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nerdvana

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Posts posted by nerdvana

  1. Are you trying to attach it to a posted message? If you are you could always put it in the downloads section otherwise. A third option is to use google drive and share the link to it in a post. ;t)

    I had been trying to attach an image to a post. I did end up uploading it to my 4share account and use an HTML link to put it in the post. I figured that if I couldn't do that I couldn't upload to the downloads section but I haven't tried as my work isn't ready for that... was just trying to be prepared.

  2. I asked this in another thread which got no reply so I figured I'd make a new post to ask it. At what point can I upload files to the site?

    The reason I ask is because I'm writing up a new skill for Legend and wanted to upload a PDF of it to share.

    (I know that this is based on number of posts, so when I am asking this I am at 28 posts, including this one)

  3. I'd only allow it to be involved in a game where I thought the players were mature enough to know not to do that, true. The discussion came up because it was listed in the RAW under the description of the Craft Advanced skill.

  4. Could the Divine Favour be represented with the Pact skill in Legend? It sounds like it could be portraying the same thing

    Yes. And that is the skill I'll be using. But I am not using the Divine Magic from Legend, by choice.

  5. The thing is... do you really need 7 different degrees of reaction? how can you meassure the difference between a good or very good result?

    In this case, yes. Because I'm not actually using NPC reactions (I should probably have made that clearer). I'm working on converting over GURPS Powers: Divine Favor and the seven degrees of reaction dictate how the miracles you are praying for will be expressed (as shown below for praying for a non-specific miracle)

    Excellent: the god's full power is expressed (parting seas, cracking the ground open to encompass your enemy, raising the dead, etc) which has a life-changing effect for those who witness the event

    Very Good: an undeniable miracle occurs

    Good: a subtle miracle occurs

    Neutral: no miracle, but the priest or target of the prayer would receive a minor blessing

    Poor: Nothing happens

    Bad: You've upset your god, this is expressed in a non-harmful way and miracles are denied you for a time afterwards

    Very Bad: You upset your god in such a way that they smite you (not instant death but that could happen)

    So, I thought of using two rolls to do this and have the dual rolls be consulted on the following matrix...

    oHLNRkBQce

    I know that two rolls for one action might go against the d100 principles but it gives me the spread I'd like to see. What do y'all think of this?

  6. In GURPS (which is where I am trying to port a mechanic from) NPC reactions are judged in grades: Excellent, Very Good, Good, Neutral, Poor, Bad and Very Bad. Is there a built in mechanic like that in Legend (or other d100 games) that I'm missing seeing or am I going to need to find another way to generate 7 different degrees of success rather than the standard 4 in d100 (Critical Success, Success, Failure and Fumble)

    (EDIT: Woot! my posts count has finally surpassed my downloads count!)

  7. So after careful consideration (and discussion with some of my RL RPG think tank... i.e. my players) I've decided that each language gets its own literacy skill (assuming the language has a written form) because knowledge of one language using a script and another using the same (or similar) script really doesn't map that well IMO (looking at English to Spanish for example).

  8. In Melnibone they'd view it as an Art, but in Pang Tang it's be a Craft. The difference is between a craftsman and an artist, in that the methods can be very very similar but the desired outcome differs.

    Someone who studied it but didn't do it would have it as a Lore.

    I'd allow anyone with either skill (Craft/Art/Lore) to use it as the other with a simple increase in difficulty of one step.

    In RQ6 or other games that use augments then they might augment each other, and also a medical/healing skill might be a suitable augment.

    Does Legend use augments? I've never read it, one of the few d100 games I have never read.

    Yes, Legend uses skill augmentation. And while I know that some groups might think of it as an art or as a craft, the skill rules are not written by the characters but by us in the real world and so should reflect "reality" (at least as I as a GM see it) but these are good ideas.

  9. In that case, you are right :)

    I don't have my copy of Legend available at work, unfortunately, so was going from memory.

    Professions certainly charge 10 points for each advanced skill.

    Yeah, I am real lucky (a) I have the PDFs on my computer, (B) I work from home. But thanks for helping me make sure I thought it out fully! :)

  10. Final decision... not a Craft (that is for making things after all) but also not a Lore. Like Art it should be different as it is an active skill (though closely related to Healing)

  11. Good points. I'm going to discuss this with someone who has portrayed a torturer online (on a MUSH) and get her (vaguely) expert opinion on the matter before locking in the decision.

  12. on p17: Barbarians gain Survival and their choice of one of these skills: Craft, Lore, Play Instrument or Track; Civilised Adventurers gain Courtesy and any three of these skills: Art, Craft, Language, Lore, Mechanisms, Play Instrument or Streetwise

    on p18: Nomads gain Survival also and their choice of one of these skills: Boating, Craft, Language, Lore, Play Instrument or Track; Primitive Adventurers gain Survival and Track.

    So, in your Legend games you charge your players for those skills from their Backgrounds? I didn't see anything in the RAW that would indicate doing so. All I'm talking about is adding an additional skill or two (formerly Common Skills) that they automatically know due to their background.

  13. Craft is defined as the ability "to fashion and create various items". Why then was Torturer included as an example Craft. It seems more like a Lore (which "defines an area of knowledge for the character") to me. In my game I'm treating it as such. Probably has no effect and is covered by "Rule 0". Just sharing.

  14. Unless I've missed something, the only difference between Common and Advanced is how you start acquiring the skill, once you have it you can use it. So if the Steppe nomads all get Ride from their cultural background package they can use it freely even if it is Advanced, thus the decision I made.

    Effectively, an Advanced Skill gained from your Background makes it a Common Skill. Right? Or am I missing something?

  15. I see a problem with Drive and Ride as Common skills.

    Drive: In the RAW a character from a Primitive culture would have as easy a time using the skill as his twin from a Civilized culture.

    Ride: Not every culture has riding animals (native Hawaiians and other Polynesian island nations, Frex).

    My fix for this is to make these skills Advanced skills but to put them into the culture packages for any cultures that should have them as a Common skill.

    Thus, IMO, problem found and fixed.

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