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tooley1chris

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Posts posted by tooley1chris

  1. On 5/1/2016 at 11:27 AM, Goblintrain said:

    Alrighty then. Still working on Tindale (occasionally) but found a sudden need to update my Feats book. My group is looking to include more of this in the game for better customization of PCs. I like the idea so am putting it on the front burner. Also have a big treasure/magic item book warming up in the oven. I really want to get going on Tindale but am lacking motivation. LOL...It is a big project.

    • Like 2
  2. Thanks for sharing these, Mr. Brett!

    Gonna DL them when I get home. As far as the zip files I typically upload them to dropbox  (free) and shoot a link to Trifletraxor. He's good for uploading files to the site that are larger than allowed file size. Can you post an example map & what (if any) software you used to create them? 

    Thanks again. Did my heart some good to see files that AREN'T Glorantha. :)

    • Like 3
  3. I think you could incorporate the Arete system from Advanced Sorcery to accomplish this. In your example of a magic sword, the more proficient the character is with it, unlocks its inherent potential. 

    Perhaps individual items like your magic sword should have a seperate skill, like martial arts does. If the character rolls under his skill with a long sword AND rolls under his skill with the magic sword it eventually unlocks other innate but previously unknown properties.

    • Like 1
  4. Questbird! I never thought of magical healing as accelerating the targets natural healing process!

    Not sure thats how the spell READS but I like it. :)

    Sometimes I think I've been doing this so long I can see the tree because of the woods. So simple. Thanks!

     

  5. So I'm revisiting this magic system because a player in my group wants to give it a shot.

    Rule of 4 for POWPOW=Spell Level

    Duration: rounds in POW

    Area of Effect:POWx10 yards or 1 target

    So I'm curious as to what possible glyph/sphere combos people have come up with for spells.

    Also a question: Some spells given as example on the Advanced Sorcery book are permanent, like Healing as example, while others are based on POW in rounds. How do you differentiate? 

    I kinda decided (maybe) that expending a permanent point of POW per MP required in casting will allow a spell to persist continuously, but this isn't really fair for spells that heal or say remove a disease. 

    Also would damaging spells, like Creation Fire on a target do damage for the entire duration of POW in rounds? There's a lot of holes in the mechanic. Opinions? 

    • Like 1
  6. 31 minutes ago, Goblintrain said:

    Ok, understood, & i respect your position Chris.  What i was aiming at was more of a Magic World quick-reference for GMs.  Kinda like the old DM screen for AD&D or the nifty Elric! GM screens.  I'm going on 44, and i am just not as quick as i used to be at recalling facts & figures, or memorizing new material.  I am trying to introduce new players to the Chaosium's rpg adaptation of Moorcock's world building via Roll20, but the technology barrier is proving too much!

    But really, that is all beside the point.  All i really "need" to start running Stormbringer games is either a Stormbringer 4e or Magic World character sheet in HTML format & my problem is solved!!! :)

    Ok. I misunderstood your query. Sorry if I sounded preachy. :)

    I'm pretty sure permissions are in place for copying some of the charts for personal use (?) And don't think the numbers can be copyrighted if I/you decided to make our own charts. I've actually contemplated an old school "GM screen" myself recently as, like you, I can't remember everything and find myseld scrolling or flipping pages more than I like as well. ;)

    What would you like to see on such a screen? Resistance Tables are kind of a given. Maybe spot rules or page references to spot rules? I can see how a list of spells with costs, ranges, resistance rolls allowed would come in handy but that's a pretty big list and could take a whole screen in itself. I'll think it over as well but...Ideas? 

    (PS I'm still SLOWLY working on Tindale and that eats up a lot of free time)

  7. On 9/21/2015 at 9:40 PM, Questbird said:

    I happily use Spell Law in my BRP games. I treat each spell list as a particular magical skill, which can increase with use as normal. To cast a spell you roll your skill - (spell level x5%). Magic point cost is the spell level if it works, or 1 if it doesn't. As your skill increases in each list you automatically gain access to the harder spells in the list. Works quite nicely, and the diversity of the spell lists allows you to make very different spell casters.

    For Channeling spells (equivalent of Runequest Divine spells) they automatically work. The magic point cost is 1 from the caster and the rest from Allegiance points to your god (go do some deeds your deity approves of to get more).

     For Mentalism spells there's no magic point cost. You use (POW - spell level) x5 to see if it works. If it doesn't you get more and more Fatigued, as per BGB p.32 (except I added one level). If you want to learn to cast the most powerful Mentalism spells in Spell Law you'd better work on increasing your POW.

    Fatigue levels:

    Psychically drained: Mentalism skill rolls Difficult
    Tired: All skill rolls Difficult (equiv. CONx3 rounds of physical exertion)
    Spent: Stamina roll required for any activity; skills at one quarter normal (equiv. CONx4 rounds of physical exertion)
    Exhausted: Difficult Stamina roll for any activity; skills max = POW x 1 (equiv. CONx10 rounds of physical exertion)

    I really like this idea. But...seems the MP cost is going to be too high for a lot of spells whose cost would outweigh effect. How did you work those level 20, 40, 50 spells? 

  8. I know I said I wasn't posting the Religion in the Southern Reaches book, but I made some alterations to it and like it a bit better. So, I prettied it up and threw it out there. 

     This book describes an idea me and Mr Monroe talked about concerning deities in the Southern Reaches. The premise is that the Fey never really retreated from the realm but took on a new role is disguise. That of deities, who once were absentee landlords in the lives of mortals. Through religion and cults they could grow in power through their followers and sew discord between Light, Balance, and Shadow. The alien Fey feed on chaos and, after the mortals of the world banned together against the Fey, the Lord of the Mists came up with a brilliant scheme. 

      The book allows Chroniclers to create entire pantheons or single deity for their campaign, showing how their characteristics and other statistics might be represented. This is not a Deities & Demi-Gods conversion.

      There is also a section describing a possible new magic system for your campaign. Divine Magic is based loosely on Deep Magic from the excellent book Advanced Sorcery and other Divine Magic mechanics from other systems somewhat compatible with this one. I should point out that while I and my players enjoy variety in magic, the system MW already has in place is perfectly fine as is without this supplement. Sometimes easier is better. :)

     

    • Like 2
  9. Religion_MW


        This book describes an idea me and Mr Monroe talked about concerning deities in the Southern Reaches. The premise is that the Fey never really retreated from the realm but took on a new role is disguise. That of deities, who once were absentee landlords in the lives of mortals. Through religion and cults they could grow in power through their followers and sew discord between Light, Balance, and Shadow. The alien Fey feed on chaos and, after the mortals of the world banned together against the Fey, the Lord of the Mists came up with a brilliant scheme. 

      The book allows Chroniclers to create entire pantheons or single deity for their campaign, showing how their characteristics and other statistics might be represented. This is not a Deities & Demi-Gods conversion.

      There is also a section describing a possible new magic system for your campaign. Divine Magic is based loosely on Deep Magic from the excellent book Advanced Sorcery and other Divine Magic mechanics from other systems somewhat compatible with this one. I should point out that while I and my players enjoy variety in magic, the system MW already has in place is perfectly fine as is without this supplement. Sometimes easier is better. :)


    • Like 3
  10. Not bad but not sure a spell is necessary. There's plenty of ways to match wits. Trivia contests involving knowledge skills like Lore, Potions, Language, or Nature where the two roll their skills. The winner is allowed a gain roll when experience gain rolls are allowed by Chronicler. Of course your spell contest method might be more colorful and interesting. :)

  11. 5 minutes ago, Baragei said:

    The 1/5 and 1/20 are very smooth once you get a few sessions under your belt. Of course, that's just my opinion.

    Some games only use 1/10 as critical range - Stormbringer, Nephilim, MRQ/Legend/RQ6, OpenQuest etc. Delta Green and Unknown Armies use doubles. HarnMaster (not really a BRP-game) use multiples of 5.

    I personally prefer the 10/5 rule. Makes those special successes a bit more exciting and, while it seems like it would make combat a bit slower, remember the opponents use the same formula. 

  12. I've heard many arguements about the math being clunky, with some of the smarter players boasting how easy it is. :)

    Honestly the players kept track of their own possible results while we played. No one wants to miss a critical success.  After a short while I got so use to figuring the numbers it required no effort, so I guess it's like anything else. Repetition makes perfect! I am interested in what other methods people have come up with since the last time this topic came up.

    • Like 1
  13. 1 hour ago, Dudemeister said:

    That is a vaild point and one of my fears that players might not immediatly like a grittier setting. I talked a lot about what everyone wanted in the new campaign, so I hope everyone knows what we are getting into and will give it a try.

    Can always start players out with Heroic Hitpoints(CON+SIZ). That's how I started my folks.

  14. And feel free to discuss what home brew goodness worked for you! There's a lot of house rule supplements in the downloads section that might be useful or inspire your own ideas as well! The members here are awesome about sharing stuff!

    • Like 1
  15. 5 hours ago, smiorgan said:

    You're right. I was mislead by page 53: "The normal maximum for human beings is 21.". Where it discusses increasing characteristics by special response, which is the only way to increase INT, as far as I know.

     

    Me and the good Mr. Monroe had a conversation about this when Deep Magic came out in Advanced Sorcery. Mages rely on INT to gain new glyphs but how do you raise INT?

    A battle of wits, winning strategy games such as chess. Exercising your PCs brain in a library. Not cannon but logical. 

    • Like 1
  16. On 2/9/2016 at 6:37 PM, smiorgan said:

    Each spell, rune, summoning or invocation just occupied 1 INT slot. For instance, the Exorcism (10) spell occupies 10 INT in MW, but it just occupied 1 INT in Elric! In general, this made easier to have very powerful sorcerers PCs or NPCs without ridicoulusly high Intelligence.

    Additionally, in MW human intelligence cannot go beyond 21. Which makes very powerful human sorcereres simply impossible by the rulesbook.

     

     

    Page 12 Magic World:

    "Human  Intelligence  can  rise  indefinitely."

  17. Stupid software...ugh.

    Anyway I'm chugging away at Tindale. Have a load of NPCs done, a few more buildings, both 3D rendering and top down maps. 

    Been thinking about a book of magic items to work on as a side project. When I need a break from Tindale. 

    It will be both a random generation of items using charts and dice, and a large list of random pregenerated items that would be more common. 

  18. 1 hour ago, soltakss said:

    This is one of the things that I allow in my games. You get Water Margin-style combat where a master can cut an opponent open with a flurry of blows.

     

    I also allow it as long as they beat the weapons STR/DEX requirements by 4 points or more or using unarmed attacks. 

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