Jump to content

kaddawang

Member
  • Posts

    122
  • Joined

  • Last visited

Posts posted by kaddawang

  1. I'd say that as long as the item to be teleported is in someone's possession; it's the guard's spear, he's holding it, and even if he is not actively using it, a resistance roll would be made against the guard. If the guard was trying to poke holes in someone with the same spear, the resistance roll would be made against the guard's attributes(I think this is (somewhere)in the rules). If the spear was lying on the ground, it's up for grabs.

    Snatching away the chair in your other example.. Personally I would use a resistance roll on that, as it's the drunk's chair. If the drunk was about to sit in the chair, a bit of timing would whisk it away without further adoo.

    The real question is if your wizard is prepared for the ruckus after doing something like that in a rowdy bar:D

  2. And just to throw in a wrench, here are my current houserules(until I get my grubby hands om Interplanetary):

    Riposte rules / 2-weapon fighting:

    -If using a shield(or other specifically designed weapon), a special or better parry that beats the attack allows an immidiate counterattack with your primary weapon. When using a shield, you are never penalized for using the offhand for parrying.

    -If you use another combo of two weapons, you must have at least expert-level(75+) skill in both weapons. If DEX is 16 or more, only journeyman-level(50+) skill is needed. Attacks and parries with the offhand are hard. Alternatively, you may opt to brawl or grapple, but this can quickly backfire against an armed opponent.

    -If you are using a single weapon, it requires mastery(100+) to riposte.

    -Dodging will not provide these bonuses, but a special or better dodge will allow you to disengage from combat if you so choose.

    -Limited to one riposte/rnd.

    I don't use separate skills with the right and left hand weapon.

  3. It's the fantasy/science fiction equivalent to 'it was all just a dream!'

    Not to say that the monograph in question does any of those things... but quality fantasy/SF needs its own internal logic just like any other story...

    It doesn't. As I've said, the story in itself is good.

    After the ruckus here, I reread it in case I might have skipped a crucial page, but alas no.

    The mono is both too focused(so it cannot be easily ported into an existing setting), and too unfocused(being too lite to use as basis for a campaign).

    As I said in the review-section, it's a bit between a rock and a hard place.

    The details of timetravelling(which went a bit overboard..), deux's etc can be glossed over if one chooses to, but then you'd be left with a handful of NPCs, combat encounters and a skeletous plot.

    If you have a fantasygame going(w/high magic, active gods and perhaps the kitchensink), and a big white spot on your map, you might use this. Otherwise, it is of limited value. In my opinion!

    So, what if we start over, as I don't want to see Light.. left standing alone in the cold here? Anyone else have any input? And yes, you too, Nick;)

  4. There's also the excellent Cthulhu Rising site with loads of free sci-fi stuff for Cthulhu, easily ported to a non-Cthulhu game.

    SGL.

    If you're looking for scifi, I'll second this. I'll even third it if I can:thumb:

    I've run a WW2 COC-scenario, but I didn't do much in the way of rules. Granted, the PC's didn't drive tanks or had much in the way of heavy weapons.

    Chargen was basicly freeform, with players picking the skills that made sense.

    Delta Green and Yoggie - Yog-Sothoth for Lovecraft & Cthulhu - has a number of militaristic scenarios available, as well as hardware.

  5. Short review added.

    Someone please disagree:o

    You might port it to other setting. The plot is good, and a lot could be salvaged from it. But the story incorporates a little too many details of a world we know nothing about.

    The time-travel is in no way extensive. But the plot hinges on it, and I think it is poor story-telling, as it is nothing but a wrench in an otherwise good plot.

    And the time-travel still doesn't make any kind of sense. Even if it is sort-of explained at the grand finale.

  6. Having read the scenario, I can't really recommend it as it stands.

    The author might not be a professional, but he writes like one. The text is written in a clear, concise language, the layout is good, the included maps are good. Unfortunately, the writer doesn't think like a professional. Light without Shadow.. might be used as a convention-scenario, and will probably work well, but at the end the players will either be staring dumbfoundedly at the poor GM, or they'll become downright nasty.

    I'd really wanted this to be good, because it has a lot of good points to it. There is a nice mix of roleplaying opportunities, investigation and fighting, and the setting that is hinted at throughout the scenario looks interesting. All well written.

    The scenario starts the PC''s off as caravan guards, leading into a nice, investigative adventure. And this investigation leads to another, very good adventure, where the PC's are sent hunting for artifacts in a hostile land. Unfortunately, the author here decides to open his bag of stupid.(slightly spoilerish: time travel, deux ex machina etc).

    The scenario is still salvagable, but what you get here for 8,95 is primarily an (a very good)example on how to write a scenario, and an equally good example on how to ruin(at least for me) a perfectly good story.

    This is not me being nasty, I'm merely disappointed. This was not for me.

    If there is another mono coming up from mr.Fitzgerald, fleshing out the setting in which Light.. is set, my opinion might change.

  7. I just bought it, and have skimmed through it. It is well written, with a pleasant layout, and nice, servicable maps.

    It makes several references to what seems to be a well-developed, home-made fantasy setting(the vampires in the story are called "Vangfur", the calendercount is "year 114 after Deserata's founding", there are skyships, and several gods mentioned by name. Guards are found wearing lacquered armour and wielding katanas.

    Unfortunately, the mono only gives us the adventure, and no background:(

    I'll come back with a critique with the adventure itself, once I've digested it properly. If someone else beats me to it, I wouldn't mind:)

  8. Simple oversight.

    I thought they were in there.

    You thought? Didn't you write the thing?:P

    Ahem:)

    But you can still redeem yourself; what were the official riposte-rules that were supposed to be in the book?

    Then we can put it into the wiki. Which, by the way,is woefully slim. With all the creativity on these forums, it should be crammed?

  9. How many different styles will there be? Is it going to be strictly asian martial arts or will it be international? I would love to play a Brazilian Jiu-Jitsu fighter. That might just be a little bit too technical though...

    -Nick from Chaosium Inc.

    Chaosium Inc. - Nick Nacario - Nick Nacario

    BJJ: Dodge 45%, Pwn on the ground 95%:D

    As for the Dragon Lines-book... Sigh, another book I'll have to buy:thumb:

  10. The only challenge I find is that you have to keep some tabs on what the PC's can and can't do(their skills), and plan adventures around them. Not really different from other games, but it's somewhat easier to relate to a party of D&D characters than a band of jackofalltrades.

    Gameplay flows smooth -players tend to take to their character's strong suits very quickly, combat is fast and brutal(my players spend more time avoiding fights, or if unavoidable, stacking up dirty tricks).

    The one kink is that a failed SAN or skill(dodge!!)-roll can quickly take a character out. Don't roll'em dice unless you need to. Some combats I've run have concisted primarily of roleplay and underhanded tactics, and only a couple of rolls.

  11. I just don't understand why there are two different ways of dealing with exactly the same kinds of situations. Opposed rolls are quick and easy (well, quicker and easier than resistance rolls) and handle exactly the same kinds of situations that resistance rolls do. I just don't see a need for resistance rolls, unless I'm missing something that can't be handled by opposed rolls, or a roll modified by a difficulty.

    Oh no.. Opposed rolls. This is going to be a long thread:D

  12. If this thread is moving towards fantasy-settings that are not standard, and that I like, look at:

    -Ars Magica(available for free)

    -Cthulhu Dark Ages

    -Dark Sun(lots of huge and free downloads at their site. Never played it, but always wanted to)

    -Earthdawn. Granted, they throw in every fantasy-trope ever devised, and then some, but it is still a brilliant game

    -Stormbringer(of course)

    -Warhammer(preferrably 1.ed. A wealth of free downloads are available)

    -Freeport

    -SLA Industries. Not fantasy, but very cool. Also available for free.

    With a little bit of work, all these can be used as a setting for BRP.

×
×
  • Create New...