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Vile Traveller

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Vile Traveller last won the day on November 10 2016

Vile Traveller had the most liked content!

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About Vile Traveller

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    Dreamscape Designer
  • Birthday 04/24/1967


  • RPG Biography
    Rolling percentages since 1983!
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  • Blurb
    Crafting the finest table top role-playing games for your diversion.

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  1. Can't wait. I mean, I'll wait, of course - I just ... can't. 🤪
  2. Make that 3 people who like the title. 😎 I have to agree with Jakob that one of the strengths of BRP is that it is trivially easy to adapt to any genre. I know, because over the years I have used/played it in settings including (but far from limited to) Greyhawk, Mystara, Dark Sun, Tekumel, Blade Runner, Aliens, Time Tunnel (an entire multiverse in itself), Spaghetti Wild West, Karl May Wild West, Mechwarrior, Traveller, Traveller 2300, Star Wars, A Plague of Demons (Keith Laumer), Mythago Wood leading to 4th Age Middle Earth, Biggles, Conan, Lankhmar, Outworld, various near-future STL SF
  3. It must be easy, because we did it in the '80s. 🤣 My advice is to keep the spells exactly as they are, but turn each one into a separate skill that can only be improved through experience. The referee controls what spells are available so there shouldn't be any unexpected power bloat. You don't need any further restrictions or spell points, you'll find that in itself is quite limiting enough. You can even keep the spell levels, and restrict knowledge of those to characters who have advanced high enough in their particular magical college to qualify. Personally I prefer Holmes D&D
  4. Brexit, taking back control of our warehouses. 😅
  5. I'm sure you didn't mean that to come out the way it sounds. 🤣
  6. Though it was so tantalisingly close - it wouldn't have taken much to make it work. The one time I ran it, unfortunately, the campaign didn't last long enough to get to that bit.
  7. There are two issues at play, here. Firstly, specifically in 5E, all classes have the option to specialise in a magic-using archetype so everyone can use magic in some form if they wish. Secondly, magic-users (now wizards, sorcerers, etc.) have always been the glass cannons while the main job of fighters has been dealing with minions and protecting the magic-users. D&D has never really assumed class equivalency, each class is specialised in supporting the party as a whole in some way (though the 5E archetypes allow a lot of variation). In BRP we might see specialists, but in my experi
  8. I played in an interesting BRP multiverse campaign in the '80s. It was inspired by re-runs of The Time Tunnel from 1966, and at first was all simple historical, non-fantasy period adventures. But fantasy and science fiction soon made its way into the game, including one of my last-ever forays into Glorantha and various fictional settings. I suspect it was because the referee was a big Luther Arkwright and Jerry Cornelius fan. The whole point of BRP is that it can run everything. Go for it.
  9. It may just have been our awesome referee, but in 4 or 5 years of 5E our characters were always in fear of their lives. A lot came down to him putting in the effort to understand his "monsters" and their strengths and weaknesses, but I think overwhelmingly it was the environmental rules and "conditions" (e.g. exhaustion) that kept us challenged even at high levels. 5E is a very carefully designed game, and there is nothing out of whack about any of it. Los of D&D (especially AD&D) players ripped it apart based on reading only, and simple comparison of numbers. Hence the shock at h
  10. Absolutely. For much of my RQ refereeing career I only had 2 players, although the groups technically had more that's how many turned up for most sessions (not always the same two). For most roleplay or social skills the number of players doesn't really matter - in fact, with only two there's less time wasted on blather. You get a lot more character-building stuff in when you don't have to spread all your precious referee time amongst half a dozen players. Only combat becomes an issue, and it's a simple matter to either reduce the number of opponents or down-skill them sufficiently to tas
  11. Monsters have more hitpoints, too. It just provides greater overall granularity, which in turn allows more meaningful choices in weapons, magic, and tactics.
  12. 5E needs a referee who plays the "opposition" and the environment to the hilt, it's not as forgiving of seat-of-the-pants refereeing as older editions. If you run an adventure without prep, PCs will usually walk all over the monsters. But once the referee knows their tools, it can be hell for the players. I prefer D100 skill-based systems usually, though not in all things. Variety is the spice of life.
  13. I'm a little confused by now - in your MoO setting are you using general hit points, location hit points, or both? And are you using fixed or variable hit points?
  14. I quite like specialisations (when my players are up for the greater granularity). The key thing to always keep in mind for every specialisation is to make them of roughly equivalent utility. For example, you wouldn't want Climb [Mountains] and Climb [Rope Ladder] as the former would cover a much wider range of possible applications than the latter. I like my specialisations to be a bit specialised, but not too specialised. 😉
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