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Nick J.

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Everything posted by Nick J.

  1. Version 3.0.0

    244 downloads

    A custom form-fillable NPC/Monster sheet for Magic World. The sheet uses javascript to auto-calculate several fields dynamically and also includes other features listed below Main Features: (as of July 7th, 2018) Simplified skill list, with several custom fields Sums total skill points Helps judge how powerful an NPC/Creature is at a glance. Automatically Calculatates Things like: Hit Points, Major Would level, and characteristic rolls, most fields are editable. Characteristic generator Select a species from the drop down menu and generate characteristics, notes, weapons, damage, etc. Every creature from the bestiary, plus the Abomination and Jack-in-the-Green from Advanced Sorcery. Chaotic Features One-click random chaotic features pulled from the table in the book. All buttons are invisible during printing. Loot Generator Enter a treasure rank, click a button and your NPC/Creature has some walking money or a hoard. If you notice any bugs or have any suggestions on how to improve the sheet post a comment and I'll take it under advisement.
  2. View File Magic World NPC/Creature generator A custom form-fillable NPC/Monster sheet for Magic World. The sheet uses javascript to auto-calculate several fields dynamically and also includes other features listed below Main Features: (as of July 7th, 2018) Simplified skill list, with several custom fields Sums total skill points Helps judge how powerful an NPC/Creature is at a glance. Automatically Calculatates Things like: Hit Points, Major Would level, and characteristic rolls, most fields are editable. Characteristic generator Select a species from the drop down menu and generate characteristics, notes, weapons, damage, etc. Every creature from the bestiary, plus the Abomination and Jack-in-the-Green from Advanced Sorcery. Chaotic Features One-click random chaotic features pulled from the table in the book. All buttons are invisible during printing. Loot Generator Enter a treasure rank, click a button and your NPC/Creature has some walking money or a hoard. If you notice any bugs or have any suggestions on how to improve the sheet post a comment and I'll take it under advisement. Submitter Nick J. Submitted 04/27/2018 Category Magic World  
    A quick and easy generator for Magic World, but the instructions for this are wrong. This .ipt file is meant to be used with Inspiration Pad Pro 3.0 (also from NBOS software), not Character Sheet Designer. If you want to use it, then put it in Inspiration Pad Pro's file structure (where ever you decided to put it when you installed the program) and open the generator and click away to make quick & dirty Magic World NPCs Inspiration Pad Pro 3.0 is free and is available for download here: http://www.nbos.com/nox/index.php?action=1001&id=454
  3. Another update. Why the change? My Major Wound calculation wasn't bugged after all, I was. Also, why the hell not? List of changes went back to the old Major Wound calculation. Turns out I was crazy and spent too much time reading the BRP Big Gold Book, and realized that I had it right the first time (greater than half HPs in MW. Half or greater than HPs in BRP) Cleaned up a few more typos, and added more tool-tips. Added a couple of widgets: One rolls characteristics as per the standard method (3D6, save 2D6+6 for SIZ and INT), a widget to reset rolled characteristics, and two buttons to clear tick marks, one for lost HPs, the other for used MPs. These buttons are invisible if/when you print the sheet on paper.
  4. Well, there's always something I guess. I did a bit more testing and I found a bug: Major Wound level was being calculated incorrectly (fixed in the new version). Beyond that I added some quality of life fixes, and some additional fields that I always forget about until I need them. Separate fields for tracking current and original characteristics -- useful for characters that burn POW for Fey Magic, or get temporary boosts/banes from spells, etc. A field for temporary hit points (for things like Quick Heal, or whatever other effects might temporarily boost HPs) fields for tracking spell levels in memory and free INT (for you demoniac summoners) A field for tracking temporary Magic Points from something like a Brazier or Staff Reordered fields so you can comfortably tab through the document when you are filling out the sheet. Added a few more miscellaneous tool-tips for some fields, to make rules references easier. Test it out and let me know if something is wonky and I'll do my best to fix it ASAP.
  5. For those who might still be interested, I updated these character sheets in the downloads section. The explanation of changes are included in the revision notes (mostly added some extra calculations, like armor penalties, sum of skill points added/allotted, some minor cosmetic adjustments, most calculated fields don't display a value until you enter a governing characteristic, etc.)
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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
  15. Just a heads up, the links are kind of busted. copy and paste works ok though
  16. 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).
  17. FGG/Necromancer make some fine books, but you're fishing in the wrong pond.
  18. 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.
  19. Nick J.

    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).
  20. 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.
  21. Whoops, sorry I didn't reply sooner, I've been really busy and haven't visited since I reported that error. I just clicked on your link with the period following and it threw up the same error as before. I honestly don't remember if I typed in the address or used a bookmark from before, but I suspect I typed it in wrong. Cheers
  22. FYI, just got a Chrome warning about https://basicroleplaying.org not being a safe site. Just figured I should mention it, in case there's a problem with the site's security certificate or something.
  23. Very nice. I'm certainly no UI/UX designer, but it "feels" pretty intuitive to navigate to the various products,and it looks good to boot.
  24. Lankhmar and Nehwon were books that were compiled into Lankhmar Unleashed and had a couple of adventures in the back half of each book. If you already have Lankhmar Unleashed then I doubt you are missing anything; the adventures didn't exactly leave an impression and I've never run them, so I can't say if they are any good or not. Otherwise, I like the write-up on Quarmall and the rules for corruption for Black Magic are pretty good.
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