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Vexthug

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Everything posted by Vexthug

  1. I don't think Mongoose cares that the name is wrong, since they were teased about it quite a bit the last time Oh well its not like the fantasy genre isn't already infested with bad made up names, one more can't hurt. Miles
  2. With hero points I have a use them or lose them policy. They reset back to 2 points at the beginning of each session. That way there is no hording issue. Miles
  3. Yeah I have the same type of group, they don't handle character death very well either. I'm doing the same things you are except no luck roll, that seems redundant when using hero points. I also have healing magic more available and double the amount of healing it does because of using total hit points. The other change I made was using less opponents so you won't overwhelm their defences. With hero points I don't let them save them between game sessions, but I let them refresh to 2 points at the beginning of each session. I'm very liberal at handing them out and encourage the players to use them often and more importantly to earn them. This seems to work very well for me and no one has died yet. Miles
  4. Thank you Clarence its always nice to have more tools in the toolbox. Miles
  5. ROH is a stand alone game, you don't need any other book. Plus it has ship to ship combat rules, this alone makes it worth getting for me. and if you back it now you get the beta pdf. to read right away. So what are you waiting for go back it now. Miles
  6. @ rogerd As an example lets say you want your barbarian to be able to leap over your enemies and strike at thier leader in battle. Legend says A great warrior woman named Scatha knows this Talant, but will only teach to those she deams worthy. Beforer she will teach you you must first steal 10 cows from the Shadow clan. You are victorios but you also killed the son of the shadow clans chief. She teaches you the battle magic spell "flying kick" 4 for the reduced cost of 3 improvement points. you are now hunted by the shadow clan who seek revenge for thier clansmans death. You As a player can rename the spell "Salmon Leap" and call it a talant. Thats about as complicated as I would make it. For me I just like having everything roleplayed out, and fit the in the world and story. Plus I want my players to have cool characters that can do cool stuff, and have it make sense. They may not want a magic using barbarian, but that dosent mean he pull off some crazy stunts now and then. Miles
  7. Thanks Rod, that's very nice of you for sharing your hard work with us and appreciated. A rough draft is perfect for me it saves me a ton of work. To nerdvana, yeah Open quest isn't for everyone. Fortunately we have a large number of choices for d100 games and I like them all, but I found the simplicity of OQ to be more to my taste. But I understand when people want a little more detail in their games like combat actions and effects and hit locations. Miles
  8. Yup I have all those, the same guy has all of them as POD at LULU as well. I just like to have a physical copy as well. So threedeesix do you still have the notes for that, and will you share Miles
  9. I have'nt yet, but it's on my to do list. Star Frontiers is still my favorite sc-fi setting for rpg's, so when I get my hands on "River of Heaven" ill start my conversion. I had lost my box set years ago so I recently picked up the POD version from LULU. Miles
  10. Woohoo! Downloaded and reading, thanks Newt. Miles
  11. With BRP I'm not sure how to balance it other than a case by case GM call. If your using the newer gen RQ or OQ you can give them an improvement point cost the same way you by spells. If you want to ad flaws just give them a cost discount for your talents. In my game I use many of the battle magic spells as talents/feats instead of describing them as magic, so you have a benchmark there to help you make new ones when you need them. This is why I prefer the improvement point system over the check skill system, it's easier to balance the game. I hope this helps, and I'm sorry if any of my previous Post's seemed like thread crapping I realy was trying to be helpful. I do use A form of talent/flaw system for my games, but each one is A case by case judgment call by me. I don't have any formula other than the battle magic benchmark. Miles
  12. Then I really need to by that PDF instead of waiting for your Legend version. Write faster (cracks whip). Miles
  13. Yeah advantages are what makes your character look badass but disadvantages is what should make your character interesting. Take the classic D&D monk, use the martial arts power from super world that adds a bonus to hit and damage with unarmed attacks plus a defence bonus. Then balance that with a vow of poverty and abstinence from worldly indulgence, you have a basic monk and some interesting RP material. From that you can add a lot to your game world, like where is his temple, what is their philosophy, are they tied to a cult,who are their enemies ? I ran a lot of Hero games as well and it was a challenge keeping track of all the disads in the game because of players just trying to get more build points hoping you forget most of them. I once had a player who took 5 hunteds, 3 of them fanatical. I let him have them just to see how it would pan out story wise, it was ugly. But after that he did rain in the disad abuse, plus it was fun hunting him down each game session for the short time he survived. So the short answer is advantages and disadvantages are great but the need some control from the gm to make sure they don't unbalance or disrupt your game. Miles
  14. FAE is Fate Accelerated edition of the Fate core rules system from Evil hat games. It's a $5 rule book that's just 50 pages long for a narrative style RPG. There's a lot of games using this system in one form or another, like Icons, Dresdon files. I'm currently running an Icons game and it plays much truer to the super hero genra than any of the other game I've used in the past, like Hero and Mutants&Masterminds in my opinion. But I prefer BRP for my fantasy and sci-fi games they need a little more crunch for me, but I do like to add some narrative elements to them. Miles Sorry I forgot to provide a link http://rpg.drivethrustuff.com/product/114902/Fate-Accelerated-Edition?term=fate+ac it's a pay what you want for the pdf. Mining other games for good ideas and adapting them to your favorate system is always worth doing if done right. Why not adapt GURPS adv./diasads to the game as long as it adds to the enjoyment. for me I would make them up as needed and avoid making a long laundry list of options. I know OQ2 has a relationship system for things like rivals, enemies and family, and I think RQ6 may have something similer. but if you want special powers and abilities you can use the super powers and mutations from the BGB to make just about any effect you could want. Plus you can reflavor battle magic to mimic advantages/feats as well. Just some thoughts, I would love to see what you guys come up with tho.
  15. I've never been a fan of advantages and disadvantages tied mechanically to the character. But I do like them tied to the world. I'm thinking of using fae's fate point concept for my games. The high concept, trouble and aspects help tie the character to the world fellow players and give a short background for the PC. With these aspects you can give the PC some motivations and RP material and dual the fate point economy. You don't have to use the fate system to the extreme that Fae does but does help me make my story and world more engaging for my players. This style of play may not be for everyone, but I like it. Miles
  16. The fate/hero point option would also work well with Scion, since their define heritage would give them an advantage over mortals. BGB would work better than RQ I think because of the super powers and mutation power sets. Once you get to Demigod and god level your a superhero and Titan spawn can be done with the mutations. But your write up helps me with the necessary benchmarks to translate existing source material. Vampires I think might be more of a challenge, but I could be wrong since I never played WOD much.
  17. Hmm that's pretty cool I think that should work just fine. Maybe I will do that Scion conversion after all. I love concept but hate dice pools.thank you for your input STS.
  18. I see fate is in the lead at 41% I love Fate but does it realy need a beastiary. I can make up stats for monster or NPC in my head in a couple of microts And does Pathfinder need another book. Oh well I can make stats for d100 critters in my head pretty easily too so I suppose its OK.
  19. "Tons. With the first book I was really limited by page count. Plus, the game has had 3+ extra years of playtesting, so I've discovered better ways to do things that I just never though of doing before." Sounds cool, I'll wait for your legend book then. I have the Legend books so i'm familier with the rules, so converting won't be an issue. Every time i've run a d100 game its been a "Frankenquest" system cobbled together from parts from other systems I liked. Miles
  20. A quick question for 3d6, which version of Classic Fantasy would translate to OQ2 easier, the BRP version or your upcoming legend one? I would like to add some familier elements to my OQ game for my D&D centric players. Is there some stuff in your new version that you thought was cool and wished you had put in the first CF book? Miles
  21. Hello I'm new to this forum but not to D100. I've been playing this game since 1980 when I got tired of OD&D and dungeon crawls. Of course now I know I could have played D&D without dungeon crawling, but I did'nt make that connection then. But I still have always prefered a skill based system to a level based one. I ran RQ2 for years until Stormbringer came out. That game and the later Elric rules became my go to system for my homebrews. I'm stuck in A d20 gaming group at the moment, and was running a 4ed D&D game, which was'nt that bad of a game. It was actualy easy to GM on the fly with little game prep once I figured out how to make a shorthand for npc's and monsters. The problem with 4th ed D&D was on the players side for my games, they suffered from what I called decision paralysis. They just had too many options to choose from and took way to long thinking on there turns. This made any combat grind to a halt waiting for each player to make up ther mind on what they want to do. When they got to 14th level one encounter would take all night. So because of this I closed that campaign after a short discusion with them, they agreed to let me run A d100 game. My game of choice this time around will be Openquest 2 because this is the game I wanted RQ2 to be. For me these rules are close to perfect for my play style, simple,clean and easy to understand and play. Thank you Newt and all the other people who helped make that game possible, I just wish I was around when this got started I would have loved to had the oppertunity to kibizt. So thats all I have to say for now, thank you for your time Miles
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