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

  1. This post cannot be displayed because it is in a password protected forum. Enter Password
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  3. 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
    2 points
  4. 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 puni
    1 point
  5. 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 t
    1 point
  6. [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 w
    1 point
  7. 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.
    1 point
  8. 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.
    1 point
  9. 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.
    1 point
  10. 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.
    1 point
  11. There's always Lucky Trinkets, Heirlooms and Named Items!
    1 point
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  13. 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.
    1 point
  14. 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/Aff
    1 point
  15. 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.
    1 point
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