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tooley1chris

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Everything posted by tooley1chris

  1. An earlier suggestion got me thinking about this as well. I originally planned on having no contact whatsoever between PCs and mentalists. Save for their Long dead corpses. I'm still toying around with it... Originally, as the time of the foretold cataclysm came and passed, I was going to have some argument between the mentalist brotherhood which lead to many of them killing each other over all the wasted efforts in building and stocking the Ark. Which is why the critters were never set free. I could easily see that a handful of like minded mentalists won this argument and were placed in stasis by a leader, who completed the ritual of lichedom on herself to keep watch... Sorry if some of this is vague. It's mostly thrown together in a notebook and in my mind. Nothing is set in stone yet. Thats why I started this thread. Ideas from you who are smarter than I. Please feel free to comment and make suggestions!
  2. 1. Ive played with BRP system Magic, Magic World Sorcery, Enlightened Magic 2. Single Skill based system from Magic World is Probably my fav. 3. Simple is better in my games, I don't even use spell components anymore. 4. I enjoy creative flexibility with some balance 5,7,8 . Deep Magic from Advanced Sorcery is probably the simpler of the systems I've used. It's fairly straight forward and pretty flexible. Choose an effect, decide which spheres /Glyphs are likely to create that effect, poof! No tedious spell lists/descriptions /regulations to look up. Imagination (and Magic Points) is the limit.
  3. Welcome to the boards, dcfitch! Glad to have another fierce fan! Advanced Sorcery is definitely worth the moolah!
  4. Tis quite true that Magic World is not as high a priority at Chaosium as many of us would like. But, while it is an improved (?) reboot of another system, it is still fairly new. There are, I've heard, quite a few books in the works. But Chaosium isn't Wizards(thank goodness). They have Only so many resources they can concentrate on at once, so it's a bit slower. That said, there is a wealth of other materials that are pretty easy to tweak into the Magic World system. Off the top of my head comes Witchcraft, Blood Tide, of course Advanced Sorcery. Im a bit partial to Dragon Lines if you want an Oriental feel. Rods Classic Fantasy is superb if you want more of an old school D&D feel. Also there are some good fan based projects you can find in the Fantasy Download section on this site as well. I have some free materials you may find useful here: The more people we can get talking about/playing Magic World, the more Chaosium(and others) will provide. Good luck!
  5. Nothing but love to you good peeps. Have a great holiday!
  6. Having a separate skill score for each spell is a good way to represent specialization for a sorcerer. Ie a "Frost Mage " or "Summoner" or "Healer", ect... The Only thing I have a problem with is that the sorcerer isn't as colorful as they could be using a one sorcery skill method. What I mean is the sorcerer will have 1 or 2 spells they'll use a lot because of the better chances of success. In combat especially, you don't want spells to fail. The player will figure this out quickly and feel useless if he spends rounds casting spells to no effect while the other players get their butts kicked. The skills themselves raise with successful use on the experience gain roll whenever you, the chronicler, decides to allow one. And Yes, the closer the skill is to 100% the harder it is to raise the %. This method DOES seem more realistic. Why should a sorcerer automatically be a master at a newly found /discovered spell just because his or her Knowledge (sorcery) skill is 90%? If I were to use individual spell skills I would make this change to character generation: Since Magic World allows Sorcerers/priests/shamans to begin play with a certain number of spells they are considered proficient with, i would allow maybe an additional INT+POWx5(?) skill points to be used for spells alone with no skill allowed above 50%/75% depending on campaign starting power. I would also recommend the use of Aretes for spells over 100%.
  7. Yup. I read that and some others awhile back. And Yes, a docking computer is as important as a navigation computer. At least in previous versions. I so wanted to back this and get a station named after me. You mentioned an RPG based on this on the other thread. I actually designed my own awhile back based heavily on FASA Starship Combat Simulator. Great fun. I can see a group of us sitting in some back water planet out in the black chatting CF. LOL I really hope they make a tool for designing your own ship but that would probably have copyright issues since I'd totally have a Cylon Raider or Firefly class.
  8. I haven't started playing just yet but will look you up when I'm in. I've loved Elite since I was a wee lad and have really looked forward to this reincarnation!
  9. +1 Dangerous is my Christmas present. I played all of them back to my Commodore 64 days...
  10. Arete in AS is not a Magic system. It's more like a feat or bonus system. Rewards or special effects for raising skills past 100%
  11. Always loved the old FASA Trek. The combat simulator was great fun. Also spent many hours with the Starship Construction Manual.
  12. +1! If you're playing with a previously D&D acclimated group then Classic Fantasy is a great way of breaking them in! Welcome to the Forums!
  13. P'S: If it's a high Magic campaign, Deep Magic from Advanced Sorcery is pretty dang cool.
  14. You don't need a separate system for this. Just add a skill % to each spell and require a success to cast it. Spell base % might start at INT, POW, or INT +POW. I personally use a single skill: Knowledge (sorcery )(INT +POW) for spell casting in my campaign. Then also Knowledge (Rituals), Knowledge (Runes) for other forms of magic. Works good enough for my group.
  15. Thanks for the insight and thanks for your efforts!
  16. Really want to see these towns and scenarios! I've been wanting to do some cartography and scenarios specific to MW Southern Reaches. Any additional lore is most welcome!
  17. What are you working on, Nick? Wet our appetites?
  18. Also really looking forward to this. Would love to see what a town in the Southern Reaches looks like! The people. The economy. The lore. CRUD...June 2013?....
  19. This is a house rule I've incorporated but I'll throw it up for your viewing (dis)pleasure. When using martial arts UNARMED, a success on Brawl AND martial arts skills allows double damage as normal. When using a Weapon and Martial Arts the weapon still does normal damage, regardless. However: A sucessful attack roll can be modified by the martial arts skill roll, if the martial arts roll is a critical, by 1 degree. If the weapon or unarmed roll is a success and Martial arts roll is a critical , the weapon becomes a special success. If the weapon or unarmed roll is a special success and the Martial arts skill is a critical, then the weapon roll becomes a critical. I personally think doubling a weapons damage from a normal success is OP. This method seems to make my group happy. It increases the characters skill and possible damage by increased chances for special and critical success, without making martial arts godlike.
  20. Also, don't forget some weapons allow more than 1 attack per round, as does having a weapon skill over 100%
  21. OK. So re reading thru the action phases of combat, I don't see where is actually spells out the negative modifiers reset at the end of each round. However, given that you can only Dodge/parry an actual attack, and there are Only so many dex ranks in a round, it's pretty safe to assume that if your attack skill percent resets each round (as it must for weapon skills less than 100%) then your other combat skills must as well. Implying that a weapon skill doesn't reset after a round would make it impossible to continue combat.
  22. Any parry/dodge action after your first in a given round carries a penalty. Each new round resets this. Welcome to the last RPG You'll ever need and welcome to the forums!
  23. So I'm introducing a vile necromancer into my campaign soon. I found a bit of confusion when it comes to animating a skeleton. The books reads, on P.70, that MPs are spent to enhance the skeletons characteristics and skills as per Demon rules. The demon rules, on P.37, reads that 1 MP must be sacrificed per 1d8 of characteristics. Since skeletons only have STR, DEX, SIZ characteristics (and SIZ would be based on the corpse animated) for say 10 MPs the skeleton would be animated with 5d8 STR and 5d8 DEX! My questions are as follows: 1. Should I require the necromancer to spend points equivalent to the SIZ of the corpse to be animated? Perhaps 1MP per 1d8 or species SIZ? 2. Should the skeleton be restricted to the original species max STR & DEX? 3. Should I require at least a 1d8 in INT for the skeleton to be able to understand and follow commands? Without INT the skeleton can ONLY be controlled via sorcerer concentration. Appreciate your advice!
  24. I think I may have a copy of this in one of my boxes...It's a great book, no doubt. I may have to work up a conversion based on this.
  25. LOL comparing MW prices with a couple other systems, there do appear to be some inconsistencies. Was just hoping perhaps there was a Elric! Book or something MW prices were based on. Some formula for Bronze Piece conversion.
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