Jump to content

greger

Member
  • Posts

    61
  • Joined

  • Last visited

Converted

  • RPG Biography
    Played a bit in the late 90s. Back at it. New CoC keeper.
  • Current games
    CoC DnD5e
  • Location
    Norway

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

greger's Achievements

Newbie

Newbie (1/4)

65

Reputation

  1. Preparing to run this scenario tomorrow, but as the book has some errors and the text some problems I was wondering Has anyone made alternative handouts for Servants of the Lake? And would they share? Details in spoiler text There are also some minor problems in the text in the book, but they are easier to just modify as they are not in handouts.
  2. Have people played through the scenarios? Do I need to have Gaslight era rules to be able to run "Loki's Gift"? Or will the core rulebook be good enough? I really wish there had been some pregens for the scenarios in the book.
  3. It's from the Evil Eye (page 259 in the Keepers rule book), which the characters encountered in (scenario name in spoiler text)
  4. One of the investigators currently has a penalty die on all charcteristic rolls. The same investigator has also lost more than 5 sanity points in one loss. They are now going to have to do an INT-check, to see if temporary insanity occurs. Do the penalty-die come into play for such an INT-check? I guess I might be answering my own question as I am writing this, cause if I am to take rules as written here, I would say yes. Making the reduced capabilities of the character a good thing, in this instance, as they want to fail their INT-check to stay sane.
  5. Are there any pregens for the adventures in this book? Either officially, or has anyone made any? And, do I need more rules to play the gaslight adventure? I have never played in that setting, and I am thinking there are maybe things I should know when running it, that differs from the classic era? And if I need to make characters for it?
  6. Okay, I am going to give all my players a new skill (of their choice) the next time we play!
  7. Maybe you are able to find it in the list here: http://yog-sothoth.com/wiki/index.php/CoC:Scenarios edit: Sorry, saw now that that list was only for non-magazine scenarios edit2: There are magazine scenarios further down the page.
  8. I am not quite sure what you mean when you say "no explicit mechanical role/roll", but some of your suggestions are mentioned in the keeper rulebook. APP does give a person more occupation skill points, for some occupations. APP also works somewhat as Credit Rating, in that a character with low APP might counteract with high CR, and the other way around. And, to quote the books: "Appearance measures both physical attractiveness and personality. A person with high APP is charming and likeable, but may lack conventional good looks." and "APP may be useful in social encounters or when trying to make a good impression."
  9. I bought a PDF from Modiphius last year, or something, that is for 7e.
  10. Is there really no-one that can answer this? I want to be running games, and introducing new people to the game, and stuff like that, but it feels very weird to have to run a game in english, when all the people around the tabel has the same, non-english, native language.
  11. If both players had a bonus die, I would have both roll with a bonus die. Without having looked into the math of it, it would "feel better" for the players. If they have done something to have an advantage, they should feel they get to use it. In combat, when someone is attacked multiple times, the attack gets a bonus die on subsequent attacks againt that person/entity. So that would be bonus dies for the NPCs if they attack a player. But if they are to be modifiers depending on the situation, I would probably make the call on what is actually being done, and how things are affected. If an NPC does something to make an attack stronger, they get a bonus die on the attack. If a player does something to make it easier to dodge, they get a bonus on dodging. The die should be applied to the one doing the action, IMO. But I might change my mind if I think about it more.
  12. It says in the rules that "we only credit sessions run in English and encourage foreign language GMs to contact their local foreign language printer" I am in Norway, and there is no Norwegian edition of the books, and all Call of Cthulhu books I have are in english. But, does this mean, that even if we are all Norwegians around the table, that I will have to run the game in English if I want to get credit? Or is it just the matter of using the English books?
  13. Now I feel silly, because, as I was about to move the downloaded file into the right folder, I saw that I in fact, already had a plaintext file. That I am quite sure I could not find when I looked for it the other day. I am doing a SAN roll now.
  14. On page 33: "An investigator can move a number of yards (or meters) up to five times their MOV value in one round." MOV is usually between 7-9, allowing for quite a lot more than 25 feet. But, also, about combat, on page 127: With regards to melee combat: "A character can move a number of yards equal to their MOV rate and attack normally.", that is, if they don't use their whole round to move. And on using firearms: " A character can move up to a number of yards equal to their MOV rate and make their firearms attack (or attacks) normally on their usual DEX rank." And next point: "If the attacker moves their MOV rate multiplied by 5 in yards, they must fire while running and so lack sufficient time to take a steady firing position, taking a penalty die to their attack roll(s). The shots will normally be taken on their usual turn in the DEX order, but may be delayed if significant distance must be covered to reach a firing position (at the Keeper’s discretion)." Sounds pretty limited. Sometimes you want to ask someone a question. Sometimes you are not fighting a killer. Sometimes you need to punch out your fellow investigator, who has lost a lot of sanity. And, I really don't see how any of the previously mentioned rules contradict being a bit tactial. And to be fair, in the Player's Handbook for 5e, it says on page 189: "A round represents about 6 seconds in the game world.", so it is not set in stone there either.
×
×
  • Create New...