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tooley1chris

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Everything posted by tooley1chris

  1. A spell that drains bound demon POW... Not a bad idea for an epic quest. Enough of this type of use to enchant larger magic items might corrupt the item or get the attention of hierarchy of hell (shadow) Muhahahahaha! Actually I think this might be how Solomon built his kingdom ...using demons
  2. This was the first thing I peaked at but you are limited to about 10 sq.ft. per POW of the caster. A caster with 20 POW could effect 200 sq ft. If I wanted a city wall, say 5000' Long x 10' high to hold an enchantment it would be 50,000 sq ft it would require 250 castings, and 250 point sacrifice of permanent POW to make it permanent? Ouch. Does the MW spell Chain of Being work with 1 sorcerer and 50 non-sorcerors? Ah, but even then they only share Magic Points, not POW... Thanks for taking the time to look this up, Clapham!
  3. Hey Clapham, is there anything in there about epic Magic like what I'm referring to above?
  4. Yeah, thanks for the references! Corum.... have to do a search. Surely someone sells a PDF. LOL. My problem is two fold. 1 using my Manual of Monsters I introduced a Cloud Giant castle 2 I've been working on an artifice supplement and play testing with my group. A PC is an Enchanter and raised the question if such a thing was possible. My first response was "Yes, for a deity. " but it got me thinking about all the others times I've seen such High Magic and don't remember a reason behind it. Such as Eidolon from Shadow World, is an entire floating city. I'm not really looking to introduce such power in my campaign but was curious if the mechanics were out there somewhere.
  5. I realize MW states no knew Magic item's can be enchanted but are there rules in others similar systems/supplements for creating large Magic Items? Floating castles, air ships, magically fortified castle walls, ect...?
  6. *sigh* I'm guilty of participating in this confusion so I'll vote Yes.
  7. Couldn't such topics also be posted under the "More Games " Board? That's a pretty broad board...
  8. Nobody likes a library who just...lays there..
  9. This is ripe with neat ideas! Thanks for sharing! I'm actually working on something similiar and would like to use some of these ideas in it, with your permission?
  10. Zomben: "you'll see the lion's share of the rules material from all the Elric!/SB5/RQIII books will be reprinted as MW material. "

  11. Zomben: you'll see the lion's share of the rules material from all the Elric!/SB5/RQIII books will be reprinted as MW material.

  12. I'm actually working on an Alchemy supplement right now, that's actualy for Magic World, but I went with skill penalties for more advanced operations. Reasoning: while I do like the "difficult /normal/easy" methods for skill checks and it does work wonderfully most of the time, I found it to be too narrow in scope for what I wanted to achieve. Example: making a potion calls for a "normal " skill roll while making an Elixir of Life calls for a skill roll with a -50% penalty. This way, lower skilled alchemists might have a very difficult time making the elixir but more skilled alchemists won't be as penalized as making a difficult skill roll might have been. This way I didn't necessarily have to limit success for individual creations by a certain skill number. Ie: the Alchemist MUST have 90% in Potions skill to learn the process. It may seem like it's not that much different but play testing showed more successes this way and a PROFICIENT alchemist should have more successes than failures.
  13. I've been incorporating Blood Tide into my MW campaign and it takes very little tweaking. The hardest part is using the Stunts features in a Magic heavy setting. IMO you have to be careful with natural abilities that come close to spell like abilities. Also, IMO, some of the Stunts are a bit over powered as is, but are easily tweaked. Its a dang good supplement to add though and can really help expand your campaign. Just FYI, aot of the book is region specific ,dealing with earth pirate references,history, and locations. It took a little work to adjust that to MWs Southern Reaches but I suppose it's like that for every nonspecific supplement. It's loads of fun and worth the money for my campaign.
  14. Yep yep. MW, as is, is a wonderfully simple system and my group, coming from D&D 1st edition/2nd edition Seems to have had a good time with it. I personally prefer a little flavor in my characters and campaign so have incorporated some spot rules from MW and other systems as well as some of my own house rules stuff but this is for my own satisfaction. This is the beauty of BRP and MW. It's so simple to take the system and make it your own by adding and subtracting what YOU want. That being said... er...typed, the more material I add from other systems or even create for use in my MW games, the more I realise I may be over complicating an already great system. I've had a few veterans on these boards nonchalantly point this out to me, in a very nice way, and I failed to listen to their insightful wisdom time and time again. But they're correct. MW is about having fun with rules light roleplaying. Take what makes sense to you and your players, and don't over complicate it more than you have to. The fun is on the board, not in flipping through the books.
  15. One of the glorious things about MW is that it is a rules light system that allows spot rules to enhance game play as the chronicler sees fit. I am curious, however, if you refer to MY system, which is why I started the thread, posted here: Or CthulhuFnords system he also posted on this thread? Or Advanced Sorcery Aretes which are much more under powered? Some of my feats may seem OP but my games are more cinematic than most. I really don't think any feat makes that much of a difference bewtween PCs, but yes. Some ARE going to be better at certain skills than others. Not much more than occupations granting a higher rate of learning for occupation skills. In any case I appreciate your input. I value what others think of my endeavors and weigh such pros and cons when developing other SPOT rules I may share.
  16. Version 2.0

    240 downloads

    This is an attempt to combine a little of 1st and 2nd edition D&D Psionics and convert it to be compatible with BRP / Magic World. The great article Deep Magic from Advanced Sorcery got me thinking about a new way to incorporate psychic powers into my campaign. The Mentalist is the result. All of the descriptions within, while edited and converted, are from various other writers possessing more talent than I. All of the images belong to artists of many sources, all FAR more artistic than myself, from other books and the internet. They are not free stock or open license.
  17. I have to agree with SB on this one. When doing my Manual of Monster conversions it was so hard to follow the same formulas for creatures because of this theory. A kobold stabbing your character with a knife might not hurt as much as Conan the barbarian, but a dagger is a dagger. Tigers are several hundred pounds of kitty cat sinking in many little daggers and RIPPING. There should be a minimum damage based on the attack type...or at the least lower the STR/SIZ variable for damage penalties. IMO, which counts for little.
  18. Manual of Monsters POSTED by Trifletraxor! Im actually working on a 2nd edition conversion and this helped! Thanks for sharing!
  19. Man, I've played/run everything from the 70s on. Car Wars, Gamma World, Fasa trek Rolemaster, CODA, Masquerade, dang near every version of D&D. Bouncing to one system because I liked something, leaving a system because I didn't like something. I found BRP and Magic World awhile back and am quite content. Probably won't change again. Love it.
  20. Character generation was difficult? I would urge you to Google Rolemaster Software Companion
  21. I believe you are looking for Rolemaster or MERP
  22. Dat be some shiny booty, dat! Really digging the Stunts. Much simpler than my Feats conversion and I do like simple. However, anyone else think some may be a bit over powered? Example: knock-out blow allows you to knock'em out on your next successful melee hit. No resistance at all...? And of course while the target is down you serve a helping of coup de grace...
  23. When I USED to play D&D I had a spirit shaman who could bring ancestor spirits back to inhabit dead bodies. This wasn't considered evil mechanically but still got grief from every single NPC... LOL
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