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Chaot

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Posts posted by Chaot

  1. On 12/9/2020 at 8:02 AM, Lloyd Dupont said:

    This look like a good start... but a lot is missing, even for character creation!

    such as.. what are those dark art point?

    Add this to the second paragraph in the Dark Powers section.

    Just know that certain decisions made in game will garner your character Dark Power points. Actions have consequences in the Domains of Dread. Gaining too many Dark Power points attracts the attention of the Dark Powers. This is a dangerous path, for while it may offer up temporary power, the trade off may be your very humanity itself.

     

    Also fixed Brawn and Finesse.

  2. Dark Power points are like Allegiance from Elric!. It measures how much of an interest the Dark Powers have taken in an adventurer. Some nasty things can happen when       a character gains too many of them.

    Yes, Brawn and Finesse should be averages. I was playing around with a few tables. I guess I put the wrong one into the document!

    Creatures and encounters you'll have to wait on. Maps are coming with the expanded Domains, as are expanded occupation information and special abilities. I've also just started on an equipment document that is targeted to the setting. The current document is 58 pages long. Those were the eight I was comfortable with sharing. :D

     

  3. So, I'm hacking away at Ravenloft again. In this version I stripped out a lot of skills and I'm simplifying a few magic systems. I've changed combat a little bit as well. I also wanted to make the domain backgrounds meaningful though, so a good portion of my character creation document is going to be talking about the domains. 

    This is only the first 8 pages and a character sheet. My expanded Domains and Occupations section is almost finished. I'll post them here when they are in a state to be posted. I'm still juggling the which occupations I want in which category.

    As always, I appreciate any feedback ya'll might have.

    BRP Ravenloft Making Characters rough.pdf BRP Ravenloft Character Sheet rough.pdf

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  4.  

    On 10/2/2020 at 1:51 AM, Mugen said:

    The way I understand it, Fast talk is for confusing people, and Persuade for convincing them your arguments are right.

    As for myself, if I wanted a game with two Communication skills, I think I'd have one to speak with an individual, and another for crowds.

    Yeah. Fast Talk is for short term gain and is used to confuse, take advantage or pressure people into doing something that may be against their best interest. It is also a quick skill and often will leave the person who you Fast Talked unhappy. Persuade involves laying out a position and trying to change a person's mind about their opinion or stance. This is a long term diplomatic skill and takes a longer time to accomplish. The person must be willing to listen to your words as well. Fast Talk and Persuade can both be used against individuals and groups.

     

    On 10/4/2020 at 10:27 AM, dieselpunk said:

    Bonus points for using the term Skulduggery! I might have to steal that. :P

    It's such a lovely word that conjures up all that thievery stuff. I'm going back and forth on whether to leave the basic skills of Search and Stealth and put Skulduggery into the specialty skill category.

  5. Hate Strike Ranks. I use careful aim from Elric! I adjust it because I don't want to deal with the math. For every Dex/Int rank you delay you get a +10% bonus. If you want to rush an action you get a -5% per Dex/Int rank level. It works great without dealing with a secondary stat.

    Dex Ranks for life, baby!

    • Like 1
  6. 22 hours ago, rsanford said:

    Enlightened Magic is probably the most underrated RPG supplement in modern history. It is THE book to have if you want your game to have a real life Wicca kinda feel to it.

     

    Let's just take a moment to acknowledge that this is one of the truest statements ever made. I will reinforce that it's not just Wicca but Hermeticism in general. Plus, the system is just really well put together.

    • Like 1
  7. 22 hours ago, Atgxtg said:

    A bunch of characteristics that meant little and every PC with a skill above 100% in their primary weapon. 

    I would frame it a little differently but I list both of those as positives. It also got rid of hit locations, strike ranks and fatigue and codified spot rules for nearly every occasion!

    • Like 1
  8. On 8/22/2020 at 5:14 PM, GothmogIV said:

    No, no, not at all. It’s just that they tend to die much more quickly than, say, D&D. I think I came up with a good idea for a solve! Thanks to all for the input. 

    Ok good. Sorry. I was having trouble parsing your post.

    On 8/21/2020 at 7:01 PM, GothmogIV said:

    Now they need a new character, BUT, they already made a bunch connected to said splattered by gooey CoC guy. See what I'm saying?

    Any thoughts or work arounds? I was thinking that, maybe, instead of an individual, it could be like a family or bloodline. Not sure. Ideas are most appreciated.

    I would also like to say that role playing, Chaosium, and D&D5e have kept me sane during the pandemic. So that's a positive.

    Couple of ideas.
    First. If the main character dies, can they be replaced with one of the ec clones they've already created?

    Second. Instead of creating these multidimensional clones, what about just coming up with a generic description? You have the main character, then you have 'the cybernetic kiltsman', ''the tree-hugging wizard', 'the land whale hunter', and whatever else. Doesn't matter if the original character dies, when you meet the tree-hugging wizard it will be the EC of whoever the current character is.

     

  9. Couple of other things that I think are welcome additions. There's a page that talks about creating permanent magic objects and they integrated a cantrip system with their magic system. The have a basic alchemy system and an herbalism system. They've got a bestiary and an NPC section

    The setting has two basic magic types that I can see. Arcanists and Hedge Wizards. Say something about divine magic but didn't track it down.

    Setting is about 30 pages long. The rest of the book is mechanics.

    All an all a good deal for $8.

    • Like 2
  10. 7 hours ago, Ian Absentia said:

     I'm interested in seeing how far back people proposed ideas before they eventually made publication (present company excepted).

    It's been around for a while. I think it was Terhali who had a respectable port of Dark Sun to RuneQuest. I forget exactly when I found the Elric! rules but I think it was around '97 or '98. I didn't have any extensive conversion and I wasn't playing a ton back then  but I did use Elric! them to run a few D&D and MERPS games.

    The main thing that jumped out in feel was the number of opponents one could reasonably throw at players without slaughtering them. When Charles Green published his minion rules in Gods of Law and refined them later in Dragon Lines that really solved that problem. Now it's easy to have PCs wading through a battlefield like some 6th or 7th level D&D characters.

    Rod Leary was working on Classic Fantasy for a long time before it was published.

    Back in '09 I was converting and running BRP Ravenloft (and I might have a fully self-contained document for it when I'm on my deathbed.) :D

  11. 3 hours ago, Ian Absentia said:

    Well, it's about time

    Yeah. Sadly there are a bunch of neckbeards crying that it's some sort of political correctness gone wild.

     I'd be interested in reading the article you mention, particularly with an eye toward how it would dovetail with what emerged in 13th Age, which was strongly influenced by RuneQuest.

    This rusted old brain started moving again. It was a Dragonlance website!

    https://web.archive.org/web/20060823145157/http://www.physiol.ox.ac.uk/~sl2/dl/misc/changed.html

    It's not as succinct as I remember but if you read his notes and then look at what he did with Ogres and evil mages you can plot a course on how to make D&D less offensive.

    I want to thank everyone in this thread for all your help. I really needed your help to think through this!

    • Like 2
  12. I think I read it while I was living in Manhattan. That would put the piece somewhere between 1998 and 2001. I'm pretty sure it was on one of those old websites. I don't think it was on the old RuneQuest mailing list digest though.

    Edit: The reason it is so prominent in my mind right now is that WOTC is talking about revisiting the implications that their game worlds have in regards to racial and cultural stereotypes. That simple article did so much in taking a somewhat offensive 'race' and creating real cultural depth simply by viewing the monster through the RuneQuest lens rather than the D&D lens.

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