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peterb

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Posts posted by peterb

    Roll20

    1 hour ago, RosenMcStern said:

    What's the status of the Fantasy Grounds version? I have not checked it for maybe 10 years, but it should be working fine. I have played several games and campaigns with it. Is anyone, apart from Smiteworks, working on it? The effort to convert it to the UGE version should be trivial, but there might be other issues.

    It's working fine. I play a weekly game and it works well. It got a much need overhaul a year and a half ago and I have posted a score of bug reports and those gets fixed. The BRP ruleset is the oldest FG ruleset that's still being sold, so it lacks in automotations, compared to newer rulesets.

    AFAIK there's not really that much new or changed mechanics that would warrant an UGE update. And, I don't think the sales justify the investment either.

    One of my players run a campaign using the Roll20 BRP sheet and so far the FG version shines, in comparison.

    • Like 2
  1. On 4/10/2023 at 1:05 PM, soltakss said:

    In that case, I would use the Pathfinder ORC logo and simply refer to the use of Major Wounds from the BRP ORC.

    In the OGL, you could use elements from one OGL game in another, as long as you included the copyright section in the relevant section. I am not sure if the same applies to the ORC but I would be surprised if it didn't.

    The section III (Required Notice), paragraph b, point i of the ORC license states:

    Quote

    A statement based on reasonable, good-faith efforts that identifies each Licensor or creator of the ORC Content You Used and any others designated to receive attribution, including all upstream licensors of ORC Content upon which Your Adapted ORC Content is based or derived from, in any reasonable manner so requested by such parties. For the avoidance of doubt, both Licensor and all parties similarly credited under Licensor’s attribution notice should be included in Your attribution notice unless otherwise reasonably indicated by such parties

    So. it works just as OGL did. With the addition that the user needs to state how they wants to be credited (point ii in the same paragraph).

    • Like 2
  2. Dragonsbane is a translation of the newest iteration of the Swedish RPG "Drakar & Demoner" (DoD). The first edition of DoD was a translation of he 1980 Basic Roleplaying booklet and Magic World (a part of the World of Wonder product) and it was produced under license from Chaosium. If you read DoD v.1 side by side with the 1980 Basic Roleplaying booklet and Magic World you'll notice that it's almost a direct translation, even the texts disposition is the same. Later editions dropped the d100 in favor of rolling under a threshold using a d20, it also dropped the license statement. So DoD is very much a part of the BRP family of games, a game that dominated the Swedish RPG market for almost 20 years, replacing D&D as the #1 game.

    • Like 3
  3. In one of the VTT's on the market you can create custom modifications to dice rolls. It could be anything, like say the modification to Move Quietly. You could create a button that modifies the next roll and changes the dice result. For example you could add 25 to the roll to make it more difficult to succeed (I know, it's not so intuitive) when sneaking around in scale armor. 

    I would rather modify the skill level, but that is not how this particular feature works. But I've been told it doesn't matter. Now, my math skills is not that great when it comes to probabilities, but my gut feeling tells me that modifying the dice result on the one hand and modifying the skill level on the other hand would not yield the same result when it comes to the probability of getting a critical success, a special success or a fumble, am I right?

    Would it make any difference as far as criticals, specials and fumbles (from a math point of view) if you add, for example 15 percentiles, to the dice result instead of the skill level (target number)?

    Thanks for any insights.

     

    • Like 2
  4. Another option is to find some new images that are in the public domain. Wikipedia has a webpage abut that subject: https://en.wikipedia.org/wiki/Wikipedia:Public_domain_image_resources

    You can also go to https://www.google.com/advanced_image_search and at the bottom of the form, at the "Usage rights" option, choose "Creative Commons licenses". Then enter "dragon dnd" as the words you are searching for and all the images that you'll find are under a CC license.

    In fact you will find one decent image of a dragon: https://commons.wikimedia.org/wiki/File:DnD_Dragon.png

    • Like 1
    • Thanks 1
  5. 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.

  6. On 2/24/2021 at 10:09 PM, tooley1chris said:

    * SIGH *

    Looks like big brother has finally caught up with me. 

    I've been told my Damn Big Book of Monsters is being removed because of copyright pics included within the pages. 

    All of my projects contain other people's great art, so will likely be removed as well.

    Hope some of ya found a use for the stuff 😎

    Can't you just remove the art from the file? I just did a quick test and opened the pdf file in LibreOffice Draw and removed some of the images and then did a export to PDF. Worked like a charm. I did notice that the navigational bookmarks disappeared when I saved it to PDF but that might be a configuration issue.

    /Peter 

  7. Hmm, I think games that rolls a d20 or a d100 and then add the skill level, and requires a 20+ or 100+ result to succeed, still qualifies as d100 compatible since they just changed the math. That being said I don't consider the Rolemaster system to be a BRP/d100 compatible system, but I (IMHO) do think that Kult is a BRP compatible system as is "Western". But the OP is the one who lay down the rules.... 

     

     

  8. There's also another Swedish game, "En Garde!" which has similar rules to Kult (mainly because the authors of En Garde also wrote parts of Kult). The setting is 17th century Europe. This game is not the same as En Garde by Paul Evans. 

    The of course, we have "Western". It's clearly a BRP relative, even if you roll high as in Rolemaster. The setting is the American Wild West.

    In fact, as a side note, most Swedish RPG:s are BRP related. Drakar och Demoner had the same position on the Swedish RPG market as Dungeons and Dragons had on the US market in the golden days of table-top RPGs, so it's only natural that BRP has inspired almost all Swedish roleplaying games.

    • Like 1
  9. 10 hours ago, Runeblogger said:

    Kult and Mutant Chronicles. I've learnt these last two were based on Drakar och Demoner.

    On the other hand, I may still erase The Trudvang Chronicles. What do you think?

    Mutant  belonged to the BRP-family so it's setting should be a d100-setting. Later version drifted away from d100.

    The original version of Kult was a BRP like game. Later versions less so.

    IMHO, The game mechanics of Trudvang Chronicles are more like that of the CRPG Fallout. The setting Trudvang was originally written for use with Drakar och Demoner 6 which was a BRP like game (see link to info about DoD below). So I would say that Trudvang is a d100-setting even if Trudvang Chronicles aren't really a d100 game.

    Ereb Altor was the original setting for Drakar och Demoner, so that is a d100-setting (see https://en.wikipedia.org/wiki/Drakar_och_Demoner).

     

    • Thanks 1
  10. RQG is RQ2 compatible by design, the intention is to be able to easily reuse the supplements brought back into print by the RQ2 reprint kickstarter project. I haven't seen any traces of RQ3 yet, but then I've haven't played RQG yet...

    • Like 1
  11. Thanks for the all comments. When looking closer I realized that the formula is quite simple. It's the result of (((hp- 6) / 3) rounded) added to the starting value for each hit location. That's easy to implement. The reason I asked in the first place is that i'm modifying a couple of spreadsheets, that I created way back when I was playing RQ3 a lot, to RQ2.

    • Like 1
  12. Please correct me if I'm wrong but isn't it so that a swordsman (using only a single weapon) that parries with his sword, after having made an attack, gets a -30 modifier? And if he had used a shield or a parrying weapon he wouldn't have peen penalized. Also I thought that the difference between how shields and weapons HP work was the norm and not an optional rule. But I might be mixing things up...

  13. Note that my suggestion for the MP cost of spells assume that you'll use Convocation skills. The effective skill level of a convocation skill is modified my Spell Level * 5 when you cast spells. So a 3rd level spell is -15 to cast and a 5th level spell -25. If you don't want to use Convocation skills then I would suggest the following:

    
    Skill Level  Base MP cost
    
    Up to 50     3
    
    51-75        2
    
    76+          1 

    Then use the multipliers as per spell. For example, the 3rd level Fyvria spell "Ketherian's Persistence" has a FP cost of (15-SI) x 2.0. In MRQ the Mp cost for a mage with a skill level of 56% would be (2 x 2) 4 mp.

    MP cost is also influenced by the level of success: CS = ½ cost, MS and MF = normal cost, CF = cost x 2. A MF/CF might (should) require a resilience test.

  14. So if I get you right, I should have the spell cost one magic point pr. 5 fatigue from the Harn Magic in MRQII?

    On page Shek-Pvar 9 you'll find the fatigue rules. One fatigue level in HM2 is = 5 FPs in HM1. The spell descriptions I linked to are written in the HM1 format.

    So 1 FL = 1 MP.

    My suggestion is that whenever a mage has used more than 3 MP he must make a fatigue roll => Resilience skill - (5 x FL). Failure should leave the character at least Tired (IMHO).

    Things outside of damage may be easily converted to fit the bill, but any suggestion for how to best convert Harnmaster magic 2nd ed magic damage over to MRQII? Like Orb of Zatara makes from 1D6 dmg to 2D6 dmg (if I read it right), would the power of the spell be just translated right over or changed?

    Magic in Harn is not as powerful as in Glorantha (the setting for which MRQ is written). A spell that does 1 or 2 d6s to each hitlocation and only costs 1 MP is still of course quite good.

    So you might consider Spell Level = MP cost. I don't think you'll need to change the damages that much. Some spells might have a base damage + a number of d6's. IMO you could leave it like that or treat the base damage as the average of a dice. So a spell with a base damage of 4 should do 1d8+1d6 points of damage on a normal success.

    Would Divine Casting be something similar?

    Divine magic in the RQ sense does not exist in harn setting. Harn is magic weak compared to Glorantha so divine magic needs to become more costly. I would recommend making it a bit more costly to get by requesting a permanent sacrifice of POW (as per RQIII).

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