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Whisker89

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Everything posted by Whisker89

  1. Battle Magic is indeed powerful, that's why in my OQ campaign no character can raise anyone of his battle magics above Magnitude 2 without finding a proper master and/or getting on an important quest... Never allow a player to instantly raise his spells'magnitude "just because they have expendable improvements"! Also, I tend to encourage skills raising instead of getting new spells. Finally, as the old cyberpunk 2020 manual said: if your players want to be powerful, give them very powerful enemies to clash against
  2. I'm currently looking at the updated OQ2 Basic, and it's great Not only the internal art is very beautiful (I really like the style of this Jeshields, fits perfectly) but the overall layout seems cleaner then ever to me. I'm impressed! And I want the Clockwork Palace now! (just joking. I wanted the Clockwork Palace as soon as I read the post yesterday!) Good job Newt, you rock!
  3. The only thing I can say is: AWESOME! (obligatory capslock) Can't wait to get my nerdy hands on more OpenQuest material
  4. I bet it was an accident because the rules on gaining IP are in the part about how to make a quest. Newt, the author himself, could give an official response about it
  5. Here's something I came up very quickly, not so complicated and not so balanced: OQ_Summoning Creatures I guess that a streamlined table like this (which resembles the one on the Elementals) would be useful. Let me know what you think about it, and if you have any suggestion on how to improve it I will listen gladly!
  6. I really like your idea, and I'm trying to make something similar (=build some kind of templates for different magnitudes). Let's see what I can make in the meantime, or I'll try to get my hand on Crucible of the Dragons (something that I really should do sooner or later). I agree that a generic Summon Otherwordly Creatures would be way too powerful, something that works with categories (demons, elemental beasts, nasty magical animals) would be better suited If anyone has different ideas, keep the posts coming
  7. Yep, seems like the proper thing to me... but the spell that really buzzes me is the sorcery one, the one not concerning the gods Just remembered a couple of things: in the OpenQuest 2 manual (that I've got on the other pc and right now I cannot check) there are two more divine spells, Summon Holy Warrior and Summon Holy Steed which works like you just said a discussion similar to this one already happened on the OpenQuest forum hosted by Newt just past the OQ2 crowdfunding, but I can't recall what has been said
  8. Hi everybody! it's been a while since the last time I've bothered you with my questions, but seems like it's time to start again I'm currently GMing another 100% rpg-newbies party, 14-15 years old players (felt like it was time to pass the torch!). After a brief but very satisfying run with the AD&D starter set (the first thing I had ready to play that was not Call of Cthulhu... eheheh) they wish to get rid of the pre-made character and make their own. But some of the yungster aren't satisfied (especially the wizard) with the rules, so I proposed to switch to another game... and OpenQuest enters the arena Now, one of the players wants to play a magic user, especially a summoner. A wizard who calls creatures from other worlds to help him overcome his adventuring problems (mainly of physical nature). And here's where my troubles (or my exagerated worries) start. There are four summoning spells in the whole manual: the common magic Call Spirit to summon the whole variety of spirits, the divine spells Call Elemental and Call Undead... and then there's the sorcery spell Summon (Otherwordly creature) that I honestly can't really get how it works. Call Spirit is very useful but it's not what I'm looking for (a spirit can't punch an enemy, or maybe he can if it's a guardian spirit); Call Elemental and Call Undead looks useful but Divine Magic needs you to attend mess everytime you need to regain your spell; Summon (Otherwordly creature) could be the spell I'm looking for, but how does it really works? Do you get to summon anything you want? "one otherworld creature per casting" limits the number of creatures you can summon, but do I have to take a different Summon () spell for every type of creature? what is it's magnitude cost? Ok, guess I wrote enough to let you understand what my concern is
  9. Sounds interesting what about the "time" of the game? is it set in present times or something more futuristic?
  10. Thanks for the feedback guys, you rock!
  11. I assure you Newt, having translated it all by myself there's no other game that I've read so many times from front to cover as OpenQuest What's annoying me is the fact that I see the second attack as a really strong asset. All out Attack and Great Attack are strong combat maneuvers, but they are balanced by the fact that a character loses his reaction when using them. Fighting with two weapons now gives you "all of the power, none of the responsability" (quoting a marvel comics' headline), I feel like the actual penalties are too little considering the bonus the two weapons give. But obviously this is just my opinion, I guess there's people out there who's perfectly fine with the rules as they already are
  12. Hi everybody! I've always been annoyed by the fact that characters fighting with two weapons got an extra attack/parry, since every character before reaching 100+% has got ONE action and ONE reaction. So I've tried to get a good compromise and I came up with two diferent house rules. I wish I could have some feedback from you. First option a character fighting with two weapons is more flexible and can barter her unused Combat Action for an extra Parry whenever she wants, with no penalties; likewise she can barter her unused Reaction to gain a second attack with -25% penalty, at DES -5 Strike Rank. Second option a character fighting with two weapons gain a special close combat special attack named Assault: she attacks at -25% to her weapon, and the opponents has a -25% to her reaction; if the attack is successful and the opponent fails to parry or dodge, the attacker hits the opponent with both weapons. Damage bonus applies two times (one for each weapon hitting). Let me know what you think about it, I can surely use some advice
  13. Yes nDervish, you're totally right! I came to my sense and got to the same conclusion the last week, but I was far from a pc and then I totally forgot to post about it
  14. Your "family tree" picture finally solved all my doubts about the evolution of BRP-like games! Thanks a lot! Now I'm gonna search for a copy of the italian Basic... meanwhile if you stumble in a vendor, send me a PM
  15. Are you telling me that there actually is an italian version of BRP? heck, I've bought an english one just yesterday...
  16. For the sake of randomization, I've always used POWx3 (as for a brand new character)
  17. Heck, since you're quoting Blue Oyster Cult I'm spellbound to join your cause Talking more seriously, I've never been disappointed with any game of the BRP family that I've played. Now I'm courious about CoC 7. (...and although I've actually never played it, I believe I wouldn't be disappointed even with the infamous D&D 4e)
  18. Good job!! Haven't spotted any issue, I like it very much edit: whops, just noticed something wrong. there are a couple of issues, especially in the skills dealing with DEX. I've made a screenshot
  19. Count me in it really brings me back to the time of Stormbringer/Elric!...
  20. poor Rurik Greg Stafford himself tells he (=Steve Perrin, who was Rurik's player) was really unlucky because he got two consecutive critical hits by the infamous trollkin, both avoided by divine intervention... but the divine intervention brought Rurik's POW down to 0 so he died
  21. Thanks for the answers guys This is something that had always left me puzzled, maybe because I've got a D&D background. Nonetheless, I'm considering switching to 5D3+3 for INT and SIZ (min 8 / average 10,5 / max 18) to have a "flatter" set of characteristics.
  22. Forgive me for the title, just joking I was wondering about how INT works for characters. If the average INT for a human is 13 (=2D6+6), how could Rurik be of average intelligence with his INT 10? And how "dumb" is a character with INT 10, or 8 or even less?
  23. Hi everybody Something like two years ago I started translating OpenQuest in italian, it's been a long and hard work all by myself but finally it came to an end (...for now). During the past months I've posted the eight chapters of OpenQuest Basic Edition on my blog, http://bardosulmare.blogspot.com; recently I also fitted them in a pdf that you can download HERE. Take in mind that I'm not a professional translator/editor/publisher, I just fell in love with OpenQuest and I wanted to translate it for my lazy friends' sake In the spare time I'm working on other materials, like the GM screen and the other chapters (divine magic ecc.). The Empire of Gatan is already translated and online. Greetings to my fellow countryman and to the whole community, have a good time gaming! (Ho ritenuto non necessario scrivere in italiano, dato che i frequentatori di questo forum certamente comprendono tutti l'inglese )
  24. I've played D&D modules using OpenQuest (with freshly baked characters) almost without any need of conversion, as long as it was for 1-3 level I've never played a DCC adventure, but I think it's not that different. And I suggest you to try The Savage North, I had a blast playing the first two adventures with my party
  25. Welcome! You're not the only one I had almost your same problem but with Pathfinder; when it came out everyone was on the edge of excitement for the new improvements to classes (expecially me, the bard!), but after a couple of games I quit. It seemed to me it was a game about min-maxing. Now I'm mastering OpenQuest 2, and I'm very satisfied!
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