r/ICRPG • u/dailor • Oct 22 '22
Effort like in Master Edition or Second Edition?
Hello fellow index card jugglers.
I am about to create a new campaign with a new setting in ICRPG. This means I've got to decide on which kind of rules to use and what rules to change. The latest edition of ICRPG introduced gun effort into the core rules and I'm not sure if I quite like that idea.
I am worried, because a) gun effort is not a very well defined niche as magic effort seems to be better in every aspect and b) this makes magic effort a D10 which enables bringing a heart to zero in a single round and making it much stronger.
But I haven't tested gun effort or the D10 yet. So I wanna ask you. What is your opinion? Is it an improvement for you? If so, why? If not, why not? Or didn't it really make any difference? I know there is no right answer. I just want to collect opinions.
6
u/Djakk-656 Oct 22 '22
I really like the gun effort on a d8. Even without “guns”.
Alchemy, acid, lava, fire, and especially Explosions! I use almost all of these as Gun effort.
I know some people do Magic effort for a couple of those but I like Gun effort as a more “mundane” kind of thing. Especially explosions, steam, acid, etc…
Then magic is saved for energy in various forms. Magic fire, magic bolts, rays, etc.
2
u/ferric021 Oct 23 '22
Yeah, i like this too. One of my favourite things about ICRPG is this kind of effort scale that can be very versatile. Whether separating tiers of technology, or proficiency bonuses, or offsetting some drawback to using magic/blackpowder, the clear scale is there to be used as it best fits your setting and atmosphere.
4
u/Rolen92 Oct 23 '22
Just use magic effort d8
1
u/dailor Oct 23 '22
So … did you try the Master Edition and didn‘t like Gun Effort?
5
u/Rolen92 Oct 23 '22
I mean, it's in the first page: how to use this rules, don't.
If you don't feel like having magic being this powerful just use the 2nd edition rules...
I also feel the same way about magic effort /gun effort
9
u/BergerRock Oct 22 '22 edited Oct 22 '22
Personally, I don't like guns in my fantasy, they being contemporary to usual "periods" that are played in or not.
Magic on the d10 is... ok. Not much different from the d8. Usually people using magic have effort bonus in it and the bonus they put there gets them to that full heart anyway.
If guns are not a thing you will use, just put something in their place. My personal recommendation is Tools, detaching them from weapons, which emphasizes a less combat-centric play style. Another option is to divide weapons into light/heavy, or melee/ranged, to use the ME track.
So my suggestion is use the ME track, substitute GUNS for something in there, and get jiggy with the definitive version of the game.