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Sean_RDP

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Everything posted by Sean_RDP

  1. One Characteristic generation option that may work is using an array? Instead of adding bonuses after rolling / picking, you just make different arrays for different races. Ex. Humans 16, 14, 12, 10, 10, 9, 8. 16 is the max and maybe you can shift points around on a 1-1 basis, but with 8 being the lowest. Just an idea. I like this non random approach to Characteristics especially if there is more randomness down the road. "You roll.. a human rat catcher in Tanelorn! Welcome to hell!"
  2. I like the idea of changing Archetypes a bit. What I am doing with Skaerune' is letting a character grow up until about 12 ish in their home culture, and then the player can try and jump cultures as it were if they wish. However, there is no guarantee and if they fail, the character ends up a pauper, street urchin, a levy soldier, something unpleasant. For example if culture a teaches sorcery and culture be does not, a character from Culture B could try to move to Culture A, with no guarantee of success. If they fail to latch on, they might end up a beggar or slave. So do that for the Apprentice years (12-16) and again for the Journeyman years (16-20). (Or whatever age ranges). Throw a life event in between. For Generation of Characteristics, I like random and varied depending on race and characteristic. BUT I do get folks like point buy and having a modern approach won't hurt. There should be tight rules about it though. For Skills, I think you earn skills in your Apprenticeship and as a Journeyman, but also get X free points to spend I do think Allegiances need to be discussed more? More concrete examples? Especially any middle ground.
  3. Additionally in B5Wars, the background basically paints the Abbai as the catalyst to form the League in the first place.
  4. So on a lark (after mentioning B5 yesterday) I decided to stat out some of the races based on Magic World, which I think would make a great system for B5. Especially considering much of the series had the flavor of Moorcock (including an homage to Elric). Anyway comments, thoughts, and such. BABYLON 5: MAGIC OF THE THIRD AGE Playable Races Human, Minbari, Centauri, Narn, Drazi, Abbai, Gaim, Pak'ma'ra Racial Stats Race STR CON SIZ INT DEX POW APP Human 3d6 3d6 2d6+6 2d6+6 3d6 3d6 3d6 Abbai 2d6 3d6 2d6+4 3d6+6 2d6+6 2d6+6 3d6 Centauri 3d6 3d6+6 2d6+6 2d6+6 3d6 2d6+6 3d6 Drazi 4d6 3d6 2d6+6 2d6+4 3d6 3d6 3d6 Gaim 3d6 2d6+6 2d6+6 3d6+6 3d6 3d6 10* Minbari 2d6+6 3d6 2d6+8 2d6+8 3d6 4d6 3d6 Narn 4d6 4d6 2d6+8 2d6+6 3d6 3d6 3d6 Pak'ma'ra 3d6 5d6 2d6+8 2d6+6 2d6+6 3d6 2d6 *The Gaim wear an encounter suit to allow them to breathe in Humanoid atmosphere Technomage Requirements INT 15 POW 16 Telepath Requirements: INT 14 POW 17
  5. I am all in for this. I feel like anything that gives the game life is a good thing, respecting the reasons why its out of print of course. Heck even a five page "Conversion" sheet would be worth it. However, for a total revamp I would suggest creating a team to help. Lots of folks loved the B5Wars game (Babylon 5 ship to ship combat) and when it went out of print / AoG lost the license all the people who had been actively involved, plus others, built the Kitchen Sink edition, stripping out the B5 IP and stuck it up on a website. It took a village to make that baby though lol
  6. I have a couple fixes I Am already looking at. I will list any fixes I make here, but I want to get some more feedback before I do too much.
  7. AND here is the official link http://www.drivethrurpg.com/product/207440/Salt-Mine-Blues?manufacturers_id=9172
  8. Okay it is official, more or less. I uploaded a copy of the module to the Downloads here. It will be available from DTRPG in a few days, so whew! Finally. Okay now to sit back and have folks tell me how bad it is lol
  9. Version 1.0.0

    46 downloads

    Okay since it takes a few days for DTRPG to approve a file (makes sense), I am uploading Salt Mine Blues here for the folks here to check out. For those who may not know, it is based on the OpenQuest2 SRD, but it has been altered quite a bit from that. Q21, the name of the system aspects, are crunchier than OQ. Just be warned. This module should be fun, a mix of role playing and combat. As changes are made to it, I will upload new versions here and at DTRPG.
  10. I decided to pick Monday as the release day for Sal Mine Blues. I wanted the weekend to do a little press and website work to get everything ready to roll. Everything else is done and I am pretty happy. I won't be touching the content of the book AT ALL lol. I will make another post in this thread when I have the press release done.
  11. I decided to pick Monday as the release day for Sal Mine Blues. I wanted the weekend to do a little press and website work to get everything ready to roll. Everything else is done and I am pretty happy. I won't be touching the content of the book AT ALL lol. I will make another post in this thread when I have the press release done.
  12. So it is back from the editor more or less intact lol. So that means just putting it together and a last look through. Barring an act of God Friday should be der tag. Really this time.
  13. The editor is working on it. Pre gens have to go through another wash but basically done. And maps thorough one more go over. I am just going to stop promising a day or date cause I have missed all of them, but yes We should see it this month.
  14. Two weapon fighting Off hand attack is is Difficult and causes a 2 SR penalty (-10 instead of -8) for the next Action.
  15. Off to the Editor. And then I put it together and boom, put it up on DTRPG. Tomorrow maps and Pre Gens.
  16. So looks like it will end up around 40 pages, likely a little less. About 10 of those will be appendices and such so the meat of it is 30 pages and the rules are very short compared to the adventure.
  17. How can you not like Gringle's Pawn Shop! lol Seriously I know there are some small encounters in Big Rubble, but for one shots not sure.
  18. All the skill use examples need to go into the main body of the rules.
  19. Editing should be done today. Have to add another encounter, but a very minor one. Now if I can finish the maps and pre gens too....
  20. It was a great Podcast. I loved hearing a brief mention about Ringworld; it was one of those I never got the chance to play really. You keep rolling them and I am gonna keep listening.
  21. Revise the Damage Mod equation. (STR + SIZ)/10, round dnown
  22. Editing process in full swing. Looking good so far.
  23. So technically it is done. I have one more read through myself then have a colleague do the same. If all goes well launch day is next Wednesday. I will put it aside today, tomorrow work on the website and other things like a G+ presence etc.. and Friday do my editing. Should have it to my friend by Sunday and... well... Der Tag is almost here.
  24. So while working on various modules for various projects, I have been developing my notes on a module for The City That Thieves. It is nowhere near done but though I would tease it a bit. The Dueling Houses System: Magic World by Chaosium Setting: The City That Thieves Blurb: Fighting between nobles is nothing new in The City. The latest flare up between the dueling houses of Fire Mares and Lost Knight threatens to get out of hand, however and a number of innocents have been wounded already. Looking to stay out of the whole affair has not worked, since The City has dogged your every step. Now you and some companions find yourselves in front of an old priest, praying in a dark alley. He speaks of a lost rose and a dead friend. Feverishly he employs the 'gods' to set things right and spare The City this madness. As quickly as he appeared the fog steals him away and leaves you with a mission, whether you wanted it or not. For 3 to 6 Players
  25. Interesting http://www.enworld.org/forum/content.php?3819-Looking-Back-At-Chaosium-s-Stormbringer-Role-Playing-Game#.WJFUrFxSSHE
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