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KPhan2121

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  • RPG Biography
    D&D 3.5e, 4e, 5e, Dark Heresy, BRP, Lancer, Wrath and Glory
  • Current games
    Wrath and Glory
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    Nowhere
  • Blurb
    Juat a dude who wants to have some fun

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  1. 1. Are these one and done spells, or do they last the entire 16+ combat round duration of other spells? And allow you to make multiple "attacks" before the spell dissipates? 2. Can the target of the spells dodge the attack? 3. Does armor reduce damage?
  2. There's a pretty good NPC/monster conversion for the 3.5e rules, which could be helpful for you. I used it extensively for my own classic fantasy game that I converted from a long running D&D campaign.
  3. I have an unnamed Victorian fantasy setting that is trudging along in the a 50 year aftermath of a failed demon invasion which nearly destroyed the world. The players are part of a several independent groups that hunt down the surviving demons and their cultist worshipers who are bidding their time and looking for ways to weaken and subvert the forces that defeated the demons before. I have this super powered Sci-fi setting called "The Golden Path", which is a schizo-mishmash of all of the sci-fi properties you love in one place. Literally, this universe has the phenomenon of "Traveling" or "Travelers", where characters, technology and even ideas from other sci-fi universes can transport here. It's a place where you can find the 40k Boltgun right next the the Star Wars Blaster, where Picard can cross words with Yang Wen-Li as they find themselves trapped in a ship full of necromorphs. The players are Travelers from any IP that they can choose, from the Earth or from a completely made up setting with it's own rules and power systems. They must carve a path through this intricate web of factions that want to use the Travelers for their own ends.
  4. I don't have Elric of Melnibone, but are the rules in that game really that different from Advanced Sorcery? And how transferrable is it to BRP? My understanding is that Mongoose radically changed the formula of the BRP-based D100 games.
  5. Is the solution just to have a game where all of the PCs are sorcerers or at least have equal access to demon items? One of the things I've noticed was that getting a +2D10 weapon or armor only cost 20 magic points. 9 to summon a lesser demon, 10 for Demon Armor or Weapon, and 1 to bind to an item. So already, any two bit sorcerer who's had time to make their first set of weapons and armor should be a nightmare to fight against. Also what's the point of summoning elementals compared to demons? You can bind them to items, but I don't think you can give them abilities like you can with demons. I'd love to see your homebrews when you've finished it. Sorcerers forming pacts with demons to gain access to their abilities instead of binding sounds way cooler then every sorcerer carrying an armory of demon bound items.
  6. I've been thinking about using Sorcery as the main power system for an upcoming dark fantasy campaign, however I've only ever used Magic or Super Powers and the implications of their effects on the game are pretty straight forward, but Sorcery looks way more complicated and open ended. Especially with the whole summoning and binding demons/elementals to items to gain access to their skills/abilities. What are the common pitfalls and narrative implications if I include Sorcery in my game?
  7. Yeah, the issue with the Big Gold Book was that its basically a collating of all of the different rules that came out of the different Chaosium RPGs. Some of which are contradictory or don't correlate well to each other. In this case, you go with whichever rule you prefer or makes the most sense for you.
  8. Out of curiosity, what's wrong with WotC? Other then having mechanics that we believe to be inferior to the Chaosium RPGs? Thanks for the compliment about the BRP sheet, I didn't make it but I spent a ton of time fixing little mistakes and adding features to it. Magic World is a good option to go, Sorcery is a pretty simple magic system to utilize. The sorcerer just says that they cast the spell and then spends an entire combat round casting it with the effects manifesting next turn. If you're looking for expanded magic systems for MW, I'd recommend looking at the Advance Sorcery book. As for monster stats, there use to be a few unofficial D&D monster manuals laying around in the downloads section of this website, but Chaosium nixed it on account of them violating copyright. I still have the pdfs for some of them if you're interested.
  9. Big Update to Waning Stars v1.0.2 Adding more races General changes to the rules to make them work more like BRP Add more melee weapons and melee weapon upgrades Changed how some of the upgrades worked Slight changes to Artifact Melee Weapons, mostly to Wire Blades Add some new slug guns Added some new energy guns Added Explosives in a new box Added Artifact Guns Moved some of the energy guns into Artifact Guns Added new ammunition to accommodate new guns Separate Primitive and Advanced Armors Added some new Advanced Armors Changed how Energy Shields worked to better reflect BRP rules Changed Burn Out rules to require less rolling Change Slip Past Shields to having Shield Fighting Martial Arts Changed some of the Psychic Powers and Church Rituals that general a shield effect to match the new changes. Add reference for Summoning Demons Changed some of the weapons for NPCs in Foes and Fiends Fixed some mistakes I also keep the Fading Suns document up to date as well. If you want to get the pdf for that you can PM me.
  10. It's not so much simplifying the PC's character sheet as it is bolting simple wargame elements on top of the existing rules. The PC will mainly be using their Command, Strategy and Combat Skills to win the day, but I want to make it open-ended enough so that a particularly creative player to do something outside the norm. Like perhaps using the climb and spot skills to reach an elevated position during the battle and single out the enemy captain, or stealth and demolitions skills to separate from an existing battle in order to rig explosives under the bridge where the enemy is fighting from.
  11. Well, my goals aren't so ambitious as to solve this problem. I'm only trying to add some elements of wargaming into BRP and its related games and even then this will be specifically for historical and fantasy settings. They are not meant to be a full wargame on its own, although I'm trying to add in optional rules that can allow for it. My design goals are: Making the transition between the wargame and RPG as seamless as possible by utilizing the stats and mechanics of the base game with only a few changes. The rules should be simple and not reliant on miniatures and other visual representations so that it can be played theatre of the mind. Keep the focus small in scope and give the PCs tangible actions that they can make in the battle and make involvement more engaging. A good visualization of what I'm trying to accomplish is something that feels like the Captain Mode in the Mount and Blade 2: Bannerlord game. The main problem that I'm running into is the Scale of the battle; as the number of combatants goes up, it becomes less and less likely for the PC to contribute to the battle and keep it plausible. This is especially evident when it comes to powers, since most of them are designed for use by a small party of PCs skirmishing with a small number of NPC enemies instead of a clash between thousands of men. After all, dealing 1D6 damage with a fire spell is different when the Scale of individual units is 1 and when it is 1000. For context, the Scale refers to the minimum size a Unit of soldiers can have to be considered a viable fighting force. The Scale is set by the GM based on the number of combatants (and is completely arbitrarily) and then the armies are divided into Units of men equal to the Scale. A group of Units can come together to create a formation in order to gain a lot of benefits. These formation bonuses cap out at 10 units to prevent players from just forming one gigantic super formation. My current flawed solution is to leave it alone and justify it by applying the scale to time, by multiplying the time in a combat turn (12 seconds) by the Scale of the battle. A small skirmish where the scale is 1 (and a unit is just 1 man) has battle rounds only lasting 12 seconds. An absolutely gargantuan battle where the scale is 1000 (with the same number for its units) has battle rounds lasting 12,000 seconds or 3 hours and 20 minutes. Its not very elegant, but at least this can justify how a PC can kill hundreds of men narratively, while only making a single attack mechanically.
  12. Man, I'd love to see a module developed for BRP (and other Chaosium games) on Foundry. It's a great program that relatively new, but has a lot of potential.
  13. On the Attack and Defense Matrix I like to add an alternative to the special successes. The attacker can choose to roll damage normally and bypass armor instead of doing full damage with special effect. On NPC stats, I just have 2 skills for them. A primary skill for things they should know and be good at and a secondary skill for everything else. I don't use the Resistance Table and just have everyone make a x5 Characteristic check and treat it as an opposed roll. I generally run games with more house rules, but these are the ones I always have.
  14. I'm not on facebook, but that group does sound interesting. You could bring this to their attention once I make a first draft of the rules. However, I'm not familiar with Runequest, so I'm not sure how compatible the rules will ultimately end up being.
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