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tooley1chris

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Everything posted by tooley1chris

  1. *sigh* I'm guilty of participating in this confusion so I'll vote Yes.
  2. Couldn't such topics also be posted under the "More Games " Board? That's a pretty broad board...
  3. Nobody likes a library who just...lays there..
  4. 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?
  5. 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. "

  6. 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.

  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Version 2.0

    237 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.
  12. 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.
  13. Manual of Monsters POSTED by Trifletraxor! Im actually working on a 2nd edition conversion and this helped! Thanks for sharing!
  14. 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.
  15. Character generation was difficult? I would urge you to Google Rolemaster Software Companion
  16. I believe you are looking for Rolemaster or MERP
  17. 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...
  18. 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
  19. Scooby and Shaggy could meet some of the old tentacled gods and after quite a nightmare realize they just got some bad marijuana. Er...I mean scooby snacks...
  20. Please leave feed back so the next one can be even better!
  21. Version 1

    132 downloads

    A small adventure designed to be a stopping point along the road to greatness. On their way to a different destination, the adventurers stop at a fishing village to ressuply and discover the village has been the victim of goblinoid bandits. Up to now, they’ve only plundered merchant and supply wagons. Now two children have been taken from a local farm. The villagers fear the worst. Will the adventurers help rescue the children and end the goblin menace or raid the goblin hoard for their own lust of coin? 40 pages of maps and images made with NWN2 Toolset. A handfull of NPCs and Monsters for your PCs RPing pleasure, featuring a new critter from my Manual of Monsters II. (there are references to my upcoming Art of Alchemy supplement that has yet to be released but you don't need it to play)
  22. Almost done with a new adventure. It started out as another side-trek but kinda grew into something a little bigger(40 pages). Ive got to clean it up a bit before posting but heres a preview... Description: A small adventure designed to be a stopping point along the road to greatness. A small fishing village has been the victim of goblinoid bandits. Up to now, they’ve only plundered merchant and supply wagons. Now two children have been taken from a local farm. The villagers fear the worst. Will the adventurers help rescue the children and end the goblin menace or raid the goblin hoard for their own lust of coin? All buildings, NPCs, and critters are rendered on NWN2 toolset engine: Maps for both Chroniclers and Players: And a host of NPCs: Should be done tomorrow and posting!
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