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Mugen

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Everything posted by Mugen

  1. Oh, I missed the fact two handed weapons deal +2d6 damage in 6e. Brutal... Question is : how do the 6e reckless attack compares to previous editions ? A +10 to skill represented a huge increase in crit chances, but also a guaranteed hit. Without that +10, there's a 25% chance a knight with a skill of 15 takes a risk for 0 damage.
  2. Mythras gives 100 points for culture, 100 for profession, and 150 bonus points for "adult" characters (between 17 and 27). Skills get a maximum +15 per step, so a skill present in all 3 steps can reach +45 in total. Older characters have more bonus points, and can put more of those points into each skill. Up to 300 points and +30/skill.
  3. How did it cost to print each of those books, approximately ?
  4. @Atgxtgthank you. It turns out my guess, based on a simple table, was not that bad. 🙂 Mythras Sorcery uses Magic Points, but it could be possible to get rid of it, as the costs are very low and has no impact on the spell's power. Casting could be done by opposing the caster's skill with the spell's total levels, multiplied by 5.
  5. My understanding is that this challenge is meant to help publishing games, and not supplements. Even though, of course, games contain material that can be used in other games.
  6. Hârn was published a few years before HârnMaster, and I'm sure quite a good number of players used RuneQuest, StormBringer or Magic World (WoW version) in Hârn before that. Concerning your "Convocations", I know nothing of Hârn magic, but the table reminds me of Mythras Sorcery. In this game, each sorcerer belongs to a tradition, which teaches a specific Invoke skill, and a listt of spells that can be learned and cast with that Invoke skill. In BRUGE, you could use the Magic rules as a basis, but reduce the number of skills to 6, one per convocation.
  7. @RosenMcSternI would also add that RD100 is written like a toolbox, which is either a strong or a weak point, depending on the reader. I like it, but others may be more comfortable with a more traditional presentation.
  8. Well, 15-90 😉
  9. See, this in fact a complex issue for me... On one hand, I think the use of percentile characteristics in CoC7 was a bad design decision, and not just a matter of taste. I think using a d20 for everything like in DB is a far better idea in general (even though the way defense and skill oppositions work in DB are a problem for me), but doing so you lose an easy and efficient way to have crit chances that change with your skill level instead of a flat 5%.
  10. Solo play is where the rule that prevents you from attacking and defending in the same round will hurt you the most compared to SB. Having a way to gain initiative is crucial.
  11. There's one reason : it's a terrible idea, which makes other characteristics rolls more difficult to use, and complexifies other aspects of the game (such as having to divide POW by 5 to get MP maximum).
  12. Nitpick : the town is named Loudun, and not Loudon. 😉 https://en.m.wikipedia.org/wiki/Loudun_possessions
  13. Yes, because skills don't cover everything needed in a game, which is not only about rolling to succeed at a task. Hit points, Magic Points, Damage, Initiative, etc. Not necessarily. That's not a new topic, and to be honest BRP shows its D&D origins here. In the 80s, Pendragon handled the issue with DEX in removing all athletics skills (but retained social ones, making APP useless), and James Bond 007 (not BRP but d100 roll under) based all skill chances of success on a multiplication of a characteristic and a skill level m.
  14. The bonuses are far above those in StormBringer, and all his skills are either 10 or 12. He's a better fighter than a newly created fighter from StormBringer 1st french edition, who had 50%, 40% and 30% + bonus in his best 3 weapons.
  15. I've looked at it again, and I can say the differences go beyond the fact 1st edition uses multiple skills. The lists of powers are different, and the way they work is different too. I wanted to make a simple example of how to make the same object in both systems, but it's harder than I thought...
  16. @smiorganno, I have neither Mournblade nor le Département des Sombres Projets's version of Hawkmoon. I read one other game using the CYD system, and I'm not really interested. I was also a great fan of Oriflam's version of Europe, and I'm a bit sad le DSP could not use it.
  17. Yes. The default starting chance is HW is 6, and people with 1 Mastery are not close to being Rune Level. I see HW as a natural evolution of Pendragon, but an evolution that consider 20 is a good professionnal level, and not 10 or 15.
  18. I have the same experience with Italian and romance languages. I studied Latin when I was younger, and even if I can't speak it anymore, it's very helpful. Especially Catalan : it's fun sometimes to say out loud for yourself or to your friends "ah, comment on dit XXX ?" and hear the catalan speaker say "XXX", or something very close... Reminds me a bit of the first edition rules, but with only one skill. Was it in the core rulebook ? Then I should re-read it. To be honest, I was quite disappointed by the new rules, as I liked the approach of first edition, despite their complexity. I should take some time to make an example of how it worked.
  19. According to what I read on this forum from Jeff Richard, RQ2 was chosen as a basis for RQG because a group of playtesters new to RQ (but not CoC) tried it and Mythras, and prefered the older game. Honestly, if the goal was to make a Rules Light(er) Gloranthan BRP game, I think there are far better candidates to use as a basis.
  20. I see RuneQuest 2 as a very archaic version of BRP, and I deeply regret it was the basis of RQ:G. RuneQuest 3 was certainly too complex, and Mythras missed things like POW economy and OpenQuest is perhaps too simple for my tastes, but I still prefer any of those 3 over RQ2.
  21. @Scotty or anyone at Chaosium has a better chance to know the answer than me...
  22. While HawkMoon games have not been a very successful in english, it was quite popular in French. We had a total of 4 different games set in this setting : First one by Oriflam was a translation of the Chaosium game. Second one, again by Oriflam under licence by Chaosium, was an adaptation of Elric! system to HawkMoon's setting. Third one was a translation of the Mongoose game. It's infamous for it's horrible translation. Fourth one is made by the same people who did the Mournblade game, le Département des Sombres Projets. It's also worth noting that Oriflam published a rather long series of supplements covering multiple european countries : France, Spain, Germany, Great Britain... I only own the two first game, so I can't talk of the other ones. I'm also not familiar with the original chaosium game, only it's french adaptation. However, if you look at the page count in both versions, there's a striking difference between the Science Books : according to Le GROG, the english one is 16 pages long while the french one has twice that count, with 32 pages. Scenarios included in the GM's book are also different. Why is the book in French much bigger ? Sure, we have longer words full of useless letters, but here it's because there's an extensive science system with quite a good number of possible effects listed. When a scientist wants to make a scientific creation, whether it's mechanical, electrical, biological, chemical or a combination of one or more, he first choses the components he wants to put inside it, and what effects he wants them to do. I'd have to re-read the rules to give more details, but basically each effect puts a negative modifier to the corresponding skill, and the total modifiers give the project's duration and cost. Then, after he's spent the required time, must roll under each skill involved to see if he succeeds. He can also give its creation several known technical issues to reduce its complexity. There's also a good chance his creation will have unkown issues, which he will discover at use. To be honest, I think such a system would have benefited from the use of some sort of "task points" system rather than a simple skill roll, where you roll skills every once in a while, and each success adds points to a pool, and you project is done when the pool > the project's complexity. But what makes it interesting is the variety of different possible different scientific effects, which explains he 16 page difference. Second french HawkMoon game used a completely different system. There were no more skills involved. Science was more akin to magic, where you learned to do different things without really knowing how they worked.
  23. Question is why would you want to use the BRP SRD instead of the BRP Universal Game Engine for commercial use ? The BRP SRD is linked to the older BRP OGL licence, and not the recent ORC BRP licence. BRP OGL is more restrictive than ORC, and it's not clear for me how it interacts with works published under other OGL licences. It's possible that you could borrow rules from Revolution D100, but I'm not sure... The SRD for BRP ORC licence is the BRP Universal Game Engine book, and it contains rules for powers and magic. It's free for you use in ORC publications, but I don't know if it's the same for BRP OGL...
  24. What do you mean "only skills, no stats like Pendragon" ? Pendragon has no INT or POW, but it has STR, SIZ, CON, etc. and they are very important. Also, even if a system has roots in another system doesn't mean they're the same. For instance, I could point many similarities between HeroWars/QuestWorlds and BRP or Pendragon, and I think HW was clearly an evolution of KAP. But they're not the same.
  25. The idea behind WHFRP was basically to re-use the stats of the miniatures wargame in a RPG. As the GW team was also producing UK versions of Chaosium games, you can say they were fans if BRP. But rolling a d100 under a skill is not the only defining characteristic of BRP. You couldn't mix it with Magic World or Mythras to create a Fantasy version of it, for instance. Pendragon, despite using a d20, is much closer to BRP than Troubleshooters, as it uses a sub-set of the iconic BRP characteristics. So, does that mean every game that uses a d20 roll-under system is also close to BRP ?
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