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Nick J.

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Everything posted by Nick J.

  1. 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
  2. I don't know if you know about the Mythras Discord channel, but that would also be a good place to post this.
  3. I completely forgot about that from the campaign. Anyway, that's great to hear!
  4. The nearest I've found to an OpenQuest character sheet on Roll20 is the Renaissance sheet (which of course is based on OpenQuest). Perhaps the author of that sheet would be willing to do a conversion, but honestly I have no idea about the ins and outs of what it would take to get that done. With all of my gaming done online these days, and the imminent release of OQ3 (loving what I've seen in the backer copy so far) having at least some kind of Virtual Table Top support would be great (whether that's Fantasy Grounds, Foundry VTT, or Roll20).
  5. Hexkit is pretty good, also Hexographer is kind of old, Worlographer from the same guy is a bit more polished and still under active development, but I've never used it to create a stellar map so I can't speak to its utility for that
  6. What makes it, "The new Magic World" in your opinion? I know it's based at least in part on OpenQuest, so I assume that means Total Hit Points, static armor damage reduction, etc., but isn't it fairly well fixed in place as a psuedo-Bronze Age setting game? What does it do to fill the niche that Magic World might occupy as a less complex, general purpose D100, fantasy game?
  7. The Legend, Blood Magic and Elementalism books might be of interest and can slot neatly onto any D100 game and are still for sale in print and PDF (drivethrurpg.com, Mongoose, Amazon, etc.) If you can find the print copy of Lankhmar Unleashed (PDF is not for sale anywhere), it has a pretty good Black Magic section complete with a corruption mechanic.
  8. Yep, I'm perfectly content with simulating it with variable armor and major wound tables (ala Magic World, Elric!, etc.). Locations do matter, and there's more than one way to get there.
  9. Sure [quote]When using hand-to-hand melee weapons the attacker may freely select the location where the blow lands, as long as that location is normally within reach. If using ranged weapons Choose Location is a Critical Success only, unless the target is within close range and is either stationary or unaware of the attacker.[/quote] So in a nutshell, a higher level of success let's a character aim where they wish, which is exactly what you'd expect in a fight (unarmed or otherwise).
  10. "Choose location" special effect in Mythras is pretty neat-o.
  11. MW isn't held back by its mechanics, it was held back by its lackluster presentation and the scant product line support that followed it. Bringing the rules inline with CoC 7 wouldn't be a selling point for me.
  12. Thanks for the feedback. Trust me I went back and forth on the MW calculation, but ultimately I deferred to the description on page 57: "A major wound or injury is one that costs the Adventurer more than half of total Hit Points." In any event the PDF is unlocked and the Javascript calculations can be adjusted to taste (I used Foxit Phantom to create the sheet, but you can edit it with PDF-XChange editor or any other PDF editor that allows you to tinker with forms). Cheers
  13. I know absolutely nothing about the history of Glorantha's development, but always sort of assumed ducks were a riff on Howard the Duck?
  14. The PDF should be edited to include all of the errata. but here's the errata (as of 2016)
  15. 1400 pages for a single city?!?! Wow; gonna put Monte Cook's Ptolus to shame.
  16. In my experience, it's usually just "people in funny hats" syndrome when you get right down to it, but I've got a couple of people I play with currently that try to lean into it. The grimalkin in the current campaign seems to be a favorite, but then again, these people own cats so they've got plenty of source material to fall back on. Personally, I've never been any good at playing a non-human convincingly. (Of course that never stopped me from constantly rolling up wood elf rangers in AD&D 1st ed. games in junior high and high school all those years ago -- gotta get them sweet racial bonuses and hiding abilities!).
  17. I've only ever read one good take on Halflings In my Dolmenwood game (running on top of Magic World) I've got Coblynau, which are are replacement for dwarfs, being more akin to earth spirits, elves are in fact changelings or may have a hint of fey blood (but don't have their own culture), goatmen, and grimalkin (master cat, "Puss in Boots" style cat-folk), wodewose, and veggie-based moss dwarfs. True elves (sidhe) are frequently cruel and capricious and always NPCs. I also nicked a lot of the bestiary from Val-du-Loup, and there's there's plenty of fey that come in various shapes and sizes, that people might call goblins, trolls, ogres, etc. but aren't easily classified as a race or species unto themeselves. By and large I really don't like the D&D-style humanoids as savages, and prefer monsters to be truly alien and monstrous.
  18. I did. I can't remember if I did anything other than upload the revised graphic, but if anybody is interested I'm happy to upload my Deep Magic house rules (It's nothing special, just some minor tweaks that were inspired by @rsanford's Deep Magic revision). Also Ignore some of the fluff; it's strictly related to my Dolmenwood-Magic World game. Deep Magic Revised.pdf
  19. I was being a bit flippant, but you're right of course. I do find cheating annoying, and thankfully I haven't really spotted any in the wild since I played way back in the olden times of high school (aside from a GM whom I caught fudging dice rolls to save PCs -- which killed my interest in the game). These days I've got a very stable online group, and everyone seems to be there for the same reason and that's to have fun and (presumably) let the chips fall where they may. To be fair the only real option to cheat at dice is during character generation where I usually let people roll up their characters on their own and then submit it to me (especially if it's a replacement character), everything else is handled with a dice roller where almost all dice rolls are done in the open
  20. If that's true then those people picked the wrong guy to run them through a game. No stakes, no game.
  21. You just have to add a dice roller "bot" to the server; I think I googled around or maybe found one mentioned in a Reddit threat. The one we use is called Dash Delta, and I think it's a pretty good one (has macro support, exploding dice, etc., etc.)
  22. Here's what I think of cheating. If your life is so sad and pathetic that you have to cheat at make believe then all I ask is that you don't make it obvious. I used to be super uptight about making sure all rolls were done under careful observation, and then it finally struck me that I really don't care if someone cheats in a RPG. I'm not scripting a story that must go "just so", and we're not playing for money, so it's no skin off of my nose. That said, if I ever catch somebody cheating in a game I run, I'll probably ask that person to not come back . . . not out of anger, but because I don't want to hang out with sad-sack losers in my free time.
  23. Frankly, I don't know. On the one hand it allows for some long duration glyphs/runes that can be triggered long after they are etched (which means they might be suitable gifts from an NPC Runecaster to PCs without ready access to sorcery or other magic). On the other hand it seems like kind of an odd fit with the normal sorcery rules in place (at least insofar as it being an attractive choice for the average player). I assigned Rune Magic to the Coblynau (aka. knockers, aka "dwarfs") in the Dolmenwood game and since nobody has chosen to play a Coblynau (nor even encountered one yet) it's been a moot point. In retrospect I think it would have made a lot of sense to restrict it to NPC-only magic, but if you or anybody else decides to play a Runecaster I'll certainly allow it and see how it plays out. I think a simpler solution would be to make all sorcery castable as runes (or scrolls, or whatever) that can be triggered at a later date by having a sorcerer spend a point of POW to bind that spell to the rune-etched surface. At whatever point the spell is triggered, the rune fades, and the spell runs its normal course and the point of POW returns to the caster.
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