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Atgxtg

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Everything posted by Atgxtg

  1. You could also look at Superworld and the old Villains & Vigilantes game for inspiration. In both of those RPGs characters could shift some of the damage they took to Energy Points instead of Hit Points. So if you were using BRPs energy pool for supers and let the players port over some, most, or all of the damage taken to energy points a PC could then shrug off a few hits. I'd suggest that the minimum weapon damage must be taken as hit points and the rest as energy. That way a PC who is shot still takes some damage., just they are a bit weakened (lower obn energy) than hurt. The nice thing about using energy points to soak damage is that it also covers you when a PC ends up taking some sort of damage that they don't have any protection against. In typical BRP, thats a kill, but if the PC has 100 energy points to soak damage with, it's just a life lesson.
  2. What you could do is reduce the base weapon damage, but increase the modifiers for success levels. For example, you could have a sword do only 1d3 or 1d4, but do two dice on a special, and 4 on a critical. If you wanted you could even add another success level ala CoC7 and do something like 1D/2D/3D/4D. If you go characteristic based damage, then scale the damage die. so that each step up in damage shift to the next higher die. The base damage die could be a 1D6 and 1D6+1D4 would be 1D8, 2D6 would be 1D10 and so on.
  3. I think it's also in the style of the RPGs you've chosen to play. Back in the old days, despite the fact that characteristics were rolled, nearly every fighter in D&D wound up with a 18/percentile STR. In fact it was hard to find a class for a character with average stats. Gygax even came out with that method of chargen where players would roll a lot more dice for some stats. Even today most old school DMs are generous with stats (to the point where I've commented that when everybody has a 18, nobody does). In RQ, by contrast, a character didn't need to have heroic stats to be a hero. Plus, in RQ you could train you stats.
  4. I read something posted by MM where #1 was stressed (basically he expected SB to be a sort of one off-which makes sense for how games were back then), but he did make a passing comment about some of the setting stuff. To me it looked like the sort of thing that happens when an RPG ompany fleshes out a setting. Yeah I expect they could. If they will is another thing. They got a lot of stuff on thier plane right now, and a high quality, paid liscensed Strombringer would require a bigger committment than what SB has had in the past.
  5. It's probably a thank you for letting them use Elric, especially when they did so for far longer than Moorcock had expected. I'd love to see then do a new version of Strombringer, preferably one with input from Moorcock. Apparently he wasn't all that happy with some of the liberties taken with the Young Kingdoms in the RPGs.
  6. I'm a Rune Lord, I only roll 1D10 for SAN! 😎 (Sorry RQG's out). Okay. It's possible, although there are a few hurdles. 1) Are players stuck with the same % score for the whole campaign? 2) Not all stats are equal. INT and CHA seem to dominate most of the CoC "mandatory" (no they aren't) skill. 3) I got Original Magic World and it doesn't do that. Instead skills start off as the sum or average of some characteristics, multiplied by a number.
  7. Yeah, I once did up a history for a Pendragon campaign that started back before the Pendragons and while it took some time to research and write up, it wasn't difficult. But in Pendragon you are only tracking glory and passions, with a lot of stuff sort of standardized (+1000 glory for a heroic death). I don't know how much more detailed and complicated the lifepath in RQG is.
  8. I haven't picked up the PDF yet. Is the background history much more detailed that the one in Pendragon?
  9. Yeah, in real life I saw a babe walk right out into the street and stop traffic with just a sheepish grin. Ya can't pull that off with a Charisma roll in most RPGs. The whole "just roleplay it" thing usually comes up when someone tries a Bond-like move of seducing someone to get out of a jam or some such. It's fairly difficult to roleplay a seduction. Lines and moves that might work for one guy could fail spectacularly for another. But back to your original topic: what do you want to do with the information? Are you thinking of reducing the skill set (some RPGs get away with only a dozen or so skill to cover everything), prioritize the "useful" skills, or make the other skills more prominent in your adventures?
  10. Now THAT is useful. A few RPGS (GURPS and especially the James Bond RPG) do something like that and it can be very useful. I recall one Bond game where a the receptionist at the hotel was smitten (critical Charisma roll) with a PC and proved very helpful when he wanted to investigate someone else at the hotel. In other words, it's up to the GM. Like I said, there is nothing in the rules. A player has this score on their sheet (APP) that the GM is supposed to take into account, but which doesn't actually do anything. For comparison there have been a few times on this board or elsewhere where the subject of a character trying to charm/seduce their way out of a problem was brought up and a lot of people complain "Why can't you just roleplay it?" My counter is "why can't you just roleplay a sword fight?"
  11. I'd be more worried about being paid in cloned money. I think Chasoium's policy is probably due to the fact that most gamers prefer to have the rules "set up" for them. As we know from when the BGB came out, it wasn't quite as accessible to new players because the rules had so many choice, options and variants to decide upon. With a setting worked out in advance, all those options can be settled before hand, making the game much easier to pick up and run with. Now to experienced GMs, especially those who like to run thier own settings, the toolkit approach of the BGB is very appealing, but we're the choir. They are trying to reach the "mainstream" RGPers.
  12. It was in 1st Edition. 2nd edition had APP, but the character writeups in the Sourcebook for the 1920s had CHA. I think the reason is that RQ3 used APP, so they changed it in later edtions of CoC to match with RQ and their other games.
  13. And the style of the campaign. If people are running COC the way it's presented, a game set in the world of H.P. Lovecraft, full of unimaginable horrors and such, then no, APP Isn't going to be worth much. STR, CON, INT and DEX aren't worth all that setting. That's sort of the point. Now, if someone is using CoC to run a modern or near modern campaign, then it's a different story. But..my point remains that there is really no use or APP in the RAW. Yes, there is the generic Charisma roll, which itself is somewhat superseded by the various social skills, and I believe it determines the Credit Rating skill, but that's not much for a Characteristic. Most of APP's value is in how GM decide to use it, or not.
  14. That the thing. In COC there aren't that many opportunities to use APP. Heck, there aren't all that many uses for APP in most BRP games. At least in RQ it can affect your skill category modfiers. There are virtually no game mechanics that use APP in CoC. I've never seen a PC try to seduce a Mythos Entity, and if they did I doubt human standards of APP would realy apply. There IS a "social stat" but it just doesn't mean anything. I agree with your point. In fact, it one reason why I'm not all that fond of CoC. There really isn't a lot the players can do about things.
  15. Uh, in what way? By RAW APP is fairly useless. Sure, in reality good looks can get you far, as can a winning personality, but in CoC, and most other RPGs they give little if any game benefits. Not the way a higher CON or STR give benefits.
  16. Probably becuase Battle Magic was kept very simple in RQ, deliberately.
  17. It might be because Moorcock borrowed a lot of Germanic elements for Elric. Even the name, Elric, is Germanic in origin.
  18. If you want something functionally different for Allegiance to Law, try Ki Skills form RQ3's Land of the Ninja. The way Ki skills work is that once a character masters a skill (90%+), the critical chance is treated like a skill (ki) and can be improved, which greatly increase the chance of getting a critical. IMO it would not only fit for Agents of Law, but mechanically it is one of the few things that could really offset the advantages the magic gives to followers of Chaos.
  19. Thanks for the quote, it's been decades since I last read that book. Ironically, it was the first Elric story that I read.
  20. Try reading the The War Hound and the World's Pain. Lucifer claims to be the Black Sword. Not exactly a reliable witness, but it is a link. There are also some references in the EC saga that equate demons with Creatures of Chaos and.or supernatural entities. Does anyone have the ending of Stormbringer (the novella) handy? Just how was the Black Sword's humanoid form described?
  21. I think the problem is that in game terms, summoning costs next to nothing (either materially or spiritually)but gives a very powerful servant or item. I suspect that Ken St. Andre is probably the culprit. Stormbringer 1E looks a bit like T&T in some respects.
  22. Yes there is- Strombringer! The Lords of Chaos are also considered to be demons, so there is some overlap. There were also a couple of throwaway lines in the stories that could go either way. This was still in the Conan mold, where magic/sorcery was bad.
  23. I didn't mind the random characters and deadly combat, it was just that sorcery in Stormbringer 1E was so powerful that there wasn't much you could do about it if you didn't have access to it. And the feel of it wasn't quite right for the setting either. If you were going to go into sorcery in the game you really should go deep and get all the demon items you can. That's very different from the Elric stories where most characters who had demon items ususally had one. In game terms there is no reason why Elric would not have demon armor.
  24. The major problems I had with 1st edition were the Tunnels & Trolls-esque one-sidedness to it. If somebody knew sorcery, he'd pretty much completely outclassed anybody else. 1E Demon items were sooooo overpowered. Even a middling sorcery could produce a demon weapon with a +4D6 or better damage bonus, and demon armor was all but impregnable to normal weapons.
  25. It's probably a combination of things. First off, as we all know, it's based on Moorcock's Elric/Eternal Champion series, so it going to get something of a following just for that. Secondly, it is also the game that had gotten the third best support from Chaosium. There might also be something in the fact that, according to Moorcock, there are certain sexual overtones to the series, and RPGs, especially in the 80 were played mostly by adolescent and college age males.
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