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D&D vs Call of Cthulhu?


Dethstrok9

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In this video, you shall see the pros and cons of each system. Thank you for all the awesome support, we're almost at 100 subscribers:)

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33 minutes ago, Lloyd Dupont said:

What about BRP? 

Same rule set as CoC but not specifically horror or contemporary... 

That could be a future video, and would be a big topic. D20 vs D100, I like it! 

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I'm going to post my homebrew rules in a few weeks, when my Master of Orion setting is developped well enough... 

But there is one thing I don't like with BRP it's the elemental spells.... 

But I think I found a compromise I like! :)

Will text when I GM again (now I have a break when we take turn, the other player is GMing D&d5e of course....) 

Can explain later if you like (typing on a phone now.... My internet is broken :(

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1 hour ago, Lloyd Dupont said:

I'm going to post my homebrew rules in a few weeks, when my Master of Orion setting is developped well enough... 

But there is one thing I don't like with BRP it's the elemental spells.... 

But I think I found a compromise I like! :)

Will text when I GM again (now I have a break when we take turn, the other player is GMing D&d5e of course....) 

Can explain later if you like (typing on a phone now.... My internet is broken :(

Please do, I'm intrigued now, haha:)

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Will try to replay in detail tonight (currently at work, and will try to tether my phone and use its internet tonight) but I just wanted to say now that the BRP magic systems are my favorites...

But let me preamble a bit now... but not too much need to work too, haha....

All the other system seems designed with Overpowered magic for the villain in mind. In Mythras, RuneQuest, RevolutionD100 and similar system, affecting multiple characters at immense range for very long duration with great force is quite easy, you just need the appropriate skill.

In BRP spell last a fixed modest duration (generally 15 minutes or 10 rounds) have a fixed range (generally 100 m) and an average cost of 3~4 MP (sometimes more or less) and armor protect against most elemental spells. I like that.

However, after playing BRP, then Revolution D100 on the same campaign... I got used to casting spell for cheap (I came up with a custom rule for BRP that will enable that in some case) and I had really painful experience trying to make an interesting fireball spell (i.e. usable by player, dangerous, but acceptable)(but came up with untested yet idea for BRP)

I will post the details tonight from home or maybe this after noon from work ^^
the details are a bit long for now...
the short and succint story is:

- spell cost reduction idea (with skill over 100% or magical item made with either POW or special material)
- spell costing change (2mp/d6 instead of 3)
- using CoC HP rule (no location, but major wound threshold)
- stunts (think blood and tide or revolution d100, I added  some modest requirement on stunt, such as skill over 50%~75%)
      - one of which is to reduce remaining (half) area damage on successful Dodge (using Fatigue Points for that)
      - and the other to turn single target spell in area spell (2 level for fireball, 1 level per extra target for chain-ligtning)
      - and even a stunt that give you 1 level of spell for free (usually save 1mp, but here 2)
- using a resistance table variation (D20+characteristic over attack characteristic +10 instead of using a table to find out the percentage) I plane to give various bonus, including resistance bonus for some armor and attack bonus for some magic staves

Basically elemental spell are too powerful for various reason (it's not too hard to make sure the dodge will fail, area damage always damage even with successful dodge, with location HP damage is ridiculous for little magic/xp investment), so they made them too costly. I try to improve both area... more escapable and less expensive.

Edited by Lloyd Dupont
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35 minutes ago, Lloyd Dupont said:

Will try to replay in detail tonight (currently at work, and will try to tether my phone and use its internet tonight) but I just wanted to say now that the BRP magic systems are my favorites...

But let me preamble a bit now... but not too much need to work too, haha....

All the other system seems designed with Overpowered magic for the villain in mind. In Mythras, RuneQuest, RevolutionD100 and similar system, affecting multiple characters at immense range for very long duration with great force is quite easy, you just need the appropriate skill.

In BRP spell last a fixed modest duration (generally 15 minutes or 10 rounds) have a fixed range (generally 100 m) and an average cost of 3~4 MP (sometimes more or less) and armor protect against most elemental spells. I like that.

However, after playing BRP, then Revolution D100 on the same campaign... I got used to casting spell for cheap (I came up with a custom rule for BRP that will enable that in some case) and I had really painful experience trying to make an interesting fireball spell (i.e. usable by player, dangerous, but acceptable)(but came up with untested yet idea for BRP)

I will post the details tonight from home or maybe this after noon from work ^^
the details are a bit long for now...
the short and succint story is:

- spell cost reduction idea (with skill over 100% or magical item made with either POW or special material)
- spell costing change (2mp/d6 instead of 3)
- using CoC HP rule (no location, but major wound threshold)
- stunts (think blood and tide or revolution d100, I added  some modest requirement on stunt, such as skill over 50%~75%)
      - one of which is to reduce remaining (half) area damage on successful Dodge (using Fatigue Points for that)
      - and the other to turn single target spell in area spell (2 level for fireball, 1 level per extra target for chain-ligtning)
      - and even a stunt that give you 1 level of spell for free (usually save 1mp, but here 2)
- using a resistance table variation (D20+characteristic over attack characteristic +10 instead of using a table to find out the percentage) I plane to give various bonus, including resistance bonus for some armor and attack bonus for some magic staves

Basically elemental spell are too powerful for various reason (it's not too hard to make sure the dodge will fail, area damage always damage even with successful dodge, with location HP damage is ridiculous for little magic/xp investment), so they made them too costly. I try to improve both area... more escapable and less expensive.

I will say that I'm not familiar with all the games you mentioned, but the concept sounds awesome, and I'm thrilled you took the time to do that. Great work man, we owe you now!

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