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Tywyll

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Posts posted by Tywyll

  1. On 4/28/2019 at 12:08 PM, Crel said:

    Munchkin "trick" #507: Start with a 41 year old adventurer. While the skill bonuses are pretty trivial, you do get +6 Rune points for being 20 years older than starting. Only costs one point of STR, CON, or DEX, of your choice. At 51, get +9RP. Page 81, though it's in a sidebar, it doesn't look like a "variation" or "alternative" type of rule.

    Wow...just reread that. That is...a poorly written rule. In ten years you only gain +20% to skills and 1 point of spirit magic, but somehow you sacrifice three points of POW?!?  That...isn't at all like how the game will play out.

     

  2. 1 minute ago, Septimus Kendaro said:

    Thanks.  Sorry it wasn’t what you were looking for though.  Tusk Riders are fixed.  Most have copied the Mostali dataset as a template and missed the cult section.  Probably a lot of other bugs still too though not too bad for a few weeks of intermittent work.

     

    Oh, no please, what you've done is AWESOME! I was just looking for something easy to jot down stuff, especially from modules or what not.

    Believe me, I'll be using your generator to fill a lot of NPC sheets with stat... ;D

  3. 2 hours ago, Septimus Kendaro said:

    Funny you should ask.  It’s still pretty rough and there will be bugs but it’s coming along.

    Check it out here:

    https://basicroleplaying.net/adversaries/

    Once I get it a bit further along I’ll make a more general announcement.

    Oh, wow... that's not at all what I was thinking. That's so much cooler! 

    I created some Tusk Raiders. I noticed that they all worshipped Mostal and even when I selected Old school or Classics they didn't have Defense. I don't know if that's just for selecting print out format?

  4. 3 hours ago, Nick J. said:

    I just jot critical characteristics (HP, Armor, spells, MP, Dodge%, Attack stuff) on a spreadsheet and mark them off as needed, or sometimes (when I'm running the game on a VTT) I track damage on each token, but I still use a spreadsheet for reference.

    I only give really important NPCs a (semi) full character sheet write-up, everyone else is basically a short stat block with a line of keywords or notes.

    Oh absolutely, I was looking for something like what you described in the first line. I was hoping someone had uploaded something similar. 

  5. Does anyone have a sheet to track several NPCs at once? I ran a big fight in RQG the other night and flipping back and forth between each baddie's stats on the pdf, trying to remember which spells who had, jotting on scratch paper how much damage number 1 had on their leg vs number 4 having on their arm was not fun...

    Anyone made anything to help with that?

  6. On 3/9/2019 at 6:46 PM, Septimus Kendaro said:

    I'm working on one right now but it will be a few more weeks (at least, depending on family and work) before it's in a state that is usable by anyone but me.  Initially it will have the ability to generate generic enemies and opponents based on the creatures in bestiary.  It will include variant selections for spells, weapons, and other items to give some uniqueness to encounters.

    Follow up features will include the creation of more specific human, aldramyi, mostali, uz, etc. groups of NPC opponents and the ability to scale creatures abilities.

    How's this going?

  7. 4 hours ago, Kloster said:

    No, and I don't think you need to remain for 5 full minutes within radius to be affected. The way I read it, If you are in the radius, even for a moment, within that 5 minutes, you take the damage. I see it like falling damage (but location is random): automatic and taken once if you are concerned.

     

    Few characters (Player or not) have an armor that can protect enough to laugh vs 4D6, not speaking of 5D6, even if counting spells. Mine certainly does not: You need 14 Armor Points (or 17 for 5D6) to shrug off the attack. During a battle, less than 1% of the troops will have 17 AP.

    My players in this week's session managed to completely block a 5d6 attack from a tusker with their sword and 3 points of armor. It rolled 15 damage and they stopped it fully. In a high level campaign I am running, one player has 10 armor before prot and shield spells, which would probably be in force against a sorcerer chanting for two rounds....

    Interpreting the spell as it is described, I see little reason why a shield couldn't be deployed to help protect you. Especially if it is read to do damage every round you are in the area. Basically just holding it over your head while you run...

  8. 5 hours ago, PhilHibbs said:

    That's some pretty good armour that can laugh off 5D6 damage. Sure, you might have 10 points of armour, and Protection 6, giving you a 50-50 chance of laughing it off, but  how many of your army have that?

    And your shield. If its a beam there's a chance it will hit that. 

    But even if you don't, it might just take out a target's limb, which isn't a career ending injury, depending on which one it is. Sure, it sucks and you drop your weapon or shielld, but you can still heal yourself afterward. 

  9. 16 minutes ago, David Scott said:

    It's an abstract system for engagements larger than the normal RQ skirmish. It's IMO clearly descended from the Battle skill in KAP.

    As such it's a lead in to an un-yet expanded write up as per KAP. KAP has a whole section on Battle skill (and a whole book devoted to it...), this the skill description:

    The idea is that in large engagements, the battle skill dictates what's going on around the players rather than focusing on the 100s of others overall. Within the player "bubble" normal combat happens with the potential of in-battle events. That way you don't have play out blow by blow every part of the battles that are yet to come in the Hero Wars. However you can be in the battles doing your own bit. The previous history tables reflect this in a small way. Battle is a system for avoiding combat overwhelming the group

    If you have access to KAP look it up, you will see the future for RQG.

    For RQG I'm happy GMing combat up maybe 20 individuals, beyond that battle would break it down into parts for ease of play.

    Defending Apple Lane is a tiny skirmish (although KAP defines a skirmish up to 200 warriors)

    I did the same, using the KAP definition. 

     

    KAP?

  10. 3 hours ago, Shiningbrow said:

    A random hit location.

    Ugh...see that makes no sense. How can you blast 160M radius area and targets only get damage in the arm or whatever? 

    3 hours ago, Shiningbrow said:

    Armour protects as usual. (For Twyyll)

    Another reason why every battle isn't won by moonfire. Decent armor and protective spells and you laugh it off.

  11. 10 hours ago, PhilHibbs said:

    If you can crank it up to Strength 20, that's 5D6 to everyone in a 160m radius.

    Er...yup, that's powerful!

    Is that to a single location or general hp? Doing AoE effects in systems with hit locations never really works well...

  12. 22 hours ago, PhilHibbs said:

    Base 5, Modifier 10, Occupation (Light Infantry) 25, Cult 10, Cult choice 15, personal choice 25 = 90

    You can also get it to 100 if you take the Cult 20 for offhand broadsword instead of the Cult 10.

    That's if you put all your eggs in your offhand weapon, what would your main be?

  13. Any good sources for a fairly generic, one shot fantasy adventure? Preferably the kind of thing travelling characters might get involves with on their way somewhere?

  14. 7 hours ago, PhilHibbs said:

    A Humakti should be able to get it up to 90, even with a modest +10% Manipulation modifier. It also depends on how generously you interpret the bonuses. Sartarites get Broadsword +15, should you get that as well for off-hand use? I don't see why not. That allows you to get you up to 95% or 100% depending on your modifier and how you allocate your cult and elective choices. What more do you want? 

    An Orlanth Adventurous with the same +10 can get both sword skills to 95% and 85%. If you allow the +15 Sartarite bonus, which I would, then that 85% becomes 100%.

    Two swords is perfectly achievable. The only down side is the reduced HP for parrying, and the inferior damage taking mechanics. Get yourself an iron sword to parry with, and bless it for +50% HP.

    How would you get to 90 that way?

    As much as I would like to assume the bonuses would apply to both hands, if that were the case, I see no reason to have an off-hand skill at all. If your culture provides +15 and your profession gives you +25%, which would follow the same arguement, you basically just end up with the same starting skill in both hands. That's clearly not RAI. 

    Now, some interpret Javelin or Dagger as both melee and thrown, in which case the argument for sword bonuses applying to both hands kind of makes sense...but again, it defeats the purpose of ever mentioning an off-hand rule. 

    Edit: Nevermind...I see this has already been clarified.

     

  15. On 4/20/2019 at 2:29 PM, Shiningbrow said:

    Ah, I didn't add the starting 3RPs to your extra 2 for Extension.... My bad!

    However, in saying that... If I was GM, I'd be loathe to give the bonus to both hands for the 1 spell. 1 sword - sure! 2...??? (after all, Bladesharp, which is what this is similar to, is only for 1 sword). I remember the days of Right Hand/Left Hand skills...

    Technically, you still do...

    pg 225 "Use of a weapon in the “off ” hand must be started at 05%, with the usual addition or subtraction for their Manipulation skills category modifier Also, an adventurer’s DEX must
    be at least 1.5 times the minimum DEX needed to use the weapon (always round up) before they may use it off-handed."

    Dammit, I was just advising a player to use this option but now I don't know if its such a good idea.

     

  16. 6 minutes ago, PhilHibbs said:

    Ah, damn, and re-reading that section it's clear that you take gifts upon initiation, and thereafter no more until you make Rune Lord. Oh well! I do seem to remember something about being able to take further gifts, I think it might have been as reward for service.

    Alternatively you start your character as a Laymember...though then you lose out on the 3 free POW worth of RP.

    • Like 1
  17. 2 hours ago, BalazarLightson said:

    Last time I GM'd a Yelmalian he was a family straight up career soldier, and I was leaning him pretty hard into Yelmalian Mysticism in Griffin Mountain campaign. My ultimate goal for him was to discover Firshala was the 'Heart of Fire' for Balazaring Yelmalians and bring her back to the Yelmalio as a woman's hero cult. 

    Yelmalio is the God of the Light if Truth, I think his big secret since Nysalor is Illumination freeing his followers to make their own path, like Balazar in Votankiland. However, to get to that truth they must go through increasing ritual deprivation to realise they can work beyond imposed limitations. 

    I honestly can't think of Yelmalio temple leaders without mystical elements, except within Sun County itself. 

     

    This sounds really cool! What is Ylmalian Mysticism?

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  18. 1 hour ago, PhilHibbs said:

    Just for the craic, anyone got any hot munchkin tips? Here's mine!

    When creating your character, if you can arrange your Humakti's stats so that your sword skill comes to exactly 100% at the end, but with all three of STR, DEX, and POW (Manipulation stats, omitting INT) right at the level where they one point below giving an increased category modifier (12 or 16), then take three gifts of +1 to a raisable characteristic at the start of play, and get sword skill at 115%! For bonus points, do this with INT as well for 120 but that's 3 more geases for a total of 6...

    Well, you couldn't include INT as INitiates can only take 3 Gifts, but otherwise, pretty munchkin!

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