Jump to content

Mugen

Member
  • Posts

    1,619
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Mugen

  1. That's how it's done in WH4, and it still has 2 substractions that doesn't exist in roll-under blackjack. The benefit here is that the system does not need to make special cases if only one character rolls under their skill. Both opponent roll under their skill and determine their Margin of success (which can be negative), and use the difference as final Margin of Success. But it would be even simpler to just roll 1d10+10s of the skills and do the substraction.
  2. Simply because if both fails, the one with the lowest skill has greater chances to have the lowest roll (similarly to what happens when both succeeds). Say A has 25% and B has 75%. If A fails, his roll will be between 26 and 100, while B will have a roll between 76 and 100. That's why I said "I'm not a fan of roll-under" and not "roll under systems have a problem". The problem is with me, not with roll-under systems. Yes, that's counter-intuitive. But awarding success to the low roll is not right from a philosophical point of view, as it gives better chances of success to the lowest skill in case both achieve the same level of success. You can use Margin of success (like in WarHammer 4), but it requires you extra substractions, and gives odds that are very similar to "roll under black jack".
  3. That is easily solved by considering that if both characters fail, the one with the highest roll wins nonetheless, even if it's a "weak victory". However, it adds an exception to the rules system, and it's one of the reasons I'm not really a fan of roll-under systems these days.
  4. No, I meant rolling 08 or less if your skill is 8X%, or 15 or less if it's 15X%. I like that characters with skill over 100% have benefits other than being able to succeed at tasks with high difficulty.
  5. And that's why I blame linear progression of skills and difficulty that matches skill. If difficulty doesn't scale with skill, putting all points into a few skills will become a waste of resources : +1 to a skill only adds 5% chance of success when your chance of success is under 100%. Non-linear progression, like in RM, let you put points into the same skills for ever, but with diminishing returns.
  6. Personnally, I prefer rolls under the 10s of the skill. It scales with skills above 100, and t's only very slightly more complicated than doubles.
  7. Of course. My point is that you don't have to put obstacles in your scenario that will drop characters' success chances below 95% to keep the story interesting, which is what is implied by systems that match difficulty with skill (or strongly suggest to do so).
  8. I think the problem here is with games with linear progression, which is something WotC-era D&D editions and HeroQuest have in common. In games like BRP and the RoleMaster family (and in fact most rpg systems), increasing skills become more and more difficult as skill level grows. I also think the idea that only skill tests that have a significant chance of failing are interesting is flawed. The difficulty classes and skills increasing at the same rate is a consequence of that idea.
  9. Remember the game already had a long publishing history when 3rd edition was released, which is why the surprise addition of the Ar-Kaïm seemed like an unwelcome addition. Concerning Highlander and Nephilim, there's another french game named Trinités which can be described as a mix between the two.
  10. Ar-kaïm were not really well received by french audiences, who considered them as an attempt to make the game more action-oriented and leaning towards Super-Hero/Manga-anime genres (see for instance the poor ratings the Codex des Ar-Kaïm received...) Surely, the correlations that could be made with the anime "knights of the zodiac" were no stranger to this feeling.
  11. Well, you rarely see a lightsaber hit a protagonist during a fight in the movies, but when it does it usually chops a limb... However, I agree the traditional BRP combat where only actual wounds count would not fit such a fight style.
  12. Note that even though I said Mnemos Effect allows to re-live past lives, I only proposed to remember 1 skill at once.
  13. It could be possible to give a "Mnemos" pool (named after the effect that allows them to re-live past lives) to each Nephilim, which would allow them to remember lost skills during the game.
  14. Though the game was originally under license from Mongoose, it seems it's not the case anymore. This website seems to be the official one for the game (at least, according to legrog.fr), and it only says "©Michael & Linda Moorcock". http://titam-france.fr/jeu-de-role/mournblade/
  15. As a matter of fact, I think the game would go faster if failed attack rolls could have an impact on a fight. That's especially true with low weapon skills, where missed attacks and succesful-but-parried attacks are the most frequent results.
  16. That's excellent question... I think that, by default, such MP storages are usable by anone. But I'd allow the caster to restrict their use to one person, or a group of person. Perhaps only for permanent ones ? Because, obviously, you don't want people to steal it... Maybe at item's activation, decide that everyone touching it can use it, or anyone spending at least 1 MP during its creation.
  17. So, if you buff him using your spell, he'd have DEX 18, making him better than you. A crucial spell to learn for all sorcerers is the one that lets you create MP storages. I don't remember its exact name, or if it's Sorcery or Spirit Magic...
  18. Well, you're supposed to work as a team, and you should cast spells on him also. I'm sure that he's better at fighting than you if you do so.
  19. You could use the Mongoose books for MRQ2 as an ispiration, as that game is basically a beta version of Mythras.
  20. Well, at least it's how I understand how the rules are supposed to work, yes.
  21. Sure, but the merit of this part of the book is that it gives a consistent and (pseudo-)scientific way to determine magic costs or difficulty, even though it needs to be simplified a lot. Of course, computing the total energy needed to lift an object is not fun at all and I don't want to do it (and it's something I could do without refering to this book anyway). But, at least, I have a (pseudo-)scientifically method to judge how TK needs to be more taxing than telepathy or mental domination.
  22. It really depends on the relationship between the PK and his wife, as marriage is rarely a matter of love. It may even be a relief if he has a Love Passion for someone else. Politically, it may be a big problem if no living child survives, as the bond between two families is broken. Also, remember that in Pendragon times, life expectancy is much lower than in present day, and death was seen as part of life.
  23. As I said in another post, there has been 5 french Nephilim editions. I even made a short description of 5th edition system. IMHO, Nephilim's french edition's masterpiece is the first Selenim book for frist edition. It takes the concept of the Vampire and twists it with great talent.
  24. It seems to me the reasoning was that there was some overlap between POW and CHA as the "personality characteristic". In a time where characteristics were typically rolled and not chosen, it did not matter much that APP was such a garbage stat and POW so good.
×
×
  • Create New...