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jux

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Everything posted by jux

  1. Forgive my heresy, but I had the following thought about my favourite game - CoC. I post this under BRP section, because this can be applied to other BRP-based games as well, but I talk about CoC. CoC IS rules right, you all agree, right? But isn't it a bit controversial to have such a narrow skills like mechanics, electronics, pilot whatever, astronomy, etc. And then the main skill - spot hidden among them. What if we get rid of that? I have seen many light games done that, I really like it. In these games, character has only attributes and occupation. In CoC you might have addition occupation(s) as interest, and that's it. All the mechanics are built around the attribute checks. So if your occupation is "construction worker", you might have some knowledge about mechanics and electronics (+0%). If you are engineer, than you are even better at it (+20%). If you are accountant, then it is safe to say you don't know these subjects (-20%). I'd really like such a light system for one-shots. But then comes the unconditionally important levelling, I mean character advancement. I could totally live without it. Only learning spells/Mythos would be something relevant in this game. In a game about combat, perhaps have them also as separate skills. What do you think?
  2. Any news if the Järn translation is still a thing?
  3. Probably on a same page here. I didn't mean you have an adventure like literary "Cabin in the Woods" - every monster in existence and all at once The cosmology would be needed for a campaign game, indeed. I have never played any horror campaign though. Only few session adventures which usually end badly or very badly for the characters.
  4. jux

    Deus Vult

    No, but it does look kind of cool I wonder if there are any good adventures out for it?
  5. OQ horror - interesting! Sanity rules from Renaissance pls No, I don't think cohesive horror cosmology would be needed. There are many CoC scenarios that have done away with Cthulhu mythos. I would be very happy with a game like Fear Itself with OQ system. Regular folk encountering ghosts and other supernatural. It should be mostly about survival and perhaps defeating the horror - like in "Cabin in the Woods". Again, about OQ horror, we have new Delta Green out there, which is quite similar to some of the OQ mechanics. Make sure not to have any overlap there.
  6. I must say I have to agree with the Loz and others here after trying my idea out. I wrote it without giving a proper look at the special effects - just what I remembered when I played it quite a while ago. Some of the combat effects are designed to be choices - they are meaningful in only in some specific situations, so they couldn't be used randomly. This variant could only be done when heavily modifying Mythras combat changing it to a totally different game. So yeah, never mind.
  7. What a disappointment. When was it initially announced? Who remembers, who cares. 2017 is already around the corner, and as the development pace is as slow as it is, it seems the content is on finalized state - basically ready. I still think that the RQ classic was a bad idea - waist of time and resources instead of using it for new RQ reboot. Anyway, ignore my murmur. Let's wait and see, but I'm quite passivated over the new RQ. More importantly, new BRP-essentials/Mythic Iceland, which is probably scheduled even further down the timeline.
  8. Yep, "Blood Tide" was what I meant. I remember skimming it in a game store, but did not find it to be what I was interested, and so I forgot what it actually was. About OQ, I like the attacking options provided there. New Delta Green also has nice combat rules, but I think they are not so much related to combat effects, which are more results of an attack, rather than decision how to attack. But there is a idea to have another topic regarding this in BRP section as well. I'd really like if the upcoming BRP essentials had some kind of simple combat effects mechanic in modular/optional way. But on the other hand, it seems Chaosium has ideas of their own how to develop their games.
  9. I don't mind the noise. Speaking of combat effects for "generic BRP", wasn't there a some kind of Pirate supplement that stated to have something like that?
  10. Any news to about how the Companion project is going? What will it include? My humble suggestion would be: Sanity/fair effects (perhaps from Renaissance) Critis/fumble tables for combat Fumbles or curses for magic backlash Optional combat enhancements (simple take on hit-locations, combat effects) - I had an idea of a variant for Mythras. May be this can be something to get ideas from:
  11. Well, I don't remember exactly - I played Legend before, then RQ6. And all the mechanics regarding the stance/weapon reach was too much and my group chose to skip that. So the only thing we use weapon size for is when parring with a weapon of 2 size level different, you fail automatically and if defending with only 1 size different weapon - one takes half the damage. I think these were the rules in Legend at least. I don't believe the cards will speed up anything. They don't look that simple, yet are very ugly. What I want with this variant, is to be more simple, faster and chaotic experience. I don't care for the tactics. The combat effects and hit-locations just give so much narration and flavor. Yes, DCC is awesome - I like the adventures, but the d20 system is on other end of the spectrum compared to RQ. One is blow by blow, very vivid take on combat. D20 works better in more abstract way. My preferred system for lighter system is OpenQuest - combat effects/migthy deeds could be fun improvement to it indeed. OQ is planning to have a campanion book which could fit there perfectly.
  12. One thing I find that slows a combat down is when a player starts to choose the combat effect, after a successful hit. So thought about this variant to make it a bit faster, but keep the fantastic narration that the combat effects give us. Another thing I with the combat system I find a bit anti-climatic is that after you make the attack roll and based on the success level, you get to make the tactical choice, what the attack actually did - after the attack, not during or before. I know we can look past that, but rolling the effect would make it more immersive perhaps? Another thing I don't like with the existing system is that you get to roll for a random hit-location not often enough. I think this is very exciting and would like it to be a central mechanic. So this variant would have many dice thrown at once: - d100 for attack skill check - d20 for hit location - d6/d8/d10 for a roll on unified chart of attack special effects The hit location and special effect roll aplies only, when defender fails. When defender is successful, but with inferior weapon, the hit location is used, but special effect is ignored. Defender also rolls multiple dice: - d100 for defense skill check - d6/d8/d10 for a roll on unified chart of defense special effects Special effect is used when attacker fails. Critical success would work as it is now. Although perhaps simplifying it's effect - additional d6 damage for example. Perhaps it's better to make the d100 roll first and then roll the effects. The special effect chart would need some work, so that it would apply to what ever weapon one is using. Like one option has "weapon special effect" or something and that must be written on the character sheet when using a specific weapon. What do yo think? Would it work? Will the rolling for special effect loses too much tactical choice in combat? To me I find it be more for the flavor than actual choice one takes during combat.
  13. Must be logged in. Really? Why not sacrifice a goat as well.
  14. These are not adventures. These are campaigns, lifestyle, full time job, etc. Ohh, I see you already got it. Mansions of Madness is good collection of short adventures.
  15. jux

    Battles

    I agree with this. If I want to simulate a mass battle, I don't play a RPG, but a war game. All the mass battle rules I have encountered RPG games are so complicated that do not add much into the story. They do not fit into this personal scale. I would just make a d100 check by guessing how evenly the sides were matched compared to one another. Failure: battle lost, captured (roll injury, etc) Success: battle won, roll injury
  16. I remember there was such a topic in rpg.net where you could let your dreams run high and for chits and giggles people could name any unrealistic (expensive) setting there is. Why not have this game in this forum as well! So I start with (in my opinion) quite a doable option - Dark Sun! It seems D&D has abandoned this setting and there is 25 year anniversary coming up for the world of Athas. It would work very well for Mythras system.
  17. I haven't yet bought the 7e - could you explain more how the penalty die works? I thought I knew, but it seems I don't. I had an assumption that it's like in D&D 5e, where skill check with a penalty is like typical skill check but with extra d10 (I assume, the d00) and you must choose the bigger value for rolling under skill %. But if your skill is 100%, the failure is not possible with this mechanic.
  18. In CoC6 you could rule that for shooting a moving target in darkness, he gets -30% for penalty, so there is still a way for him to miss. I wonder how does it work in CoC7? The disadvantage seems to cease to exists at higher skill levels.
  19. My loyalty must be earned. So much competition out there.
  20. This is not a gaming material. Although reading a monologue by a keeper is not far from some of the CoC scenarios.
  21. I have done my share of real cooking and have stabbed a pork leg before - it does get stuck. But living human flesh, lungs, guts - it's not so stiff I would imagine. My comparison to stabbing an orange, is based on highly scientific and tested youtube vlog
  22. I agree that for the weapon to get stuck - it is logical for spear and it takes extra effort to pull it out. But stabbing with knife, it's like cutting orange. There is no effort pulling it out.
  23. Does it really? If you stab with knife, it gets stuck? Come on.
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