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Showing content with the highest reputation on 05/17/2016 in all areas

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  3. 2 points
    Where do magic items come from? Yes, some are conjured by mad wizards high atop their towers or fervent alchemists in their labs bending the laws of nature to their wills. Some are crafted in eldritch smithies or woven by fey creatures. But other items of power are born by the deeds of men, heroes who rise to become more than their origin. Much like these heroes, certain items, by virtue of their use, gain a power of their own. Happenstance can awaken a potential that further use nurtures. Over time, this mundane item reflects a shadow of the hero who bears it. The item becomes an item of power. In the course of gameplay, if a PC rolls an 01 for a skill check or an 00 on the resistance table, they may invest a point of POW into an object of their choice. In combat, if a PC rolls full damage for their weapon and the strike is a killing blow or if they roll full protection for their armor and that roll saves them from death, they may invest a point of POW into an object of their choice. Their character attributes their success on the the presence of said object and that belief, coupled with the investment of POW, is enough to empower the object with a touch of magical ability. The object grants the bearer bonuses depending upon how it was created. If the object was granted power through use of a skill roll, the object now grants the bearer a +5% on all rolls involving that skill. If the object was granted power through use of a Resistance Table roll, the object now grants the bearer a +1 on the stat that was involved in the original contest. If the object was granted power through a damage roll, the object now grants the bearer a +1 to their damage. If the object was granted power through an armor roll, the object now grants +1 to their armor. Once an item has become empowered, its enchantment can continue to grow. When a PC repeats the extraordinary action that allowed for the POW investment, the item gains in strength. If the PC rolls a 01 in the item’s skill, they increase the item’s bonus by +5%. If the PC rolls a 00 on the Resistance Table on the relevant Stat, they increase the item’s bonus by +1. If the PC rolls full damage on a killing blow, they increase the item’s damage by +1. If the PC rolls full protection on an armor roll that would have killed them, they increase the item’s protection by +1. These empowered increases are limited. An item can only gain a specific bonus a maximum of four times, matching but not exceeding either a +20% or a +4. Note that any item can be empowered. For example, it may seem natural to empower a pair of boots or a cloak with a Move Quietly bonus but one can also choose to empower a necklace or a dagger with the Move Quietly bonus. As long as the person is actively wearing or using it, the bonus will apply. It’s a matter of the character’s belief and concentration that imbues the magic to the item. Items with more than one Empowerment Items may be empowered multiple times, granting bonuses to more than one skill or attribute, following the guidelines above. Gurdo the fighter has a pair of gloves that currently have a +10% combat empowerment. Gurdo just made a check and is able to increase damage by +1. She spends her point of POW and decides to place it on the gloves as well, so now when wearing the gloves she has a +10% bonus to hit and a +1 on her damage. Bonuses on items do not stack. If you have an item that gives you a Listen bonus of +15% and an item that gives you a bonus of +5%, your total bonus defaults to the highest. You would have a bonus of +15%. If an item already has maxed it’s bonus out at +4 Strength you cannot empower it again for additional Strength bonus points. An empowered item’s bonus can only be increased once per game session.
  4. 1 point
    For a while we tried a fatigue system based around that: roll %doubles and at that moment we check your encumbrance. Depending on your load, you got 1+ "fatigue" tokens that each gave you a flat -5% on any roll until you rested. The logic being, the more times you rolled %ile dice, the more "stuff" you were doing, and in abstraction, the more likely you were to get tired. Ultimately, it just became another fatigue system dropped by the wayside. I've come to the final conclusion that mechanical encumbrance systems are either too trivial for the bookkeeping (most of the time) or too punitive. Now, I just say at the start of a session, to each player "so, what are you wearing/carrying?". First, them going over what's where, and ending up with "and the rest of the stuff is in my pack" actually helps everyone at the table visualize each other. Second, then, if it's enough to burden them to some degree, I mention it and they either amend it or accept it. Then, 3 hours later when something happens when I think fatigue/enc would be relevant, I just mention it and tell them that they're growing really tired, so at this point you're -10% on physical skills, -5% on mental ones until they take a substantial rest. (That's the same penalty I put in place if people have hiked all day, and are attacked at night before they are rested, too.) It's arbitrary, I admit, but people seem to agree so far.
  5. 1 point
    Greetings there ! I'm a long time french game master of Runequest (the original first edition was the very first RPG i bought after reading a review). I apologize ahead of time if the topic was covered elsewhere. I have big expectations about the upcoming new project but i wanted to share some ideas about a precise issue that had bugged me for a long time in the combat rules of the original system. The Attack/Parry system worked fine until the skill % reached 90-100, but then the fights dragged because parries wouldn't fail often enough unless, of course, magic allowed someone to shift the balance. I happen to have done some ancient fencing and the idea that a fight between two novices would be shorter than a fight between two master at arms didn't feel right to me. More importantly, it didn't really feel dramatic either from a movie point of view. Apart from combat, there also was the issue of comparing opposed skill successes (social interaction, perception vs stealth ...). That's why i liked the idea of "the highest roll among identical levels of success (normal or critical) beats the lowest", it shortens the fights between high skill fighters and also felt "intuitively right". it adresses the issue of conflicting skill rolls (not only combat related) Another approach was also used in the Hawkmoon RPG : you could parry several times in a round but your parry % would drop by a cumulative 20% each time. a Master (90%+) gained a free attack after each successful parry but each successive attack would drop his skill by 20%, cumulative too. The consequence of that was that a fight between Masters would lead to a flurry of attacks / parries / riposts until one failed or was hit. That "felt" much more dramatic (and also more realist for the fencer in me *winks*). I am unsure which system the designers are leaning towards but i really want to point out that the gaming tables i ran stumbled on that issue several times, either because of realism or storytelling rythm concerns.
  6. 1 point
    [edit: oops! missed a few posts - this is in reference to the raiding part of the thread] Morokanth will use terrain, and the cover of darkness. The wastes are rugged, with plenty of cover in places for the morokanth to sneak, strike, and fade into the night. Doesn't matter how fast your victim is if they have no idea where you came from or which way you went. I imagine that their herd-men are at least clever enough to be trained to build blinds, dig pits, and set spikes, so galloping off after those darn sneaky tapirs could be a very very bad idea... They won't be much use raiding in the wide open spaces, but in rough or broken landscapes they will have a major advantage. Morokanth are also plenty big and strong on their own, I don't think they would value big strong herdmen nearly so much as small, sneaky ones that were trainable and good with their hands.
  7. 1 point
    Hey... whoa. I kinda like that idea. Still has a disgusting whiff of Godlernism about it, it seems to me, with its implied rejection of the objectively truths of all the incompossible Gloranthan cultures, but I'm thinking it makes for good play.
  8. 1 point
    I wanted and have always wanted to play a Humakti duck and become a hero as that character, to show his viability as a character. To play him totally seriously. They are an interesting race.
  9. 1 point
    Also remember that sending a message was Expensive with a capitol "E". Very few telegrams (wire or wireless) were sent plain language. Before the 1950's there were many commercial code books as well as private and government codes. http://cryptiana.web.fc2.com/code/telegraph2.htm is a good read with some links to actual code books.
  10. 1 point
    What's to say Morocanth chariots used for racing have to have a Morocanth driver? Maybe they breed "jockey-sized" herdmen (or more likely, use herd-children)? Or if herdmen aren't bright enough, captured slaves.
  11. 1 point
    There's always Lucky Trinkets, Heirlooms and Named Items!
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  13. 1 point
    Velakol Surestrike, from the Borderlands campaign, is described as having his favorite pastime as chariot racing with other Morokanth. He has a four herdman team of matched pairs. So all this talk of mud and 20 man teams are obviously incorrect. Not even Greg gets to Greg Borderlands.
  14. 1 point
    As some of you might have seen, I've been looking into how to make good deckplans for BRP Space. After checking around a bit I've found a program called Dungeonographer. It's quite versatile for small to medium starships (up to about 200-300 Modules) and it's fast to work with. The example plan below took me about an hour without first consulting the manual - half of that was spent in Photoshop fine-tuning the looks. Let me know what you think of it! I haven't tried to do larger ships yet, but I think it will be a big time-saver to start in Dungeonographer, but move to Illustrator/Inkscape/Affinity Designer as quickly as possible. This is because Dungeonographer doesn't seem to support copy/paste of complete cubicles or sections, a must-have feature for large ships. I hope to make work more efficient this way. What I have realized so far, is how similar many medium-sized deckplans are. Cockpit, corridor with cubicles, small social space, cargo hold. Not much variation. At this level of detail it's not that surprising; regular ship deckplans that I have used as reference look fairly similar too. Or is it just that I'm being slightly uncreative here?
  15. 1 point
    Ah, I knew I still had one of these around here. AutoCAD + Photoshop, but I reckon the current SketchUp could do the same and I haven't even started messing with plug-ins.
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