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Nick J.

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Posts posted by Nick J.

  1. On 10/16/2023 at 7:04 AM, groovyclam said:

    I recommend this as a much easier way of playing D&D via d100 rules than Mythras' Classic Fantasy.

    If you want a lot of bells and twiddles then use Classic Fantasy but be prepared for all the complexity that brings ( and thus rule study ) in both character creation and combat especially.

    This is pick up and play - much quicker. It also has a funny "Chapter" ( a paragraph ) about the party's dungeon mapping.

    Classic Fantasy covers lots of ground with lots of rules so it will probably be able to cover most situations that come up.

    OpenQuest Dungeons, in its brevity, feels much more like the original red and blue B and X books to me ( which is a good thing! ).

    I kind of see OQD as the analog to Holmes B/X (or Mentzer if you prefer Elmore and Easley art), while MCF is geared for recreating a bit of that AD&D feel with a bit of that WoTC 3.x grid-based, crunchier combat.

    Love 'em both, but yeah, definitely designed to fill a slightly different niche.

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  2. On 12/14/2022 at 11:23 PM, rustorod said:

    Hello,

    is anyone else having issues downloading from the vault?  I was trying to download the Magic World form fillable character sheets. I’m getting some code with access denied. 
     

    Thanks

    Mike

    In case you're still having trouble,  feel free to download whatever you like in this folder (includes the .Pub file I used as a template for the sheet).

    https://www.dropbox.com/sh/g8duv7v1yf4sdxi/AABDXwQjF4XSHRCOXUDTPk8da?dl=0

     

    • Like 2
  3. Magic World doesn’t do super-heroic, zero-to-hero rolplaying particularly well, so if you’re into that kind of gaming it probably won’t be very satisfying. This suits me just fine however.

    I guess that’s one of the double-edged swords of D&D, and games like it, you’ve gotta do a lot of killing/looting/leveling to get to the point where you can tangle with the “big bads.” With Magic World (or any BRP type game really) superior numbers or tactics (with a bit of luck) can see fairly inexperienced characters overcome some pretty big threats (be that mythical beasts, badass warlords, sorcerers or whatever else you think up to challenge players.

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  4. I don’t know how accurate the source is, but supposedly Roman Legionaries we’re required to be able to force march ~18 miles, carrying 45 lbs. in under 12 hours.

    I wasn’t in the military, but I did lots of backpacking and that’s a pretty good clip (particularly on parts of the Pacific Crest Trail or other steep/rugged terrain). I was in great shape at the time and you definitely felt it if you went much farther, particularly carrying closer to 55-60 lbs and usually hiking at 20 miles per day in about 8-10 hours.

    im not sure why sladethesniper is being snarky or dismissive? These are all decent in-the-ballpark numbers as far as I can tell?

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  5. On 2/23/2022 at 1:17 AM, g33k said:

    I know I'm very late to this party, but I gotta mention TDM's Classic Fantasy for Mythras.

    You likely already know Mythras as the "next version" of MRQ2/Legend; well... Classic Fantasy is the way to run AD&D with the Mythras engine...

    This is exactly what I was thinking. It would be a snap to convert most of the setting conceits of DL to Classic Fantasy, particularly the knightly orders, towers of sorcery and so forth (of course you'd have to figure out what powers and abilities go along with each group). In some ways it would fit better than D&D's class structure, because a "class" in CF is almost more of a cult/guild/association relationship where you move up the ranks and gain additional abilities/powers/etc.

    • Like 1
  6. On 7/23/2022 at 12:01 PM, Tentacled Whisperer said:

    I keep hoping for foundry support for MW as it looks the most likely way to bring stormbringer to the foundry VTT with its lack of proprietry entanglements

    That would have to be a real passion project for some coder (well beyond my feeble python and javascript skills).

  7. I think the Fast Talk skill (and the Social Combat rules generally) is broad enough to cover the situation you are talking about. Even in the case where someone is not trying to hide their motives, or confuse, then it seems like there's no need to roll anything; but in certain circumstances, if a player explicitly tells me that their character is studying someone for tells or body language cues, an unopposed Perception or Influence roll might give them a little bit of insight (assuming the target is making no attempt to hide their feelings, which I would count as an automatic failure in terms of opposed rolls, etc.). 

    • Like 2
  8. 23 minutes ago, tooley1chris said:

    How is this useful?

    TRUTH OF LOVE (3)
    Range: Sight and hearing, to a maximum of 
    100 yards
    Resisted: MP:MP
    Only those with allegiance to Light can learn or cast this spell. Matching MP:MP on the resistance table, the caster causes the target to express or realize that which is dearest to him or her: a person, animal, honor, decency, money, fighting, an allegiance, getting drunk, Light, Shadow, and so on. Once the person has expressed that love, he or she is unable to think of much else until Undo Magic or similar effects erase the compulsion, or until 3D3 days have passed. Adepts 
    of Light are taught this spell.

    A priest/acolyte of Light, interrogating a captured assassin/burglar/whatever to try and suss out their true motive, or perhaps a test of potential candidates for advancement into the inner circle of a brotherhood, priesthood, secret society. If their true love comes back as something antithetical to the tenets of the group then that presents some interesting RP possibilities.

    • Like 6
  9. On 6/30/2021 at 4:18 PM, Bill the barbarian said:

    Well sir, they tell me it is in Jamaica... Jamaica NY to be sure and has been there for 5 days...

    Lulu shipping has always been pretty glacially slow for me, and I don't even mean the print-to-ship process. For some reason when their books enter the FedEx chain, it's always 2-3 weeks before I see it.

  10. I'll offer as honest an assessment as I can. Because this much work deserves a response.

    First off, I downloaded it some time ago and I remember skimming part of it, but frankly it was sooooo big that there's just no way I was ever going to read all of it. So I started reading it again and I'm left with the same impression I had back then: I can tell that this was clearly a labor of love for you, and I can't even fathom how long this must have taken you to write and compile (and way back when I did a bit of tinkering with the NWN2 toolkit and I remember how much of a pain in the ass it was, so that's a whole other level of grinding).

    The Good:

    • No stone is left unturned. It looks like you've given every inhabitant and every building in the place a write-up. It's a staggering amount of detail.
    • If this was a NWN2 module it would probably take me months to talk to everyone and I'd be awed by the level of detail.

    Here's the part where I give my critique:

    • it's far too dense to be easily usable during a game session. Full stat blocks and long histories for every NPC is impressive, but it doesn't really help me if I actually want to run this at the table; it's almost counter-intuitive that something so comprehensive could be less useful than something tersely worded, but that's the biggest problem I would have using this; there's too much to wrap your brain around and quickly find the thing you might be looking for.
    • Organization is a bit of a problem. It's hard to get a sense of how places and people are connected from the way they are laid out.
    • Full dialogue written out for NPCs isn't useful (to me). Give me a terse physical description, a word or two about their mannerisms, what they know, who they know, and what they want and I'll take care of the rest.

    Overall impression: 1,450 pages is just too much for any game supplement for me to ever seriously consider using it. Hell, I start to get twitchy when a core book gets bigger than about 300 pages. If you really are interested in it getting used, it needs to be edited down considerably, and I'd probably like to see some kind of spatial or factional organization.

    For references, if you have access, look at things like the Chaosium's Pavis (& Big Rubble), Judges Guild's City State of the Invincible Overlord, TSR's Lankhmar (or Goodman Games' recently released version), Flying Buffalo's City Book series, or even Frog God Game's Bard's Gate city supplement if you need examples of the the level of detail that maximizes the game-ability of a thing, while providing enough depth and detail to make the job of the GM's job easier getting a place to feel like a living, breathing place with a life of it's own.

    But honestly, It's a truly Herculean level of work that you put into this thing. I'm gobsmacked and humbled to think of it.

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  11. Just a heads-up, the link to the description of the Companion is broken (the https header is messed up).

    In any case I'm really looking forward to things like the One Magic System, I've got a couple of friends I'd like to introduce to RPGs and having a really simple, straightforward way to ease them in without overwhelming them with options is a major selling point (not that OQ is all that overwhelming)

  12. 2 minutes ago, Simlasa said:

    In the past I ran a Magic World campaign where I used the 'Maleficar' rules from Logan Knight's 'Last Gasp' blog. They're cascading charts meant for Lamentations of the Flame Princes (B/X D&D) but easily tweaked.
    Basically, if the PC runs out of MP they can try to funnel raw magic through themselves... but it's risky. (roll on the 'Cast The Bones' chart for possible adverse effects)
    Also, if the PC wants to boost a spell somehow, there's a chart for that (Conduit Of The Cosmos)... and a suggestion that the roll be modified depending on how crazy the PC is trying to get with the spell.
    In use it wasn't much extra bother and only got used occasionally. Ex: I had a Player (fresh out of MP) who was trying to cure a girl who had been cursed on her wedding day... and the spell worked... but also sealed the poor girl's mouth shut... so they had to go looking for someone to fix that...).

    Here's a link to his downloads page... the one you want is 'Last Gasp Shitting-Looking Compendium' which has a bunch of his blog entries. The specific bit is in the House Rules portion, under '02: Do Not Take Me For Some Turner Of Cheap Tricks'.

    WARNING: The cover drawing is NSFW and Mr. Logan has some salty attitude and language (which I quite enjoy!)
     

    Neat. I used to read that blog sporadically when I sorta stumbled on the the OSR about 8 years ago, but I kind of forgot about it when he stopped posting. I'll give it a look; it'd be kind of fun to mess about with sorcery . . . and I wouldn't feel all that badly about it since nobody is currently casting any sorcery right now. 😉

     

    • Like 1
  13. This has long been a personal goal of mine with MW. I toyed around with it by using a Deep Magic skill combined with a calamity-table that occurs on a fumble when casting outside of your sphere's and glyphs, but frankly it's come up almost never in the 2+ years of play that there's been a Deep Magic using character . . . which isn't to say that I want terrible things to happen to characters (I'm lying. Of course I do!), but the "at the table" experience hasn't really matched up with how envision magic in the setting and definitely doesn't recreate the sense of awe and terror that you can get with DCC wizard spells.

    Some idle thoughts I've had about changing the mechanics of magic are having some kind of "push your luck" element. Maybe that means supercharging spells by spending more Magic Points than is normally allowed or even sacrificing attributes like some kind of spellburn effect to achieve greater magics, but also some commensurate risk if a fumble occurs, or if the spell is interrupted in the middle of casting. Ideally, I wouldn't want it to be too convoluted, and I think I like the idea of fumbles scaling up with magnitude of the overcharging, (so non-overcharged fumbles would be very mild, like lost MP, while each extra MP over a spell's normal range would up the ante somehow).

    Specials and Criticals should get some love, but to keep it simple I'd probably just alter the effective POW of the spell for purposes of resistance, or the number of targets, or duration? Maybe I'm not being creative enough?

    • Like 1
  14. On 3/16/2021 at 1:03 AM, peterb said:

    Yes, I can understand that it might seem like waste of time. I also realize that if you want to make it look nice, you'll have to redo the layout and that might take quite some time. Just removing the art leaves the index intact but also create a lot of "empty holes" in the text.

    If you really need a big ass bestiary that is in the ballpark of compatible with Magic World, the Gigas Monstrum I & II books have been useful to me on occasion. It's basically an authorized reworking of Frog God Games Tome of Horrors for Legend, so it's pretty trivial to calculate total hit points and armor and abilities from the included descriptions and stat blocks. Also, a pretty cheap deal to get them as a bundle.

    Eternity Realms Saving Bundle! [BUNDLE] - Solace Games | DriveThruRPG.com

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