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vagabond

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Everything posted by vagabond

  1. Again - peace-bonding. Allow them to keep their weapons, but secure them in their scabbards (or remove bowstrings, whatever). Ian
  2. Have you ever heard of "peace-bonding"? Oh, and in real life, if you don't put the weapon down you usually get shot multiple times from many angles. When a cop tells you to lower your weapon, real or not, you better damn well do so.
  3. I think you guys are confusing lasers with blasters. In Star Wars (for the most part), the weapons were blasters (the same is true with most TV shows and movies). Lasers fire a steady beam, blasters fire bolts of superheated plasma or particles. Lasers may or may not be silent (we currently do not know how a tightly focused beam of light and heat will react to the air around it as it travels to its target, but I suspect some sizzle of air particles will occur which could produce both sound and light as they ignite), but blasters will most definitely make noise, especially on contact with their target as a small explosion occurs. Take this with a huge grain of salt as this kind of technology really does not exist yet in either case. We are just getting past the 100 kW level believed necessary, and I have not heard (no pun intended) if there is an audible noise. Ian
  4. I agree with TH - there is a place for boxed sets marketwise. They target a younger audience, and in all reality, isn't that what is needed - more young players to keep this hobby going? Because while D&D was originally targeting war gamers, it didn't take off until it attracted new blood, and the new blood was a much younger crowd that flocked to the introductory boxed sets. Just now, at Amazon, in the Best Sellers in Fantasy Gaming - both the Pathfinder boxed set (10th) and the D&D 4th edition boxed set (7th) are in the top 10, with only the Pathfinder core book (2nd) and Pathfinder Bestiary 3 (6th) products beating them out as far as RPGs go.
  5. I think you could do something with Allegiance, merging it with the Traits/Passions from Pendragon. Again. like Mankcam says, you only really need a binary "Morality"/"Immorality", set at 50/50 like Pendragon's T&P. As you perform actions that go against your "preferred" morality, you need to roll against the appropriate level, and gain/lose "points" as you teeter back and forth. You could then tie certain break points to SAN, to reflect something like the Joker's slip into deeper levels of psychosis and depravity as the weight towards "Immorality" grows stronger. Ian
  6. Nevermind - I dug out my Nephilim core and Liber Ka. Could come in quite handy, I cannot believe I hadn't thought of it before (or - perhaps I did and forgot). Ian
  7. Was this standard Nephilim, or home brewed stuff your group came up with. It sure sounds interesting ... Ian
  8. Sometimes, obvious answers elude us because we just don't even consider them. And, sometimes, when trying to work on some sort of mechanics to handle something, we ignore rules that already exist and fit quite nicely. I think dyhsa casting will be handled using the complimentary skill rules - roll against the dysha's primary color, using the caster's worst moon skill as a complimentary skill. Dyshas will also have difficulties associated based upon the number of colors required and possibly the minimum skill levels required. Specialization in one or two moons is possible, which will affect difficulty. This also works out for Shantha and other native Jorune life - they may get to shift difficulties down one level to represent their native ability. Need to hash out the details, but I think I am on the right track.
  9. There are some nifty thoughts that follow on as well. If we take Thivin as a Ramian offshoot (using my parallel theory Thivin are to Ramian as Muadra are to Humans), the Thivin's musical acuity when playing the crystal music rods is accomplished by channeling Isho from their environment, through them, and out of the rods. And, based on some thoughts from the old Yahoo group, the Thivin's better Isho "processing" ability might explain their faster healing (could be Launtra), and maybe even how they are able to out haggle most races (hmm, could be Shal).
  10. An old post on the Jorune Yahoo group by Joe Coleman got me thinking ... At one point, there were apparently some discussions surrounding an official GURPS Jorune (from what I gather). Steve Jackson was of the mind that Isho would be like a magic pool in GURPS. Andrew did not like that idea. So, I wondered what Andrew wanted Isho to actually be? In the rules, it certainly comes across Isho being a pool of points (or, Isho being a characteristic that can yield a pool of points), but there must be something more to it than just that. Thinking about it more, this is what I came up with. Isho as a stat determines how much Isho one can channel from the surrounding environment. It isn't stored internally as a pool, but it is very dynamically absorbed, processed, and redirected. This explains why during Isho storms Isho points fluctuate, and why if you are in an Isho dead area or an area with little Isho, you have very little in the way of Isho resources to pull from. It also explains why Muadra and others need to kern during heavy storms (their bodies absorb/channel more Isho than it can naturally handle). It also gives us a good way to explain how Ramian are affected by Shal (Shal builds up inside their bodies as opposed to how the other colors or how in other creatures Isho passes through more or less). This also explains why Ramian (and, perhaps by extension, Lamorri and other Lamorri genetically related creatures) do not have normal Isho signatures - signatures are created when Isho passes through a body and how it reacts, but with Ramian, Shal enters but does not come out, which changes how the signatures are created). And, perhaps, this explains Chiveer. The challenge is - how do I properly represent this mechanic? It does bring me back to Dyshas should not have independent skills but rather successful weaving should be based upon Moon skills. And, it does give me some good leads on dealing with the various Isho skills as well, and explain what some races/creatures are more adept with Isho. But, I still need to really wrangle through it. Ian
  11. Hey all, Just wanted to let you know that while work has slowed to a standstill, all is not forgotten. I recently had an "Oh, wow!" moment with respect to Isho, and wanted to bounce some ideas off of Andrew Leker. With the holidays approaching, and a week plus vacation, coupled with my littlest one finally starting to develop some consistent nap and sleep patterns, I hope to have a nice burst of productivity shortly. Ian
  12. BRP defines "Mastery" of a skill at 90%. So, the question becomes, how is a "Maester" defined in A Song of Fire and Ice? Ian
  13. I disagree that it is not a concept of the basic rules. Don't various creatures get special abilities that are not necessarily skills, or allow them to gain bonuses or penalties to such skills? This existed across a number of BRP based games as well. Ian
  14. Again, Horse Archery becomes an extra skill that really isn't necessary. You can just create the cultural characteristic that gives the same bonus. Further, with separate Bow and Horse Archery skills, it becomes possible to improve in Horse Archery but not Bow, thus becoming a better archer on horseback than when standing on firm ground. In my opinion, that really doesn't make a lot of sense. Ian
  15. The abilities in "3" were only a suggestion. You could easily implement "1" and "2" - use the rules as written, but for a cultural advantage, the action is no longer Difficult but Average, there could be bonus points given at character creation to both Ride and Bow, and you could also allow the chosen culture(s) to just roll against the lessor of the two skills instead of rolling against both skills when they are below 50%. You could also choose to allow the chose culture(s) to roll against the lessor skill, but use the higher skill as a Complimentary Skill. Again, I dislike adding skills and try to avoid doing so wherever possible. IMHO, this is one of those cases where an additional skill really isn't necessary. Ian
  16. OK, but I still do not think a separate skill is necessary to give some cultures an advantage over others. And, I think adding a separate skill brings in further complications. An ability works much cleaner in that is gives certain cultures a boost (or, more appropriately, removes the penalty) while allowing other cultures to possess the ability to a lessor extent (and, allows for PCs to live with a culture and gain the ability as opposed to having to learn a new skill). It also keeps the core skills ride and bow as the main tools to which the rules apply evenly. Ian
  17. I think the rules as written are sufficient with only minor tweaks. It makes sense that if one were to be concentrating on improving one's ride skill and one's bow skill, that one would be spending time figuring out how to both simultaneously. This fits the RAW where less than 50% in either than you must roll against both (or multiply them together for a single roll), but once either or both skills exceed 50% (slight deviation from RAW - as Simon noted, if one skill exceeds 100%, then multiplying them together creates a condition where you are better at shooting from horseback than either shooting on foot or riding without using a bow), you use the lessor of the two skills as your cap. However, I would also add this (to allow some sort of application of a cultural advantage): 1) shooting from horseback is a difficult action, and a 25% (or whatever) penalty is applied to both skills. This penalty may optionally be reduced when mastery of either ride or bow or both is achieved (mastery in each skill provides a 10% bonus, therefore mastery in both would yield a cumulative 20% bonus, or only a 5% penalty total. Or, mastery in both removes the status of a difficult action). 2) certain cultures get higher starting skill values for ride and bow to reflect their cultural tendency to be excellent mounted archers. One could also make it a cultural advantage that it is not a difficult action for certain cultures. 3) use or MRQ's legendary abilities - prerequisites for Mounted Archery would be member of a certain culture, and/or mastery of ride and archery, removes the status of it being a difficult action Ian
  18. If you create a separate skill, then you have to ensure that skill is never higher than both ride and bow. Otherwise it makes no sense since you would have someone who is OK at riding (50%), and OK at archery on foot (50%), but excels at shooting the bow while riding ( new skill at 75%). Ian
  19. Oh, and to make this a "cultural" skill, you can give bonus skill points at character creation to both ride and bow to reflect that culture's use of horseback archery. I also like this more simplistic approach because it is easily extended to any kind of mounted combat - riding an animal or driving a car, and bows, swords, firearms, etc. And you can still apply any specific modifiers based upon conditions - extremely rough terrain might incur a 25% penalty to ride normally, and could therefore also apply to the rider's bow skill as well. Ian
  20. Not bad, but really, too much math. I would just say that an archer on horseback would use the lesser of their Ride and Bow skills. That way, an experienced foot archer (70%) with a low ride skill (20%) would be much better at using their bow on foot (full 70%), but abysmal if he tried to use their bow on horseback (hindered by the 20% ride, so their bow is limited to 20%). But, an experienced nomad would have 65% in both, and thus shoot their bow at 65%. Ian
  21. If this is what you think the Elric saga is about without reading it, you are doing yourself a great disservice by not reading it ... Ian
  22. Quite simply - core rules are the default. Optional rules replace the core rules. Ian
  23. I once mused on a list somewhere that "Dark City" would make for a nice Chaotic analogy to Moorcock's Tanelorn. To which Loz Whitaker threatened me to not speak of it again Ian
  24. That is why it is called an "Optional Rule". However, the normal/heroic break applies, as there is an option for "Higher Starting Characteristics" where all stats are rolled as 2d6+6 instead of 3d6 for STR, DEX, CON, POW and APP, and with the point buy option, that is reflected in the 24 points for normal, 36 points for heroic option. Adding in EDU (which is normally rolled as 2d6+6 for an average of 13, not 10), you still need to add the appropriate increase in points to point buy (30 and 45). Ian
  25. Since the scale of normal, heroic, epic and superhuman increase at a rate of 50% of heroic (i.e. 12 points between levels), and if 6 points for a normal campaign seems approrpiate (or 30 points for characteristics total), then yes, 9 points seems to fall in line: normal 30 heroic 45 (1.5 times normal) epic 60 (2 times normal) superhuman 75 (2.5 times normal) Also, when deciding on multipliers, use the average of 2d6+6 (13), not the base of 10, to figure it out. 10 is the starting point, not the average. So, if adjusting the multipliers using 13, you would have: normal (20x13 = 260 pts) heroic (25x13 = 325 pts) epic (30x13 = 390 pts) super (40x13 = 520 pts) Ian
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