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Nick J.

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Everything posted by Nick J.

  1. Good for you. Looking forward to it.
  2. In a world where The Kraken is a real thing and all other manner of nasty beasties lurk in the pitch black depths, I'm not certain I'd make cross sea navigation so dicey because of a severely reduced navigation roll? There's plenty of more interesting and gameable hazards that should be fun for players to interact with (monsters, pirates, storms, etc.) Also, I can think of about half a dozen uses for the spirit/elemental/demonic summoning rules to get out of the pickle of being lost, becalmed, or castaway. But hey, whatever floats yer boat. 😉
  3. Maybe that's where a zine can shine? You can have multiple articles/essays/whatever that touch on a number of things, but are hopefully unified by some sort of theme, for each quarterly/annual release (or semi-decadal as the case may be?). Time permitting, I'd be happy to contribute something to this kind of project.
  4. I like this approach a lot. Thanks! Stolen for future use.
  5. That would be really easy to model if you used a Casting Skill to make magic work. Just tie the removal of somatic or verbal components to the arete system in Advanced Sorcery.
  6. I'm seriously considering ditching it because it doesn't really fit my conception of cosmology in the games I usually run, but if I was running a game set in Moorcock's multiverse, or Zelzany's Amber I think it can be useful. Most of the time it's kind of an afterthought to me. I presume 99% of the population had no alignment to a force whatsoever. If I do ditch it and replace it with anything, I'll likely adapt the passions/allegiances from Mythras; being allied to or zealous about something concrete seems more objective and easier to know when to invoke a check vs. The fuzziness of high level forces.
  7. I understand the feeling. Having missed Stormbringer/D100 the first go 'round in the late 80s and early 90s, it was quite the revelation stumbling on to Magic World a few years back.
  8. Advanced Sorcery is definitely worth picking up. expands the demon and elemental summoning rules, adds some interesting powerful spells, necromantic arts, rune magic, and fey magic that dovetails pretty nicely with the Southern Reaches setting detailed in the main book. IIRC, it was essentially a way to get a lot of the material that's in the Bronze Grimoire back into print.
  9. Yeah, there are some real formatting problems and some incorrect references/prices in there. I fell back to Elric!/Stormbringer 5th ed. to make corrections. Here's a copy of the weapon tables from Stormbringer 5th ed., it's not 100% 1 to 1, but it should help you get most of the way home. page1.tiff page2.tiff
  10. A tick really doesn't mean anything, It's just an opportunity for improvement. It's the experience roll that really matters, and that only gets harder not easier as the skill improves.
  11. Another thing to consider in MW: characteristics can improve through training and during experience rolls (rolling a critical on a characteristic roll gives a 21% chance), so even if your character doesn't start out as Cugel or Conan, there's a chance they can grow into the role organically through play. But I take your point; a lot of people like to have more control over how their character is built on the front end and there's no harm in doing a point-buy if that's how you want to handle it. Personally I've always leaned more towards systems and games where I let the dice gods have their say, and then I look at the numbers and interpret a character concept from what I roll, but I have a player that leans more towards the "total control" end of the spectrum, so I've learned to moderate my own preferences and be flexible. For instance, for the next game I run I'm just going to adopt the Elric! method of 2d6+6 and then let players arrange to taste.
  12. Certainly that is the RAW, but there are sidebars that list a few optional rules you might want to try. Personally I'm a fan of the Casting skill approach or POW+INT=26. Point being, MW is pretty forgiving of house-rules and there's really no wrong way to tweak it, so long as everyone at the table gets some enjoyment from it.. Enjoy. It's still my go to system, even if I haven't been posting here on these forums much any more.
  13. I've never seen the movie, but my life feels kind of strange and silly lately so I probably should watch it.
  14. I'm getting there. Work has been brutal the past couple of months, but I'm nearing the end of the long dark tunnel.
  15. Alrighty. Just finished stripping out all of the JavaScript in the sheet. I also stripped out some tool-tips to avoid confusion, and deleted stuff like the radio buttons for Heroic or Standard hit points, and converted all of the read-only fields to standard forms. Everything in the sheet should now be fillable, but there are no calculations of any kind in the document. You can still click on the portrait box and import an image however. Hopefully other people find this useful. MagicWorld CS (form-fillable-no-calc)v2.3.1 .pdf
  16. Well, if it would be useful I'll tinker a little bit tonight and strip out all of the calculations in the sheet. It'd still be form-fillable, but would allow people who want total control over the fields to do whatever they want.
  17. Like what exactly? If you mean removing just the base percentages from the skill totals I could do it, but it wouldn't be a trivial amount of work. If you mean removing all of the JavaScript calculations in the skill totals then it would be a lot easier. For what it's worth the sheet is unlocked and can be edited by anyone for their own purposes; you can get a monthly subscription to Adobe (something like $15 a month IIRC) or Foxit Phantom ($8 a month). Currently I'm awfully busy with a huge multi-year project that I'm trying to wrap up, so I don't really have any bandwidth to devote to this, otherwise I wouldn't mind tinkering with it.
  18. Glad you found it useful. Be sure to report any bugs; I tested it with foxit and adobe, but there might still be formatting, or formulae problems. Enjoy.
  19. If this was Stormbringer/Elric! we were talking about I'd fully agree with you, but in Magic World all we're left with from the old games is the mechanics and not a lot of guidance on what something "is." As a generic fantasy RPG it seems like this was done intentionally to leave it up to the GM to define.
  20. In Magic World terms I tend to think of demons as being something like jinn; amorphous entities of some otherworldly plane/dimension/reality that lack individuality until they are drawn forth and formed in the material world. Mechanically this explains sorcerer's being able to define a demon. in Cosmological terms, maybe this is one reason why they are so eager to make deals with sorcerers or allow themselves to be summoned at all? They become "real" (or at least more real) once they are summoned. Whatever demons are and where they come from, I tend to want to rebel against the carefully laid out cosmology by Gary Gygax for the Dungeons & Dragons game with its outer planes and their clearly defined hierarchies, species, politics, etc.
  21. The rights were lost ages ago, and I don't know really know how amenable Michael Moorcock is to licensing his IPs to Chaosium (or anybody) these days. My guess is that there's not a lot of profit to be made even if they did re-acquire the rights. "Who knows?," is the only answer most people are going to be able to come up with is my guess.
  22. I searched for this but I'm not sure what came back is actually what you're referring to. Do you happen to have a link?
  23. I'm saddened for Greg's family and his close friends and they have my deep sympathies, but what a legacy to leave behind. One of the true creative geniuses, and by all accounts just an excellent human being.
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