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Tywyll

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About Tywyll

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  1. Tywyll

    BRP and BRP Adjacent Power Systems?

    Wasn't Advanced Sorcery just rehashing the magic from Elric (like the stuff from Bronze Grimoire)? I like the Eastern Magic ideas, but it is so vague I think it would take a lot of work to sell it and run it with players. I will check out the file in the Download section that has a more advanced version of it.
  2. Tywyll

    BRP and BRP Adjacent Power Systems?

    Gifts and Blessings? How do those work? Thats an interesting idea. Why not? Does Mythras reduce potential AP dramatically? I know the attack spells are very low damage out put. Though admittedly fireball is armor piercing and I think Lightning ignores metal armor?
  3. Tywyll

    BRP and BRP Adjacent Power Systems?

    Any hope on a breakdown of how it works for dumbdumbs like me?
  4. Tywyll

    BRP and BRP Adjacent Power Systems?

    Or the way the main setting it was designed for does. 20% of the time? Only if everyone you face has 100%+ Skills. And why? A broadsword does 1d8+1 and usually +1d4. Versus average soldiers (per RQ modules) even experienced soldiers rarely have a Bladesharp higher than 4. That's 17 damage without a special. So...no, he really doesn't. Yes, there are other weapons, but the common ones fall around there. A guy with a greatsword is a potential threat, but him hitting max damage is less likely (3 dice to max out). That's fair, and I don't want Rolemaster levels of complexity, but neither do I want brittle characters. That's an interesting idea. Facing greater threats isn't unique to RQ. But I think the instant death factor is (shared slightly with RM). I don't care about lucky hits and crits taking characters out. I'm talking about general survivability and the ability to emulate the source material with heroes that can take on armies. That's as much a part of Glorantha and by extension RQ, though the fluff never matched the crunch. Wanting it to square up is not a bad thing. I'm not talking about Combat as Sport. I prefer Combat as War. Balance may be the wrong word choice. Usable? Satisfying? Playable? A magic system where casters get one spell a day and, unlike DND, that spell isn't guarenteed to end a fight, is not a well designed one. Except, in some versions there is. Strengthening Enchantment added to total HP is one way, long term to, to provide more survivability to a character. Hell, you even have the BGB Heroic character optional rule (double HP). So, let's stop acting like I'm the only one who's ever had these thoughts or concerns. And dude, you can quit telling me how BRP plays. I've played RQ, CoC, and Stormbringer since the 80's on and off. I know what it does and doesn't do. I also know that its a flexible system that many have molded and twisted to do different things. So I will continue to look and see if someone has come up to answers to my own issues with the system. Feel free to stop asking me not to.
  5. Tywyll

    BRP and BRP Adjacent Power Systems?

    That is interesting. The 'Sorcery' power there has some potential. But the write up keeps referencing Exp? Not clear on what that is intending?
  6. Tywyll

    BRP and BRP Adjacent Power Systems?

    I'm aware of that. And I'm not expecting D&D results, I AM expected a system that can create the heroes of the setting and still function. They were vulnerable to attacks within a certain vin diagram of attacks. While yes, a special might threaten them (but 2d8+2 vs 15+ armor isn't much of a threat. Only Crits which ignore armor would be truely deadly, or attacks from things with +3d6 or more damage bonus. Average soldier? Not so much. Yeah, they created a falsely dangerous system. Look at daggers with their 1d4+2 damage which incapacitates the average limb with a minimum damage roll (and does more minimum damage than a broadsword for some reason). Meanwhile, in real life, people can be stabbed numerous times and survive, fight off attackers, etc. Only strikes to major organs are life threatening or incapacitating...so our heroes are weirdly fragile. Another point to what I consider bad design is how the system uses damage dice. Weapons that use 2 dice are inherently more dangerous than ones that use a single die, thanks to how averages work, regardless of the deadliness of the weapon in real life. A weapon that does 2d4 is always preferable to a weapon that does 1d8 because the averages are in your favour...meanwhile, historically there is little advantage to said weapon. Its just that weapons rolling different dice was a thing in the early days of RPGs so it's duplicated here. And to make a large weapon list have meaningful choices between weapons, you have to make them have mechanical difference. And if you want beginning, inexperienced characters to have not a lot of wiggle room between life and death, that's fine. But since the setting material includes Big Damn Heroes, I expect that at some point, you can take a knife to the arm without falling over. That doesn't fit the setting the rules originally were created for. Nor does it do well for long term play. If that uses up all their MP, for an attack that might bounce of armor, then it isn't balanced. Also, rifles are irrelavent to the discussion...modern day weapon values are often waaaay inflated in BRP to the point I don't even want to go there. If a character is built with the idea that they are primarily a magic user, I expect them to be able to function more than once or twice a day before needing to rest. This isn't first level DND, or at least it shouldn't be. If casting spells is your schtick, I expect it to be something you can do reasonably several times a day. A 4d6 spell, versus a single target that exhausts all your resources is pretty wasteful...especially if you are frozen casting it for a couple of rounds. But balancing damage output with expected armor levels with resource management is hard. But again, I said this was a different discussion so lets focus on magic systems right now.
  7. Tywyll

    BRP and BRP Adjacent Power Systems?

    Ah, yeah, okay good point. But it's kind of a double edged sword isn't it? I mean, if you get rid of your feelings of shame over something, or anger, you can never feel shame or anger again, right?
  8. Tywyll

    BRP and BRP Adjacent Power Systems?

    I've tried to wrap my head around the power system in REvolution d100 but I haven't been able to. Is there a post or anything where someone breaks it down in how to use it, it's limits, and benefits? Also, could it be ported into more traditional BRP mechanics games?
  9. Tywyll

    BRP and BRP Adjacent Power Systems?

    Okay, this system is rad, I don't know how I've missed it all these years. Probably because I have zero interest in lunar stuff and Glorantha stuff in general beyond what I can canabilize for my own worlds. Duration seems a bit weak (10 mp for a spell to last 50 minutes) and I'm a bit worried that Disruption might be TOO powerful with this system (5 or so MP and it's nearly a guaranteed limb breaker/death spell depending on the location struck). Don't like the Free INT limit, but could probably swap that for 1/10th your skill in the various manipulations, and I would probably make each spell its own skill as well. Hummm....
  10. Tywyll

    BRP and BRP Adjacent Power Systems?

    Yeah, familiars in RQ3 were broken stupid. I'll have to check that out. Very interesting. Thanks for the heads up. I'll see if I can find that. Okay, I have that book. I'll look that up. However that...sounds pretty stupid? I mean, why would you give up something permanently for the chance to recreate once? That's just... dumb?
  11. Tywyll

    BRP and BRP Adjacent Power Systems?

    I'm running a high level, more trad game of RQ right now. With 5 point Shield extended to season long duration, one of the players has 19 armor in all locations. Granted, he's screwed if he needs healing and what not, but its hard to reach that point. And looking at the Runelords in RQ2, many of them walked around in 10-11 point armor before protection spells. Laughing off a 4d6 hit is not unlikely for character's at that level. That actually hits one of my more general complaints about BRP with armor (or really any system that uses armor as damage negation). Attacks rarely have a sweet spot beyond basic level. Once you start rising in power, its like the designers didn't bother to consider how it would work. You either completely ignore attacks, are completely splattered by attacks, or die to crits. Without a Strengthen Ritual to increase HP, there is little wiggle room in your damage location hp to survive a hit powerful enough to penetrate your armor. At least that's how it feels to me. But that's another topic! Exactly. See above. Sadly true. Right now I would probably settle with one that allowed a caster to do balanced damage spells.
  12. Tywyll

    BRP and BRP Adjacent Power Systems?

    Please see above, I've added that in. Were there rules for actually playing that though, or was it simply here are some powers that they have with no context on how to learn it or gain it in play?
  13. Tywyll

    BRP and BRP Adjacent Power Systems?

    Yeah, I forgot about Ki magic, though I'm not sure I would consider that a magic system (though I guess it is as much of one as mutations, so fair enough). I'll have to dig up my copy to look at the mandala variant...can you tell me what's different? Is it just new spells? What did the Vikings box set add? What are Jelmre crystals and what source do they come from?
  14. Tywyll

    BRP and BRP Adjacent Power Systems?

    Oh? Where are the rules for RQ3 Lunar Magic? I left out RQ3 Dragon Magic because it wasn't, AFAICT, detailed enough for PCs to use. As for what I'm looking for... The setting is an old D&D setting so I'm looking for something to fit into the arcanist/magic-user/wizard slot. I love a lot of the ideas about RQ Sorcery, but some I hate. I love preparing long lasting spells in advance, the whole wizard in a tower feel that creates. I love the long term spells allowing the caster to transcend mundane limits. I loathe anything Free INT being a limitation on your magic. I dislike it's absence of direct attack magic. I'm not sure that Sandy's Sorcery or RQ4 really properly fix this (their take on blast magic makes it pretty weak, especially for the cost/casting time involved). RQG has this issue as well...spend 20 MP to do 4d6 damage! Never mind a 'high level' warrior will shrug that off with their armor+protection spells quite easily. I like Wizardry from BRP, especially the d-infinity website's house rules (sorry, can't remember the author's name) that better integrates it into Glorantha. What I don't like is that it doesn't feel as nice as the long prep wizardry, and I'm not sure how balanced it is damage wise. I also don't like that every spell with a duration basically lasts 15 minutes. Also, with only staves and familiars, a caster has a very real ceiling on how much juice they are likely to ever get (no binding spirits). So basically I want the perfect magic system... >.<
  15. I am working on a campaign that I'll hopefully get to run in the next few months. It's primarily non-Glorantha Runequest. I'm looking for a magic system to fill the void of Sorcery, but I'm not finding anything that quite fits what I want. So I've been looking through all the power systems for BRP that I know of. These are the ones I have found or have at least heard of. Are there any I have missed? This can include somebody's homebrew that's on the web or whatever. BRP Wizardry Sorcery (Also Elric Magic and Magic World Magic, including Necromancy) Psionics Superpowers Mutations Enlightened Magic Magic Kung-fu (Swords of Cydoria) Biomancy (Swords of Cydoria) Witchcraft (I think there is a monograph about this? Don't know if I'm getting confused or how its different from any other system) Stormbringer/Elric/Magic World Summoning/Binding Eastern Magic Runequest Battle/Spirit Magic Divine Magic Sorcery Enchantment/Summoning Sandy's Sorcery RQ4 Sorcery RQG Sorcery Call of Cthulhu Mythos Magic MRQ/Legends Rune Magic (Battle Magic) Divine Magic Sorcery (1st and 2nd edition) Dragon Magic Necromancy Blood Magic Elementalism RQ6/Mythras Folk Magic Divine Magic Sorcery Mysticism Classic Fantasy Magic White Dwarf Demon Summoning Revolution d100 Various power systems
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