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tooley1chris

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Everything posted by tooley1chris

  1. Out of curiosity, is anyone currently running a MW game on another site?
  2. For the past year or so I've hosted PbP games on a few sites to help get my RP fix between pen & paper sessions. It's not fast paced, as some here probably know (usually a round or two of action per day) but, like I said, helps give me my fix. My favorite site I've played on so far is The Unseen Servant. (http://www.unseenservant.us/forum/index.php) Most of the games here are inferior systems but a better group of players you'll not find. I've even had a few of my players purchase MW materials. Anyway, I thought I might share this with you good folk in the interest of allowing you some RP during your downtime and hopefully introducing more players to MW /BRP, should any of you desire to run a game!
  3. LOL. Working on a little side project to expand on Necromancy from Advanced Sorcery. Converting spells from a sister system, making up some new ones loosely based on Diablo IIIs Witch Doctor, and a few new ones. Found this thread on accident.
  4. Critical success on an Idea roll...that's actually pretty good. Common enough to make such a roll (at chroniclers discretion ) and rare enough because of the critical to make it special. I like it. Anyone see a downside to this type of house rule? Would the critical requirement be too strict? Perhaps a Special success? Guess it depends on how many times per session the chronicler calls for idea/luck/agility /stamina/ effort/ charisma rolls...
  5. MW lists one way to increase INT via successful resistance roll check and successful Characteristics gain roll. That's by playing Chess against a more INTelligent opponent. Seems to me Chess would be more of a skill roll than a resistance roll. A Mage occupation in Advanced Sorcery relies on INT to gain additional spheres and Glyphs. In an effort not to hijack another thread, I thought I'd ask here. Anyone have any idea what might call for an INT resistance roll necessary to allow a gain roll?
  6. I'm definitely looking forward to discussion concerning Deep Magic. I currently have a player running a Mage using it in my campaign and some things I just make up as we go along. Deep Magic seems pretty straight forward but when you get a creative player pushing the envelope it can get tricky.
  7. Have a feeling I'd like to sit in on one of these sessions.
  8. Don't forget to black out mistakes and scribble in errata...
  9. How cool is that! Would love my work actually placed in official material. An actual spelled out town with possible scenarios...
  10. One of the big things I'm looking forward to is redefining allegiance system to allow for pantheons or cults. (So Im told) Granted, anyone could probably house rule something like this but any companion matetial should be chocked full of gold nuggets to be used by chronicler. It's only the second supplement released for MW, which is a pretty good reason for me to be excited. The first, Advanced Sorcery, has gotten MUCH use by me. I've heard of some hints and teasers about CC but will wait and see. Wouldn't wanna ruin any surprises.
  11. 2 weeks...I do hope they're giving you a discount on rates. LOL
  12. NPCs are now a piece of cake for me thanks to my NPC generator and Peoples of the Southern Reaches books.: ) Shameless plug, yes, but they ARE free.
  13. Currently I'm only using forces of Light, Balance, & Shadow. When Chronicler Companion is released there will soon follow an alignment of the stars, or great cataclysm in the heavens, or war between those forces that will splinter them into individual Pantheons.(in my campaign ) I am planning a conversion of old school Deities & Demigods once I learn how Chroniclers Companion defines Allegiance system.
  14. I've decided not to fully stock Tindale (at least for now) as it is NOT the focal point of this project. I'm marking and planning out hot spots and frequently visited places within the town but will most likely leave the bulk of it up to individual chroniclers to fill as they see fit. Trying to focus on the mega-dungeon itself. Sadly, my face to face group may be making their way to Dwarfhold soon as a side quest, so I may have to map this out as well...(actually sounds like a lot of fun ) This is how it goes with my group. I plan this big complex dungeon for their killing pleasure and they wander off. A.D.D runs rampant. Some players you just CAN'T railroad.
  15. Ive run into these same copy/paste issues with some of my posted material,especially my alchemy book. Spell check found more than half as many errors as there were words in the book. At times I thought it would be easier just to retype it all. And that's minuscule compared to MW. And then you had to carefully scrutinize every word to ensure there was no copyright material... I also appreciate your hours of frustration and additional hours of pouring through other works to add to the spells in Sorcery chapter. While Ive no doubt kind words are appreciated , my thanks was, I'm sure, better given by purchasing these materials.
  16. What??? Archers in the back automatically aim for the guy in pointy hat making weird gestures???
  17. Yeah, it's spell LEVEL. But I don't start PCs that way.
  18. I can't moderate posts here. LOL. Trifletraxor, where for art thou?
  19. It's up to the chronicler to introduce common goals. EVERY ONE of my tabletop players play selfish ,self centered PCs, regularly. It really keeps everyone on their toes.
  20. I Wouldn't mind seeing some write up on either Deep Magic or Necromancy. Like how you think.
  21. First of all, it's your campaign and you can house rule whatever you think would make your sessions more fun. That's a beautiful aspect about BRP. Coming from a heavy D&D background, I too was worried about balance between casters when i first started reading this superior system. Everyone here told me not to worry about it. Balance was a game for other systems. I didn't listen and over thought about everything, as I tend to do. What I came up with is this. The more you restrict one aspect of this system, the more it falls apart. What it comes down to is that outside of shifting characteristic scores to actually become a spell caster(trading that 16 STR to POW) there is no sacrifice in game. You don't have a set amount of skill points that you have to allocate during experience gains because there are no levels. No classes. This is freeing and refreshing when you really think about it. In your above example you said a character could power game by not placing skill points in spells THEN slowly working them up like normal through rare chance successes and experience gains. While this is true, the character will have a lot of failures also and failures in this game can cost your life, at least in combat. I've never had one of my players play a spell caster using this tactic. It's suicide. Also, your first suggested fix really just does the same thing, only reversed. So the player is FORCED to allocate profession skill points into Only spells, but then decides to practice practice practice with his longsword until eventually he succeeds and has experience gains in that skill instead of spells. The end result is the same. IMO if you want to make it more difficult to be a spell caster then don't allow experience gains through use but ONLY through training. The character must find someone who knows the spells to a greater degree then the PC and pay him or her to train, IF they are even willing. You might really enjoy Classic Fantasy for BRP if you really want to restrict PCs. It's a class system but works off of skill and allegiance based on those classes instead of levels.
  22. SPOT RULES in MW can add a lot to an encounter. Why don't you buy a PDF version first and see if the add-ons are worth the dead tree version for your campaign.
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