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Fabula Ultima thread. Have you played it? What did you think of it? How well does the Fabula point system work? I'm a little worried about it. Did it ever cause trouble for you when running a session? What do you like/dislike about it? Any tips for a GM running it for the first time?
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>>98056370
I think the game is quite good all around. Only mechanic I found fiddly was the clocks. They just don't feel right at the table. They make sense and they have worked as intended, but they just feel odd in a way that's hard to articulate.
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>dice
the system is (and advertises itself as) easy but looking at the stat dice and doing the mental conversion from "yeah it says d8" to finding a damn d8 in a pile of other dice the game requires, and then adding hit modifiers and dealing with high roll add damage and all that fucking shit takes a surprising amount of mental effort to achieve. it is "easy" in isolation but in the context of rolling multiple times in the midst of combat, very sluggish.

>bonds
i don't like it. very vague and the three-tier system is simple but somewhat ludicrous. to think that it only takes 2 rests to go from acquaintances to inseparable lovers with self control being the sole limiter makes for a shallow experience.
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>>98056727
How the fuck are you struggling with dice identification? Also, that's not how bonds work.
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>>98056727
The d8 is like two d4s glued together, anon. Maybe different colors would help?
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why does it have to be another thread about this Italian Ryuutama hack...
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>>98057100
Because it's better than Ryuutama
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>>98057100
you need a very high IQ to enjoy Spaghetti Eastern movies i mean tabletop games
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>>98056370
meh, it's just a temu Sword World. Would suggest just play Sword World.
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>>98057239
I like FU's class sytem a hell of a lot more than anything I've seen and skimmed from Sword World.
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>>98057100
I'd rather put my dick in a waffle iron than deal with its shitty travel and camping shit, which is unfortunate because that's like half the game. This is really fun though and doesn't waste my time on things that don't matter.
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>>98057239
Sword World has one of the worst damage calculation systems I've ever seen so if this fixes that I'm happy.
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>>98057349
>Only combat matters in TTRPGs
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>>98058043
Correct. Nobody gives a shit about your dogshit travel system or crafting mechanics.
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Just started a Fabula Ultima game, the collaborative worldbuilding has been a blast. Not sure how well the enemy statblocks will hold up to the players, or that I really like how they're formatted, but we'll see.
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The storygame aspect is pretty good aside from clocks being wonky and undercooked. The combat has way too many moving parts to be as shitty as it is. Everything is too samey, despite having to track Items and MP and abilities. It fails at being a jrpg simulation, but its an ok anime sim.
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Like JRPGs, buff-stacking is the way to go.
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I've played it and a bizzare factor of the character design rules is that your build doesn't really feel "online" until about level 7 or 8, when the game starts at level 5. All of the players I was with experienced this, if was like the characters felt fragile and inflexible until they got just a little more capability than they started with.
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Played a high level campaign (30-38), and it was almost fun, but overall felt very lacking in tactics because of the heavily constrained battle system. Even when controlling 4-5 characters at a time, JRPGs can feel like they lack depth and tactics, and Fabula Ultima compounds this with each player only controlling a single character. Even the more complicated classes like gardener and chef (can't remember their actual names) lack much fun to do in-combat.

It's also a game that demands close reading of abilities. Everybody other PC except my own was accidentally cheating because the system is incredibly exact with its wording on abilities, and they disallow a ton of combos that seem to work perfectly fine on first glance. The rules really don't present the game as the extremely rules-lawyer way it works.

Since this thread is already off-topic and talking about Sword World, I might as well chime in that Sword World is, in fact, a much better game (even though it has glaring issues and isn't incredible itself).
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>>98056370
my group played it for a while. its fun. the core handbook is cheap, well illustrated and very well layed out with marked color coded chapters.

the gameplay itself is quite lean, and it swings heavily to the narrative, it relies on players and a GM willing to tell stories and collaborate, it isnt like a usual DnD type game which leans on combat and power building to consume most of its gameplay, most classes are a single page or two, most combat doesnt really have much in the way of positioning or targeting, and you mostly just roll 1 or 2 dice in an old school final fantasy everybody stands in a line style set up.

i dont know if i have any outright dislikes except that it is a very narrow system. it does exactly what it sets out to do, but if you are looking for an all encompassing sandbox world simulator you may be left wanting, its very much made for that traditional final fantasy style party of heroes plays the story to fight the big bad type of game. also some of the character building rules like bonds can be a bit vague and require good faith on the part of the GM and players not to abuse them.

also GMs should hand out, and players should spend, fabula like candy. those fabula points are what drives the whole game, and being too sparing with dispersing or spending them will be to the detriment of the game.
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>>98059171
>>98059783
Post some broken builds
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>>98056370
I ran it. It was pretty good. The lack of monsters for mid-game stuff made things pretty difficult, but I eventually got into the swing of things of making my own. The toolboxes are good. PCs will get overpowered and that's fine.
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>>98058116
Play roguelikes on a computer instead, you fucking sperg.
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>>98060233

A very consistent early-game combat-breaker is anyone with Mutant (Akromorphosis 3) and either Empty Hands or The Beast Who Spoke for a Quirk.

Aside from that, the game practically expects the party to have a really good healer on hand, such as a Spiritist with Heal or a Chanter, or else the party gets destroyed by raw damage.

Some repeat offenders, like Entropists with Acceleration, were already addressed by errata.
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>>98059319
>>98059783

I agree with these assessments of Fabula Ultima. It roughly matches my experience with the game.

Yes, it has decent tactical depth compared to, say, D&D 5e, but that is not a very high bar to clear. Fabula Ultima is nowhere near as tactically complex as a dedicated grid-based RPG, the kind descended from 4e.
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>>98056370
be real, no one plays this. that's why there's no actual bestiary out. one of those vibe games meant for the shelf, not the table.
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>>98061574
Bestiary got successfully kickstarted last year and the pre-print PDFs are already out there.
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>>98061574
Played it, it was fun. A bit more communal then I was expected but still a good time.
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>>98060521
>pic
How exactly is she supposed to get those high-heel boots on and off? they're made of metal, and yet they don't give enough room for the heel. Does she dislocate her foot every time she puts her shoes on or takes them off?
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are there any solo mods for this? everyone in my playgroup is interested enough to play it but not enough to step up and start DMing it.
i guess what i'm really asking for is a "GM-less co-op" mod of the rules.
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>>98061689
I think their kickstarter was talking about making solo rules, but don't think they are out yet.
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>>98061689
There's an official solo mode ruleset in the works from the last kickstarter, but no word on what that's like and I'm honestly pretty wary because it seems like everyone wants games to add solo stuff, but no one fucking knows how to write one. Won't know until it comes out, but until then, maybe consider running Mythic GM emulator with your group. It's made for solo play, but it can also be used by a group in place of a GM.
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>>98057100
Better than another puckee or gooner thread.
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>>98061652



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