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Mugen

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Everything posted by Mugen

  1. Well, if you were in a Star Wars campaign, you could simply use the Jedi Code : And the Code of the Sith : If I look at Pendragon's traits, I think I would focus on the following ones, even if they don't match the above : I found old discussions on rpg.net, which could help. https://forum.rpg.net/index.php?threads/pendragon-show-me-your-middle-earth-or-star-wars-hacks-aka-trait-and-passion-hack.562452/ https://forum.rpg.net/index.php?threads/pendragon-traits-in-star-wars.181671/
  2. Passions could play two different roles with Dark Side powers. First, they could be used to activate the "Dark Side" of any Psi power. Second, they could put a limit to the maximum amount of "Dark Side Sanity" one can have, just like Cthulhu Mythos skill does in CoC. Also, I think it's obvious POW should not be used to determine the "DSS" original value. I think Personnality Traits could work for this, for instance by using the sum of some of those (or average if using percentiles). You could even only use the traits related with Dark Side.
  3. You also have the possibility to favor STR, SIZ and CON over less important characteristics such as DEX and APP (at least, less important in editions before 6th).
  4. If you only focus on secondary attributes, I think you can find an optimal value for every characteristic in Mythras, except for POW, where each point adds 1 to your MP maximum. For those that are paired with other stats to determine secondary attributes, that optimal value depends on the other part of the duo.
  5. I could find this on this site : Those character sheets are for Magic World, but they could easily be used with base BRP rules, provided you use skill bonus and random armor options. The most notable and unusual aspect of those characters is that they have very high skills. You might want to reduce their values, for instance by removing the second "+X" some skills received.
  6. Also, keep in mind that BRP is often more deadly than 5e. BRP characters tend to be as vulnerable as 1st or 2nd level 5e characters for a long time.
  7. Mythras is mostly compatible, but you need to keep in mind that its health system is quite different. It doesn't have general hit points, only hit points per location, and the values used in the game are also different : damage values are lower, and HP/location are higher. Expect an average fighter with 1 handed weapon to deal between 1d6+1d2 and 1d8+1d4 damage, whereas its BRP counterpart will surely deal 1d8+2+1d4. Mythras also doesn't have weapon skills, but rather Combat Styles, skills that he can use with multiple weapons. You can use its magic systems, but they won't be fully compatible with the ones in BRP. For instance, all Folk Magic in Mythras only cost 1 Magic Point to cast, whereas their closest equivalent in BRP Sorcery cost 1 to 4 MP.
  8. As for myself, I see Nadsakor and Shazar instead of Shazaar. @el_octogono's map is my favourite so far.
  9. That's the same comic, but in a new edition from december 2022. https://www.bedetheque.com/BD-Elric-Blondel-Cano-Recht-Poli-Telo-INT1-Cycle-premier-Melnibone-459084.html It contains all 4 books, with bonus illustrations from other comic books and roleplaying games. The StormBringer art from Frank Brunner is here, alongside the french cover of Elric! and illustrations from Mike Mignola and others. It contains a stand alone map which is printed with a dark brown background, but it's possible to read the places names. I could not find it on Internet. They also released a Hawkmoon comic, so I think the Elric one was a success and other books will come after the first ones.
  10. IIRC, "elemental bolt" type powers and spells in BGB cost 3MP per d6 and only do damage once. A weapon which can deal 2d6 multiple times for 2MP seems a lot compared to it. On the other hand, I also think 3MP for a d6 of damage is too much...
  11. It's also worth saying that this comic book has a scenario by Julien Blondel, who was originally known as a RPG designer (he did some work for Nephilim and In Nomine, among other things). I guess he's more familiar with Chaosium books than Moorcock original publications.
  12. The map in your post is not very different from William Church's map. There's another map in a french Elric comic book, on which the Unholy Fortress is not on an island in the Eastern Ocean, but rather on a mountain barrier that closes that ocean. It's otherwise very similar to Church's map.
  13. I'm shocked by the difference between both maps shown here. For instance, in the top one, Bakshaar is a port near the sea. On the bottom one, it's an inland city near a river.
  14. In order to avoid confusion : from the previews I read, it seems values above 20 are written 20(X) in 6th edition. If you ever read 23 in older KAP material, it's exactly the same as 20(3) in 6th edition.
  15. As I said earlier, I prefer a mix of these two, with good success as 1/2 skill, and better success at 1/10 skill. Steve Perrin's Quest Rules had those, along with a 4th success level, at skill/100. Which obviously meant 1 for a lot of people...
  16. I'm rather good at maths, have a good experience with BRP. I can figure out 1/5th and 1/20th of a skill quickly and with no effort. Nevertheless, I've seen players struggling with maths since I started playing, not only kids born after 1990 or 2000. I think it's part of a game designer's job to reduce the burden for them.
  17. It seems that's the part of the errata I had in mind. Keep in mind that this sentence is supposed to be added at the end of a paragraph, and is not supposed to make sense out of context. You need the whole section to understand it completely. Although the title is "Two weapon use", the section surely also covers the case where one of the weapons is a fist.... Edit : note that i'm not a huge fan of this specific errata...
  18. An errata changed things a bit. If you had one one-handed weapon and an empty hand, you could attack and parry with that weapon in the same turn.
  19. RuneQuest 3 is the one which is more closely related to "standard" BRP among the 4 Chaosium RuneQuest games. The reason for this is that when Chaosium worked on RQG, they started from RQ2 rather than RQ3, even though they incorporated some rules from the 3rd edition. For instance, general HP total in RQG is not equal to the average of CON and SIZ, contrarily to most BRP games. It's still based on CON and SIZ, but CON is much more important. Concerning parry in older BRP games, a typical weapon entry looked like that : Broadsword, Attack : 67%, Damage : 1d8+1+1d4, Parry : 53%. Attack and Parry were distinct skills that evolved separately. That's actually a good incentive to make people parry with their shield instead of their main weapon. If you have Attack/Parry 75/25 with your sword and Attack/Parry 15/65 with your shield, you won't use your sword to parry as long as you have a shield. If you want crunchy rules for Magic, you could try to find Sandy Petersen's rules for RuneQuest 3. It's a series of 3 doc files that contain new versions for Sorcery, Shamanism, ritual magic and others. Sorcery is the crunchiest and most important. It adds a new variable, Presence, which is the limit on the total number of "Arts" (Shaping in Mythras) one can hold at a given time. It also adds new ways of shaping spells, to speed up casting, make them cost less MP (a big issue in RQ3, where you paid 1 MP per Art level) and so on...
  20. That's a big no for me. I could accept that skills above 100 are just there to "soak" negative modifiers and ensure a character with 150% still has 100% chance against a modifier that would nullify a 50% skill, but a 1-100 scale is just not enough to represent the difference between a complete newb and a World class expert. Edit : appart from this, I agree with all of your points, especially #3.
  21. Re-rolling dice when you use a die with such granularity as the d100 seems pointless. As for myself, I prefer simpler ways to figure crits and specials, even if it makes those far more common. After all, those will also be more common for NPCd For instance, consider any roll under the 10s of the skill as a crit, or any roll under half the skill a crit. A lot of people like to use doubles (11, 22, 33) as crits. I don't really like it, because it doesn't scale with skills over 100. Similarly, multiplies of 5 (05, 10, 15) could be Specials. You could also use the units of the die ; 11, 21, 31, etc are crits, and 12, 13, 22, 23, 32, 33 and so on are specials.
  22. Is Wealth supposed to be rolled with a d100 ? If so, I would not use a 1-100 scale to describe one's ability to buy things. I see myself as a member of the upper middle class, with a good income. But if I go to the McLaren shop in my street, I know I won't be able to buy any of the cars they sell there, because they're as expensive as my flat. However, there are people who can do it, because they have much more money than I do. On the other hand, if I go to a supermarket, I will be able to buy a lot of things without taking care of their cost, whereas someone from a lower social class will have to carefully chose the products he buys.
  23. I agree. Second edition of Old French game Légendes Celtiques had a similar concept : each character had 8 "Gifts" (Combat, Magic, Art, Communication, and so on...), which was one's innate ability with a series of skills, with a value ranking from 0 to 8. When untrained, a character used the corresponding Gift as the skill value (with a d20). When trained in a skill, he could add an Attribute (Strength, Intellect, ,etc.) ranging from 1 to 14. To become trained in a skill usually required 3 to 6 months, but some very difficult skills (magic, obviously) required years. Some skills could not be used at all without training (magic, obviously...). Character Creation let you pick 14 to 17 Trained skills, depending on your birth status. Some professions (Magical ones, obviously) required that you picked 10 of them to gain access to them. Although the skills could go beyond Gift+Attribute with experience and training, Character Creation required that you spent 1 of your trained skills to gain a single point in a skill. It was possible to put Geasa on you character to gain more trained skills at character creation. Like Humakti or Yelmalio followers.
  24. In such cases, Mythras modifies the grappler's skill depending on the difference between both protagonists' STR+SIZ. The difference between a Halfling and Ultraman would be so significant that the poor Halfling would have an effective skill less than 5...
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