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tooley1chris

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Everything posted by tooley1chris

  1. As always, play your game how you want. I WAS going to reply I don't like ticks based on INT but the more I think about it the more sense it makes. I wracked my brain trying to think of a functional character who was a great fighter but dumb as a rock. I came up with Groo the Wanderer 😀 but you could easily say he placed all his earned tics in fighting skills and lacked in anything else which would explain his full intellect. We have some real d100 geniuses here. Maybe someone else will have a better opinion.
  2. I think feats are neat for character flavor.
  3. Think of the Mountain vs the Viper.
  4. I'd buy that. You could make it a versatile skill. Player chooses which stat gives Dodge a bonus.
  5. Agreed. I home brewed it this way in my campaigns. Didn't break anything except poor heavy armor wearing tanks who get a penalty anyway.
  6. You got it. Before long you'll have specials and criticals figured out in your head before the roll
  7. This is a book I made for a religion supplement for MW Shields allow to roll a parry via skill with shield against melee attacks
  8. Remind the players that with Allegiance comes nifty upgrades later on. Make it their responsibility to not only play their character accordingly but also to remind you when they should earn points. Nothing wrong with players doing some of the work.
  9. Check out the MW files section here. While Chaos did away with MW there are some great fan made materials available if its been awhile for ya.
  10. Problem isnt Chaos as much as Wolf. They only spend time polishing the big guns. Pathfinder is their bread & butter
  11. I assume you know Cthhulhu is on HeroLab. That took some begging awhile back. And Basic BRP but these haven't been upgraded in some time.
  12. I'm a variable guy. I like the thiefy sneak being able to squeeze his little dagger into a weak spot in armor. Some will argue that's what criticals are for and I don't disagree but...on one hand I think it should be hard for a dagger wielder to fight an armor tank but still think he should have a shot... Hit locations are fun but sure does slow down combat a bit and, IMO, produces a bit too much realism. I know many here disagree and that's great. Whatever makes it fun for you.
  13. I'd allow it. HOWEVER I would also make a chance to bust a potion or two due to jarring, jumping, getting hit, grappled, or strenuous activity. Wonder what happens when a broken potion of agony is mixed with a potion of Itch on the bare skin as the spilled potions run down his back...
  14. Think you'll love Advanced Sorcery. And no. I cant believe you found it on a shelf! LOL
  15. The way I wrote up Alchemy & Artifice was with the intention of people using the whole system. I honestly didn't think about people using bits and pieces (which was very silly of me. ) I can't see any problem at all with JUST using the potions/elixers part, using the Potions skill, and disregard the Craft Alchemy and Alchemy Procedures. Those additional skills were placed in the system for no other reason than making the other, more powerful procedures scale and become a little more difficult. As with anything I've posted, chot it up and use whatever works for your game!
  16. Hey Hdan! Welcome to the goodness that is Magic World. First and foremost you'll find that this system is very easily customizable to whatever YOU see fit and I encourage you to interpret "rules" as it makes sense to you and increases your ability to enjoy the system. You'll see throughout these forums how various people interpret rules differently or how they house rule them. That can get confusing but what matters most is that you and your group have fun. As far as rules as written, some POW sacrafices mention specifically that spent POW returns at certain points and in specific situations. When a spell doesn't mention a return of sacrificed POW assume it is gone and does not return. Of course the spell caster can still earn more POW later. When a spell has a range of touch the casting character must roll a Brawl skill attempt to make contact. This can be parried by a shield or weapon and can be dodged but can't be parried by an unarmed target. In my house this brawl strike doesn't also do brawl damage but others will tell you different. Dodge does still incorporate a characteristic bonus. Don't be shy in asking questions. The people here are great and friendly. When I first started playing I had problems with some of the rules that the writers assumed I'd already know as well and people here who have been playing for years longer than me never lost patience with my ignorance.
  17. It wouldn't be hard to do really but as was said, there's already many other variations of similar systems already out there. Never been a fan of the name MW but I get why it was used. If I were to personally take on such a project there are changes I might make as well, though not many.
  18. This was kinda my thought as well. A more familiar name. Interesting
  19. Um....huh? https://forum.rpg.net/showthread.php?788312-Plans-for-Stormbringer
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