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Mugen

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Everything posted by Mugen

  1. Classic fantasy brings D&D tropes into D100 roll-under. I think I'd be more interested in the reverse : a d20 roll-over game without classes and levels but with magic, health and combat inspired by RuneQuest. Talislanta and Atlantis the Second Age are somewhat close to this.
  2. In fact, I was answering to this part of a post, which was an attempt at explaining why Air would be kept oustide of Steal Breath : Basically, my understanding of this text was that it supposed Steal Breath acted like a spiritual barrier specifically aimed at Air Spirits, on top of the initial destruction. So, yes, my logical conclusion was that more generic Spiritual barriers should also prevent Air Spirits from entering.
  3. That was in AD&D 1 and 2. 3.X uses exactly the same formula as 5e. But I can't point it out, as it is one of the rules that were specifically left out of the SRD. However, if you loo,k at classes in the SRD, you will only find a hit die, and no mention of how many hit points one can get after level 10.
  4. It should be similar, given the formula is the same. Or do you also count self-healing ? You can also put monsters with abilities that can disable party members on a failed saving throw. Given each character will only have two good saves out of the six possible ones, it's very likely the fight will not go well.
  5. Plus, as soon as you have 4 or more ships, you need to keep track of your moves in 3 dimensions.
  6. My major problem with 5e has always been how small the difference between a 1st level mundane character with ability 10 and no skill and a 20th level character with maximum ability and skill is : +0 versus +11, on a d20. In a fantasy world where magic is real and a man can litterally reshape the world with a spell, it's not possible for a world-class expert to have 100% chance to beat a no-one. Rafael Nadal, Zidane, Kasparov would seem like fantasy stuff to D&D5 characters. Unless he's a rogue. Because, you know, wizards need rogues to answer questions relative to magic theory, and clerics about religion.
  7. Well, prefenting Air spirits from entering the area, as was proposed as an explanation in the post I quote.
  8. But why wouldn't spells that defend you against spirits have the same effect (except for the initial destruction, of course) ?
  9. Well, new Air does not instantly replaces the destroyed Air, it has to move towards the location where Air was destroyed. Around the spell's area, you'd have more or less violent winds around the spell, and also less Air to breath.
  10. So, it means Air outside the area would also be destroyed ? That's really a nightmarish spell... Plus, it brings back memories from the time when I studied Fluid Dynamics, in the previous millenium...
  11. I know Glorantha doesn't obey real world physics, but still... Shouln't the Air surrounding the area where Air was destroyed move towards it to fill the void? I mean, Air is not Iron or Stone, It's a moving element. If Water was suppressed instead of Air, would you consider it would stand outside the area? Unless it's supposed Steal Breath doesn't only suppress Air, but also also creates a barrier that blocks it for the duration of the spell?
  12. Well, again, speed is squared in the formula. If your speed is equal to Earth's Escape Velocity (11000 m/s), you'll have to divide 121 million by radius to get resulting centrifugal acceleration. That's a lot of Gs to absorb/compensate.
  13. When changing direction, centrifugal "force" might be a concern for the pilot, as it's proportional to the speed, squared.
  14. Do you plan on using Brawn or Finesse for other things than just determining damage bonus ? If not, using average instead of the sum is just an unnecessary step.
  15. As far as I remember, The Unknown East was also from Loz. I must say I'm not really a fan of it. It has clever mechanism to determine one's affinity with the runes, but the rest of the system didn't really impress me. It's an obvious inspiration for the Runes and Techniques of the RQG Sorcery system. The Runes in EoM are closer to a classic magic system, where each rune is a skill and has a clearly defined effect.
  16. Psionic systems are also generally more flexible than magic systems, and only need a little re-skinning. After all, the ElfQuest Magic system served as the basis for th BGB Psionics chapter. Another solution would be to take a system such as Mythras or OpenQuest Sorcery, and add some rules to let a magician cast spells that are similar to spells he knows, with limitations. Maybe a malus to skill, and/or an increase in MP cost. Instead of the "similar spells" idea above, you could also include multiple Sorcery skills : Elemental, Physical, Mind, Etc. You could cast any spell related to a Sorcery skill you know, but with limitations.
  17. RuneQuest 3 Sorcery can be very flexible, if you chose the right spells. It's available in the Magic Book, under the name Wizardry -surely because the Big Gold Book named the Elric! magic "sorcery", and the 1980 Magic World magic "Wizardry". At core, Sorcery let you chose the parameters of your spells, providing you spend magic points. But, whereas some spells are very tightly defined (you can't do much except boost damage with Enhance Damage), others are very flexible : Animate (substance), for instance. The Rune magic from the Elric! book The Unknown East is very flexible. The runes you've learn tell what magic type you're most familiar with, and you can cast any spell you want from these.
  18. My opinion is that the intent of the designer was to provide a simplest system, but in the end he removed half the rules and didn't replace them... We had a conversation on a related subject some times ago :
  19. As for myself, even though my favourite version is RQ6/Mythras, i was eager to see a new RuneQuest game, with new rules, based on ideas closer to RQ3, especially concerning magic. But yet, my opinion was also discarded as one of a grognard that refuses change.
  20. Concering RuneQuest, Denis Gerfaud did some articles on RuneQuest 2, and I remember a 3-page article about being a RQ3 Game Master later, certainly around 1988 when the french editon was released. The long scenario "Anisha", involving morokanths, is often praised for its good quality. However, in France BRP has always essentially been associated with Call of Cthulhu, even if games like StormBringer/Elric! and Hawkmoon had some success. BaSIC was the child of Thomas Lhomme, a CoC expert, and that's the reason why it doesn't bear much relationships with other games.
  21. To be honest, the idea that you can use a weapon skill in spirit combat and a Spirit can defend against it with a Spirit Combat skill sounds silly to me. To me, it's two completely unrelated things. If you can attack a Spirit with a sword, he defends with Dodge. If he has no DEX, he can't defend against it, period. I would allow one to use his Sword skill to enhance his Spirit Combat skill, though.
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