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Old 08-21-2014, 07:53 PM   #11
Turhan's Bey Company
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Default Re: Pyramid #3/70: Fourth Edition Festival

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Originally Posted by Peter V. Dell'Orto View Post
Oh, for sure. Those not conversant in ninjitsu are known to number it that way.
In typical ninja fashion, the real zeroth law is practically invisible. It's disguised as "score is kept."
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Old 08-22-2014, 06:13 AM   #12
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Default Re: Pyramid #3/70: Fourth Edition Festival

Quote:
Originally Posted by Turhan's Bey Company View Post
In typical ninja fashion, the real zeroth law is practically invisible. It's disguised as "score is kept."
Actually, they are one and the same law. When embodied by ninja, "score is kept" looks exactly like the Conservation of Ninjitsu.
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Old 08-22-2014, 09:20 AM   #13
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Default Re: Pyramid #3/70: Fourth Edition Festival

Killing ninja increases the overall Entropy of the universe.
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Old 08-22-2014, 09:57 AM   #14
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Default Re: Pyramid #3/70: Fourth Edition Festival

I wasn't planning on getting this issue, but it had Monster Hunter stuff in it. Having flipped through it, Bill Stoddard's article looked quite interesting too.

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Old 08-22-2014, 11:42 AM   #15
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Default Re: Pyramid #3/70: Fourth Edition Festival

Thank you for giving it a chance; hopefully there's something awesome for everyone.

Seriously, we pulled out all the stops to try to make this issue as cool as possible. The secrets, the collaboration, ideas streaming in from hidden corners like ninjas... so much blood.

So, SO much blood.

<ahem> Anyway, special thanks to all the incredible authors for rising to the challenge, to Kromm and PK for helping with ideas and logistics, and to all you amazing fans making the first 10 years possible!
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Old 08-22-2014, 12:00 PM   #16
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Default Re: Pyramid #3/70: Fourth Edition Festival

What was the update today about?
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Old 08-22-2014, 12:20 PM   #17
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Default Re: Pyramid #3/70: Fourth Edition Festival

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What was the update today about?
A last-minute gremlin changed a "2d" to "2", so we fixed it and applied some Gremlin Spray.
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Old 08-22-2014, 02:56 PM   #18
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Default Re: Pyramid #3/70: Fourth Edition Festival

I haven't finished this issue, but it is already seeming like one of the best.

Ten for Ten is a really great article. Very helpful to have all that stuff in one place, and I like the format of having optional rule mechanisms with a page reference, an explanation, and notes on how it affects a game to use the rule are fantastic.

This format could be used for a whole book that outlines how to set up a game, covering the question of how to choose optional rules. The subject gets some attention on the Expanded Campaign Planning Form in How to Be a GURPS GM, but a sort of "engineer's sound board" for campaign planning appeals to me a lot.

Lately, the GURPS releases like Template Toolkit and HtBaGG have addressed the workload that GURPS puts on the one running a game. This article is more of that kind of thing, even if it seems like a montage of ideas already published, at first glance. Awesome and helpful, Ten for Ten is both a good tool and an explanation of why some books might belong in a reader's collection.

Last edited by Dammann; 08-22-2014 at 03:34 PM.
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Old 08-23-2014, 02:37 AM   #19
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Default Re: Pyramid #3/70: Fourth Edition Festival

Just finished reading this. It was all good and I will be doing the Munchkin version of Horde Ninja at some point! The Random Thought table was cool, especially the mass market one. It was a duh! Why didnt I think of that moment for me.
But the one most useful and interesting to some of my stuff was a bit from PKs take on applying Chinese Elemental Powers to Monster Hunters.
I have been doing Extra Effort for Powers all wrong, especially godlike Extra Effort! I always used the same penalty to FP as the Will.
Suddenly Magic as Powers got a big boost in my settings.
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Old 08-23-2014, 01:02 PM   #20
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Default Re: Pyramid #3/70: Fourth Edition Festival

I'm looking forward to adopting the Ham Clause. Disadvantages are a big part of how we design characters, and my players love working them into the adventures.

I'm a little suprised that simplified Gun skills didn't make the cut. Handguns, long-arms, and Launchers cover pretty much everything you can hold, and Gunner (mounted machine guns) takes care of the rest. I _like_ this idea, especially since it allows fast, simple character design AND elaborate perk upgrades to allow you to better use full-auto shotgun pistols, or laser rifles but not regular rifles.
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