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Trifletraxor

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Posts posted by Trifletraxor

  1. The activity in the hive have slowed down a bit, warranting a consolidation of two forums. Again, the bigger one ate a smaller one, so that all the post from the former "Outside the hive" forum have been moved to the "Basic Roleplaying" forum. The description of the forum have also been changed, to include "anything RPG related." So basically, one forum to rule them all, and one forum for the supplements.

    Cheers,

    Sverre.

  2. Approximately how long till you plan to submit it to Chaosium? Do you have a deal with Dustin yet? What's the pagecount? Is it a single scenario or a campaign? Too busy with ongoing campaigns myself to GM, but I'd like to get a blurb up about it. Do you have a picture for the blurb, or should I just try to find something appropriate?

    SGL.

    ...Oh yes, and what the title of the monograph? ;D

  3. Change of plans, leading to a delay. I'm not going to have a separate char-gen chapter, but will incorporate it with the rules, mostly in the Core mechanics chapter. Consequently I'll be using more time before a chapter is ready for playtesting. It'll be four chapters total, with the first two being the most significant ones. Core mechanics will appear first, followed by the Combat manual.

    Introduction

    1. Core mechanics

    2. Combat manual

    3. Grimoir

    4. Bestiarum vocabulum

    Addendum

    SGL.

  4. dragon-lines.jpgA Martial Artist's power comes from life-giving Chi, which suffuses the land of the Dragon Empire. It is your duty to use your martial skills and amazing Chi powers to protect the Forbidden City from the hungry ghosts, hopping vampires and Foreign Devils who murder and steal from the innocent. Use an expanded Martial Arts system that is compatible with any Basic Roleplaying game. Characters may employ real-life styles, like boxing or ninjitsu; mystical styles that stem from magic; or design their own styles with the tools provided. There are dozens of styles to choose from, and over one hundred Chi Powers.

    Explore the expansive Dragon Empire, where beauty and culture are marred by corruption and decadence. Due to high concentrations of Chi, magical spirits live alongside mortals. Players can choose to be humans, spirits, or something in between. Reap the rewards of piety: you might become Enlightened, find a position within the Celestial Bureaucracy, or even take a sip from the Elixir of Immortality. Dragon Lines is a game of high flying action. Characters can wade through hordes of Lesser Foes, and then duel with another Martial Arts masters. You can survive dangers which would slay ordinary mortals. Walk on water, run up walls and along rooftops, and harness the very powers of Heaven to shoot lightning from your fingertips!

    By Charles Green. 128 pages. Published by Alephtar Games March 2010.

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  5. Fast attacks aren't necessarily weak, and slow ones aren't necessarily heavy - that's just your assumption. There's no connection with attack-speed in that rule. Larger weapons may be harder to dodge due to longer reach...

    Dodging a halfling with a knife might be easier than dodging the trollmaul due to the reach, I can see that, though the rapier/greataxe objection has some merit too.

    Well, fancy that! Me too! :)

    Nice and easy. The different weapon categories all some different "effects", but I'm happy with the default "impale" special for all weapons.

    Ah - "through"! Now that may help - but I'm not sure even that really 'disfavours the armoured'. This exceeds the capacity of my poor brain...

    It increases the chance of damage from a special actually getting through armor as compared with the default BRP dodge. I am however thinking about reverting to something more similar to the default and then just up the penalty for using armor. With the fatigue system I'm working at armor ENC is just a bit higher than the average AP of the armor worn, so maybe armor ENC x5% as a penalty. That would make dodge effective, but somewhat reserved for those lightly armored.

    SGL.

  6. If you give an amount of damage that a Dodge can avoid, then it will stop fast but weak attacks but not very heavy, but slow, attacks. It should be the other way round.

    Okay, you were referring to frowspawner's hourserule, not mine. My mistake.

    I was not referring to the Dodge rule in MRQ2, but to the parry rule. So far, it is the best compromise i have seen on the subject, as it separates the damaging ability and damage resistance of weapons from their ability to block blows, yet it allows big weapons to deal some damage through parries.

    Hmm... Looking forward to it then! :)

    SGL.

  7. My way is definitely "something else":

    Normal Dodge avoids 10 damage, Special 20, Critical All. (No fumble effect - but also no extra-attacks or anything. Keep It Simple.)

    I also allow Dodge in addition to Parry, even of the same blow. (Hence avoiding the 'which is better?' problem.)

    Simple is good, but it's also pretty similar to a shield parry. I also allow dodge and parry, even against the same attack. I like that option.

    The trouble with halving damage is it means Dodge isn't that great for the unarmoured (or lightly armoured).

    Halving damage getting through disfavours the armoured the way I play out specials, compared to the "shift success level of attack one down". I have all specials doing double dice damage (e.g. a sword doing 1d8 damage does 2d8 upon a special). Say if the dodger has a 5 point ringmail and makes a normal success dodge against a special sword attack (using the above sword), he'll take 1d8-5 damage with the current BRP method, and (2d8-5)/2 with the halving method, with the halving method increasing his chance of taking damage. Of course, with the old RQ3 method, the dodger will soak lots of more damage, 2d8-5, but that makes dodge sort of useless against anything but the most powerful attacks.

    Not only that, it is that dodging Fast Nimble Halflling stabbing with Dagger is more effective than dodging Slow Clumsy Troll telegraphing blow with Maul. Why?

    I don't see how this is so. Could you explain more clearer?

    The rule in MRQ2 is, well, get the book and read it. It is the best compromise I have seen so far. And I have played with all sort of variations.

    I'll certainly get it, but I'm waiting for Continuum so I can get it signed by the authors! ;) However, I don't really see what the MRQ2 dodge rule adds if it's still only good against the most powerfull attacks. As I said, that's how we allways used it in RQ3.

    SGL.

  8. The current trend (our houserules and MRQ2) is to penalize attacks in the round you Dodge. This way, you will resort to Parry in all situations except the ones when the GM declares the attack is too powerful to be parried. Again, MRQ2 is superior in this because it provides a rule for this and not only GM judgement.

    I haven't read MRQ2 yet (planning to get my copy at Continuum), but I'd say it would need to provide a superior rule to be superior. With what you describe, where basically back to RQ3, at least in function.

    Armor already has a fixed penalty listed for Dodge, so the old Encumbrance rules are obsolete. They required too much bookkeping.

    I'll agree that the old encumbrance rules are obsolete. Maybe fixed penalty is the way to go.

    SGL.

  9. The second option (the current BRP rule). The RQ3 way discourages dodging too much.

    I agree with that, but on the other side I think the second one favour it too much (at least if one still uses the old AP rules). Then it's better than parrying.

    Equal Success level, the action goes to the Dodger. They fully avoid the blow, they evade, or they close, situation demanding. If the Attacker gets a higher success level, full effect for the Attacker. This holds unless they're both a Failed roll. Then the situation is static.

    That's the RQ3 way. I'm my group dodge ended up being used whenever they knew the damage from the attack would be so great that a normal parry wouldn't be enough to save them, but otherwise no-one deared to dodge in fear of specials.

    So far I'm here:

    "Dodge: A defensive combat skill used for “avoiding attacks by moving or shifting quickly out of the way”. A normal success dodge avoids all the damage from a normal success attack, and halves any damage getting through armor and protective spells from specials and criticals (rolling with the blow). A special dodge also avoids all the damage from special attacks, and halves the damage getting through from critical attacks. A critical dodge avoids all damage from the attack, and also gives the dodger a free attack (costing no combat actions) against his opponent. A fumbled dodge leads to an automatic hit even if the attacker failed, as the dodger basically walks into the attack."

    Halving the damage getting through instead of decreasing the attack one level sort of helps a bit in not making it too powerful. I'm still looking for a way to penalize characters using heavy armor while attempting this skill. Any thoughts? I've always found dodge a bit troubling game mechanic wise.

    SGL.

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