game go on kickstarter?

I see. Seeing most dangerous monsters outside of mobs are very very big, it might be like the situation for a grapple fighter in 3.pf, where you don't really get to do much against half the monsters encountered.

>Only difficulty 8 for speed defense, but with 5 Armor.

Oh good, that means I'm 30% more likely to hit it with 12m3 of dirt. That will show the cheeky robot.

>Thinking Monte could browse tg without having to call Shanna to cry about how mean we are.

Even people who like Numenra still hate Monte Cook. He'd at least have some fans if he hadn't made the Cypher system "super speshul OC, do not copy"

He's the bastard making the threads. At least the OP text has changed slightly from the old one, and the first few posts gushing have toned it down a bit.

I wish that was really the case. I'm sure Monte is much nicer than the idiocy he is associated with.

Having a senior accomplished game dev on the board would be nice, as long as he can stomach our bullshit.

Like, do you really think that? I've always assumed people who respond with "Hi, name of designer." are just trying to be snarky.

Why would any designer try to viral advertise on Veeky Forums? We're hardy a large portion of the community. We shit on everything whether people like it or not. Most of us pirate like crazy, so even if they piqued our interest, it wouldn't result in sales. It just seems like a waste of time. Pretty sure the only devs who frequent Veeky Forums are the onyx path guys, who don't hide who the are.

Watching the shit he put up about his games, and videos of him - no, he really isn't. He's a man who had one hit, and has forever been trying to recapture the glory of said hit. And that hit wasn't even that huge.

Maybe because after Numenera was released, the same text and the same picture would appear for months, and months, and months as soon as the old one died. With the same early responses. And this is a tiny variation on a theme.

Maybe because he's batshit? Have you seen his latest 'work'?

What does Veeky Forums think of Numenera is not really indicative of the same person, but whatever.

No, I don't follow designers, and didn't come across it while browsing.

>Have you seen his latest 'work'?
You mean The Strange or what?

I'm not as versed in the person that is Monte Cook it seems. Any highlights of him outside of his stint at the Ivory Tower that dwarfs all Towers?

>He's a man who had one hit, and has forever been trying to recapture the glory of said hit. And that hit wasn't even that huge.
So he's a nostalgic neckbeard? Sounds like he fits right in.

Well, here's a little something from the Invisible Sun Kickstarter. Something that popped up in the other threads. Monte gets brought up with Numenera because it never changes, it's the same dodgy system with nothing interesting because it's so wide open for deliberate customisation by the players. It's a cop out to prevent putting in any actual work beyond the most basic sketching of a world, then he can say "look what we did! I did it for you!", as though people haven't been making their own background and customisation for games since they were brought out.

These are all player characters in the Invisible Sun tabletop RPG. They are no longer trapped in Shadow—where you are right now—but inhabit the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm that we falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those that understand the truth of the real power in the universe:

Magic.

Rather, that last paragraph and the word magic is from the actual kickstarter. It's incredibly pretentious and with the same flaws, so far, as Numenera. 'You're smart, because you play my games,' Says Mont.

montecookgames.com/announcing-the-invisible-sun-rpg/

But that's not Numenera, just a fun read for the 'holy shit, are you serious' factor.