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gevrin

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Everything posted by gevrin

  1. Hi guys Please see the thread 'Roll20 Character sheet issues' and in particular the July 25th post. The character sheet isn't really working, and though it can be worked around, isn't a great sell compared to the quality of the rest of the starter set.
  2. To clarify, using the google chrome browser: 1. Rolling the Weapon skill button under Combat Skills (e.g. Sword) tells you whether the result is a crit, hit, miss or fail, but doesn't produce a damage result. 2. Rolling the Weapon button under Attacks (e.g. Arming Sword) rolls the damage from a normal hit, not adjusted for criticals, but doesn't roll to determine whether you've hit. So, rolling 1 then 2 is like rolling to hit, then damage, in a face-to-face game. There's no apparent way to combine these into one roll. Nb. As criticals add a flat +4d6 to the damage, we've settled on adding an entry in the Attacks section for Critical Hit damage rolling 4d6 and we'll just add this to the previous damage roll (so a crit will now involve 3 rolls; to hit, damage, plus crit damage). None of this is a game killer and we're really looking forward to playing, but if the character sheet hit/damage/crit issues could be made to work (as they do for D&D5e for instance), that would be very helpful. Same system when I switch to Firefox.
  3. If the combat skill button rolls a critical, the attackweapons button that rolls damage doesn't reflect this. There's no link between the two.
  4. Just figuring out how to use roll20s character sheet. The combat skills shows "halfed" instead of "hafted". The combat skills button produces a result (but not damage) but it seems to frequently be white text on the white background. The attack weapons shows damage (though not whether the attack succeeded) but is also sometimes in white text on a white background. (solved by turning off dark mode 🤣)
  5. Given that the system is designed to cover multiple genres, what about a sheet(s) that allows the gm to replace skill names to better suit the genre or period used (e.g. replacing First Aid with Physik in a fantasy game). It would really help change the players' feel for the specific campaign they're playing in.
  6. '78. D&D. L1 thief with 1 hp. Died very quickly. I loved it! Cheers Dave
  7. I'm currently partial to Arcana - Le Serpent Rouge. An album full of exotic "ethnic" tunes (no primary vocals to distract). Great background music for classical history or fantasy settings. I've used the LotR soundtracks - a little obvious and can be distracting but good music nevertheless and essential for a LotR game in particular. Gladiator and 13th Warrior are also great pieces of music and are exotic enough to be usable in a variety of historical or fantasy settings. Cheers Dave
  8. Maybe run a mediaeval S&S game (along the lines of Jirel of Joiry). High Med setting, S&S action and ambience. Maybe BRP-ise the Midnight setting (or adapt Tolkien) - the setting where Sauron (or his analogue) won and the heroes are survivors trying to maintain their values in a near post-apocalypse world. Maybe make a mediaeval high fantasy adaptation of something like "Pride and Prejudice and Zombies", a different post-apoc take on high fantasy (similar to EABA's Dark Millenium). Maybe rewrite Tolkien so the "noble" elves decided that the fate of ME couldn't be left in the hands of humans and their diminuitive allies and took over, imposing high values but stultifying society and effectively restricting the freedom and individuality, possibly leading to an uneasy alliance of the other free peoples and goblin, easterling or southron groups. Maybe Sauron or Saruman would help but at what price? Just interesting thoughts. >:-> Cheers Dave
  9. Have you read the Elric/Stormbringer supplement, The Unknown East? It describes an alternative magic system based on freeform magics similar to ArsMag which has the mage combine "Spheres of Influence" and "Runes of Power" to create an effect, as follows. THE SPHERES OF INFLUENCE: EARTH FLORA FAUNA WATER SPIRIT FIRE FLESH AIR THE RUNES OF POWER INHIBITION DIMINUTION SUMMONING CREATION DIRECTION ENHANCEMENT DISMISSAL TRANSMUTATION The spheres and runes are arranged in circles and the difficulty is based on how far from a known sphere/rune the required sphere/rune is, depending on what the caster is attempting (if that makes any sense). :confused: Haven't tried it in practice but it looks promising, and it is BRP already. May be worth checking out. Cheers Dave
  10. ...late to the party I know. Just to add I remember one of the first combats I ever GMed in RQ2. My friend's character was attacked by a wolf in the woods (yes, just one). After a couple of wild swings and the wolf snarling a lot, he fumbled with the sword and it flew from his hand. The wolf launched itself at him, knocked him down and landed on his chest. The fight went on with the wolf trying to bite his throat and our hero, having snatched out a dagger, trying to stab it while the two of them rolled around in the mud. :eek: Having started rpgs on D&D, we were breathless. All this happened according to the dice rolls within the rules! There was no GM invention (actually I'm not sure I knew how to back then). After the standard procession of D&D combats, this was a Road-to-Damascus moment for us. All of the actions we encountered are there to be used in BRP. Boring? Dave
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