Jump to content

Nick J.

  • Content count

  • Joined

  • Last visited

  • Days Won


Nick J. last won the day on September 15 2015

Nick J. had the most liked content!

Community Reputation

147 Excellent

About Nick J.

  • Rank
    Junior Member


  • RPG Biography
    D&D grognard mostly grogged out since TSR stopped doing their thing and after a long layoff, finally stumbled onto Runequest and now Magic World and my god I can't believe it took me so long.
  • Current games
    DCC RPG, Magic World.
  • Location
  • Blurb
    GIS analyst by trade. Nerd by birth. Geek by choice.

Recent Profile Visitors

1,181 profile views
  1. Grappling with a rules question.

    As soon as you try to break free on your combat action, it should provoke opposed rolls. By my reading, it should be 'highest successful roll, or highest degree of success' just like any other opposed skill roll. I.e. you were screwed over.
  2. Grappling with a rules question.

    I agree that the wording makes things a little muddy. The way I would rule it is that there's only two rolls: one for the attacker and one for the defender as per the combat matrix for regular combat. Two normal successes should give the tie to the defender. It's only if the attacker gets through that he can then immediately perform a knockdown, immobilize, or pain. That said, following the procedure for opposed rolls, where the highest successful roll wins, wouldn't break the game. Was your character allowed any sort of attempt to "parry" the grapple attempt in the first exchange? Breaking free, should only come up on your character's combat action for the round, not your combat reaction.
  3. Grappling with a rules question.

    Unarmed Combat Grappling: My instinct is that you are right. on two normal successes the tie should go to the defender per the combat matrix, so unless the opposed rolls were two criticals, you should have been able to stave off the grapple attempt, and even if you went by the rules of an opposed skill test, the higher successful roll should win.

    It's a beautiful book, has a nice bestiary with great old-school art, lots of flavor, and some interesting concepts and conceits, but my god this thing is so over-written. It badly needed an editor with a merciless red pen to omit the reams of cruft. At this point all I can envision is stealing bits from it to use in other games like Renaissance, but actually trying to digest this thing and get the people I play with, excited doesn't seem likely.
  5. Experience Checks

    With all due respect, breaking 100 isn't really some magical, mystical barrier. Certainly Arrete can make things interesting, and give players a few more wrinkles in how they approach problems, but aside from the fumble range being halved, and certain skills like brawl synergizing with cestus for improved damage at 101+, it doesn't really move the needle all that much to go from something like 95 to 105 -- special and critical chances aren't radically different and opposed checks are still mostly governed by degree of success anyway (particularly combat skills). My only experience in playing Magic World for the past couple of years is that I'm far too stingy with my experience checks, not too liberal. You won't break your game by allowing your players' characters to improve their skills steadily and noticeably. The demons they bind, magic they acquire, and wealth they accumulate will probably have a more noticeable impact on the tone of the game, IMO.

    You might also want to check out Lankhmar Unleashed from Mongoose. It was written for Mongoose RuneQuest, but it has some bits that would be easily adaptable to Magic World. I started my own MW adaptation for Lankhmar and I found its corruption rules helpful. You can't get the PDF any more, but I found a pretty cheap physical copy for about $12 on Ebay about a year ago. (Amazon currently has a copy for $11.50 FWIW). Might be worth it just to mine for ideas?
  7. RD100 for Fantasy Grounds (alpha)

    I'm pretty sure the combat tracker threw up a script error when I opened it up. I just tried to replicate it and it didn't happen this time, so I'm not sure what changed. If I see anything else I'll try to remember to make a screen grab of the console error and report it.
  8. RD100 for Fantasy Grounds (alpha)

    First Impressions: This looks like a really nice start, and as someone who has spent more than a trivial amount of time trying to hack at the BRP ruleset for Fantasy Grounds, I can tell a lot of work has gone into this. Hats off to you or the coder that worked on it. I just encountered a couple of minor bugs, but no show-stoppers -- just did a few things like play around with character creation, etc. no combat or anything major.
  9. RD100 for Fantasy Grounds (alpha)

    Another heads up. The directory structure in the PAK file is a bit of a problem. To get it working, the contents under "RevolutionD100" folder in the PAK file need to be moved to the root of the archive; i.e. move everything up one level and delete/disregard the RevolitionD100 folder. EDIT: same goes for the MOD file with the SRD
  10. RD100 for Fantasy Grounds (alpha)

    Just a heads up, the links are kind of busted. copy and paste works ok though
  11. Combat Rules Question

    Yeah, I see what you're saying. Even if somebody is completely defenseless, it's still possible for an attacker to completely whiff and foul up. I remember plenty of snowball fights as a kid where somebody would have his back turned and another kid would come in for the "kill" and sail it a few inches past their head If you want to add an extra level of granularity, maybe the attacker in such a circumstance only fails on a fumble, or if they roll in the automatic failure range of 96-00? Alternatively, you could port in a rule from another d100 game. Magic World grants a +50% chance to the attack roll vs. a helpless character (asleep, bound, etc.) while it's a +25% bonus against an unaware defender (and no opportunity to dodge or parry).
  12. FGG/Necromancer make some fine books, but you're fishing in the wrong pond.
  13. Magic Worlds Questions

    I've thought about this some myself. I think the arete system in Advanced sorcery lends itself well to some kind of "Mighty Deed of Arms" mechanic (in the spirit of DCC RPG) In practice this could be extended to the rule of 'halve your skill and try to do something cool' not specifically covered by the spot rules even for characters without combat skills in excess of 100.
  14. PDF Prices

    Well one thing to consider is that DriveThru/RPGNow are going take their cut, which reduces the amount of money that actually ends up in Chaosium's pocket. There's also another benefit to the Chaosium PDFs; no watemark (which I hate).
  15. Combat Rules Question

    I could see +10% for the attacker and -10% for the defender being a reasonable alteration, but on the other hand Cavalry was pretty devastating, particularly if you're talking about a lone defender trying to stand up to a charging horse and not a mass of pikemen. I grew up around cattle and horses throughout most of my childhood and teenage years, I can say pretty flatly I'd never want to be on the receiving end of somebody bearing down on me with a sword or a lance while I'm on foot. Half of the -20% penalty to defense is probably from trying not to soil yourself.