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el_octogono

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About el_octogono

  • Birthday 07/28/1980

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  • RPG Biography
    Roleplaying since 1994. Designing RPGs since 2008. Published Diezlados, Relatos, Lobo Blanco and Sistema Relatos. Played: Call of Cthulhu, Stormbringer, Elric!, Nephilim, Pendragon, Aquelarre, Runequest, HeroQuest 2, AD&D1 and 2, D&D 3.5, D&D 5, Mage, WoD, Fading Suns, Toon, SWd6, Shadowrun, Ars Magica, CP2020, Numenera, 7th Sea, Rolemaster, GURPS, Dungeon World, Black Hack, Action Movie World, Kult PbtA, Blades in the Dark, FU, Amber.
  • Current games
    GMing: Atemporal
    Playing: Aequitas
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    https://patriciogonzalez.itch.io

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  1. Maybe you can assign two actions per round, usually one attack and one parry. Any additional action suffers a cumulative -30% (or 20%). So you can attack twice at full value but if you have to defend you do it at -30%. Or you can attack twice, one at full percentage, one at -30%, and defend once at full, and maybe a,second time but at -60.
  2. Hi! I'm a couple of weeks away from starting my second try at running RoH. I made three combat house rules: - Keep the MOV: 15, only when a character runs the whole round. Otherwise, MOV limits to 5. - Automatic mode shoots 3 bullets bursts (1d3), thus reducing the number of dice rolled and lethality. - Remove Fully Automatic mode entirely. EDIT (I forgot to add): - Augment activation rolls are only required if a character wants to do it in the same combat round, otherwise just spend one round activating without needing to roll. One thing I didn't find anything, in fact it's absent from the rulesbook, is what happens with a stunned character... anyone???
  3. I really think Other Worlds (a HQ fork rpg) handles extended conflicts much better and in a way easier manner. You first frame the conflict goal and then start a kind of sub-conflicts but you accumulate acquired consequences (penalties or bonuses) in a similar way you can get flaws or temporary consequences in QW. Sub-conflicts are started in alternating turns, and each opposed side has the option to create a new sub-conflict or bring the final resolution roll and end the whole conflict. There are no resolution points or any other special mechanic I imagine the Death Star scene as a series of this sub-conflicts. Some create penalties (like losing rebel fighters, or Ties and cannon turrets for the Empire side), and ending with a sub-conflict where Luke summons the aid of the Force and makes the lucky shot.
  4. I would leave the full stats because you never know when you might use them. For example, a virus might be introduced to the ship's system and try to disable its defenses. In that case you'll probably roll the virus ability to infiltrate, directly against the ship, or its system stat.
  5. It's not a math issue it's a reading one for me. If I read 14M2 I read fourteen Mastery two which is pretty odd...
  6. I have the same problem as @narsilion I tend to read it in reverse. One alternative I've considered is writing masteries as exponent. Instead of 14M2 just 14², or 7M3 as 7³.
  7. Hi all! I don't know if this topic belongs to this section so please be free to move it. I'm looking to join an online OpenQuest 3 or derived (River of Heaven, etc.) game. I'm not a native english speaker but I understand very well, I'm just a little bit rusty talking. I'm planning on GMing in the future but I'm not confident enough right now. Please reply here or contact me via PM. Thanks! (I'm at GMT-3 hour)
  8. It makes sense to me, otherwise a minor penalty becomes a huge disadvantage for Masters...
  9. I have this map of the Young Kingdoms. It belongs to the fan-made Lobo Blanco RPG (https://patriciogonzalez.itch.io/lobo-blanco). I have an even higher res map but it's in spanish only.
  10. I think the intention behind that rule is to encourage players to use flaws and suboptimal abilities: you may fail but in that case you get an XP, win-win! I'm guessing the missing part is that those contest should be meaningful. I've read some QW actual plays where rolls were constant, and others where just two or three per session did the trick. I think the system is geared towards the later option, and rolls should be kept at minimum, just for really uncertain outcomes or meaningful/climatic scenes.
  11. Hi! I just bought the 3ed of OpenQuest. I like the layout and it feels a polished system. I think it has just become my favorite d100 implementation. I'm just a little weary about how the 100% cap in skills may work in-game. I'm planning to adapt River of Heaven to these new rules. Are there any conflicting rules to watch out? Thanks in advance.
  12. Personaly I don't like the Odd number approach for the Hard Difficulty roll. It makes me change my mindset and pay attention to a different thing. My take (and one I'm using for my ND100 version) is just half percentiles for "hard" success, I think it's pretty easy to eyeball half your skill, and roll under the tens digit (as percentiles) for critical.
  13. I like your intentions. I have a BRPish version of my own in very slow cooking, but with a different approach. There are however some key issues to address IMHO: how to make shields more useful than parrying with anything else, decide if you may make more than one attack per round and based on what (Dex points, total skill, skill splitting), and if you want skills of 100% and more and how will they scale.
  14. I used this rule un Elric! And I think the wording was a bit different. I used those Base Percentages as "passive defense" only against missile attacks, even if you had a lower skill level.
  15. I usually play theatre of the mind. I find I can get immersed more easily and think as if I am in place of my character and make more interesting choices. I find it harder to get into the scene using battlemaps, but maybe that's just me. What I do use is some fast schematics to give some idea of positioning and size of things when it's not so clear.
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