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RosenMcStern

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RosenMcStern last won the day on May 12 2018

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About RosenMcStern

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  • Birthday 08/25/1964

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    http://www.alephtargames.com/
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    BRP, RQ, HQ, what else?
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    BRP, RQ, HQ, what else?
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    Now roll for 1d6 SAN loss for seeing my actual picture....

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  1. Ah ok, so what you meant is "Asceticism that gives you access to powers from the Psi chapter of the BGB rules". Then the answer is "no", since all systems we recommended here give access to powers taken from their power list The Ki rules are nice, but as you noted here they are good for "over the top" characters with dozens if not hundreds of years' experience. Unless you start with skills at 90+, then it takes really long to be able to use Ki. From a practical point of view, if you want to portray a character who is building a career as a mystic, they are of little use.
  2. This is a type of question that it is dangerous to ask, as everyone will point at their favourite system even when they have not fully understood what you wanted That said, if I have understood your question (and it is a big if), then the Mysricism rules in Mythras are a good answer. As much as I love "Land of Ninja", I suggest you stay clear from its Ki rules. They were extremely innovative for the times, but we are talking about 35 years ago, more or less. The rules allow you to score "super criticals" by spending Magic Points, but they require levels of competence in skills that require months if not years of playing, in real time, to have a noticeable effect in play. Note also that some of the "super criticals" have become standard skill effects in modern BRP or RuneQuest. Nice, but not really usable unless you play 2-3 times per week. But most important of all - what do you mean by psionic asceticism ? Cause I am still afraid that not everybody (me included) really got what you were looking for.
  3. We will publish more organic updates in the weeks that lead us to the Crowdfunding. Here is the first instalment. Most of the content is probably already known to roleplayers. http://www.alephtargames.com/en/news/117-dynamic-d100-developer-journal -------- This series of articles is an introduction to the upcoming Dynamic D100 roleplaying game, which Alephtar Games and Kaizoku Press are about to release. In a pinch, we want to clarify some concepts when the game is not out yet, and to give a pre-emptive answer to some questions that will probably arise. The first point, for our friends who are anime fans but not gamers (or not roleplayers) is: "What is a roleplaying game"? We will provide a short answer here. If you already know what an RPG is, please skip to paragraph "What is the goal of Dynamic D100". What is a Roleplaying Game? An RPG (Role Playing Game) is a form of entertainment where a group of people take the roles of remarkable characters and describe their adventures in a fictional world –in our case, the Nagai-verse. In most RPGs there is one special player who is in charge of describing the world and determining the behaviour of all its denizens who are not among the protagonists. This player is designated as the Game Master or Narrator, and in our case is the one who impersonates all the bad guys and the support cast of scientists who help the super robots from their scientific bases. All of the other players impersonate one of the main heroes of the story – the pilots. As you may have guessed, the game involves a lot of recitation and speaking as if you were your character – something you do not usually do when playing a card or board game. Dynamic D100 emphasizes this part more than other RPGs, as it rewards players for shouting the typical battlecries of super robot pilots ("Kooshiryooku something" or "Getter something else") during battles. However, it is not all about acting: there are parts of the game that resemble classic tabletop games, leveraging fortune and tactical cunning to make your experience more anime-like. Whenever your hero attempts something, particularly if it involves his or her robot, one or more rolls of the dice determine whether the plan succeeds or backfires. Another peculiarity of RPGs is that there is no "winner" among the players at the end of a session. All players either win together or lose together by thwarting the machinations of evil, and if the players "lose" the Narrator does not win. Winning in an RPG is simply the fact of "having had a good time". What is the goal of Dynamic D100? There are literally thousands of Roleplaying Games available, each with its peculiarities that make it stand out (or not) in an immense sea of cooperative fun. Even attempting a simple classification is difficult, as there are many schools of thought locked in endless debates about the true nature of the roleplaying experience. In this series of articles we will try to avoid technicalities and focus instead on the kind of entertaining experience that Dynamic D100 makes its player enjoy, and how it does so. To make it simple, the players of a Dynamic D100 game become the protagonists of a robotic adventure "like Go Nagai would write". It is not just a matter of having giant moveable battle machines – you have them in Star Wars, too – but how the adventures evolve, and how the giant robots, the co-protagonists of the story, are treated. If you are a robotic anime fan, you already know that there is a big difference between a robotic story by Go Nagai and one written by, for instance, Yoshiyuki Tomino, the father of "real robots". The only point in common is that the protagonists fight enclosed in fearsome mechanical giants, the rest is different.
  4. Strangely enough, the French dubbers renamed even Duke Fleed's sister, who is called Grace Maria in the Japanese version. Anyway, fans of the female protagonists may have some pleasant surprise coming. There will be expanded roles available for them.
  5. And after a successful Deep Meditation1 Conflict, here is a little thread-o-mancy. We will now make a mockup of the Combat Tracker for Dynamic D100. Some of the overlayed content will change, as I have both changed the core rules and made an even simpler version for Dynamic D100, but the core idea will stay. And we have plenty of licensed graphics for the background Anyone has any suggestions for other useful elements to add in the CT? Many people will play Dynamic D100 with figures, but others will not and the CT is important to simplify the crunchy bits of the RD100 core. 1 - new name for Rituals in the upcoming International Edition.
  6. Hi Lloyd, I ask again why you do not post this in the RD100 section, since you are not playing generic BRP. This would at least avoid people posting suggestions of houserules that are actually coincident with the core rules And it would spare people my tirades, too. I will try to address both this post and the issues you raised in the "armed to the teeth" thread. Errrrrrm... in the BRP variant that he is playing, armour coverage is a standard attribute of all armours in the RAW. And you do not need to roll a separate die, you use the unit die of the attack roll to determine if you hit armour or not. And you also win a quote in a sidebar in the next edition. Should I quote you as "olskool" ? I had not introduced the SUNDER special effect from Mythras because I do not find it particularly fun, but this sounds like a good solution. On a Sundering blow, add +1 to the coverage value of one location or layer of armour of the target. This may or may not be mendable after combat with a Repair Conflict. Weapons break more frequently in RD100 than in BRP, it is just a matter of you having the opponents use the "Damage weapon" effect on a successful parry with a higher roll. I remember a fight during the playtest of the rules in which I managed to cast Bladesharp on everything I was carrying and the demon we were fighting kept breaking every single enchanted weapon I threw at it by simply parrying with its demonic blade. First of all, gothic plate is crafted to fit the specific body shape of a single person. Unless you are very similar in size to the guy wearing the armour, you cannot simply take it and don it. It must be adapted to your specific figure even if it is somehow of the same size. Which implies the intervention of an armour maker able to craft plate, who in turn is damn expensive. This will not stop enterprising playes, but at least it will force them to learn Armour making to simply make the loot usable. Once they see the bill of the armour crafter for "tailoring the gothic suit", they will certainly learn it. Or perhaps even consider to pursue the crafter career. No risk, and most of the big bucks the adventurers get in dungeons end up in your purse. Er.. chain mail was standard armour for everyone and his dog for most of he Middle Ages. You are doing nothing wrong if any professional fighter your players meet has mail. In fact it is city militia wearing leather that is implausible. Being a band of mercenaries and sellwords, your players are more than likely to have superior armour. Gothic plate is plausible, but it has its drawbacks. As you note, the guy they looted it from had a bigger purse, so most of the issues did not apply to him. Player characters are a different story. There are several other points. 1. Getting better equipment by loot So what? It is one of the goals of the game, so why should they not have good armour once they start making a name as fighters? Honestly, this issue appeared soon after we started playing RuneQuest 30+ years ago. Dario used to solve it by forcing the players to pay maintenance for their equipment, which meant that you had to effectively "rebuy" it every x years or so, and pro rate the cost each time the adventure stopped for more than one month. I prefer a 10% cost per year. This implies a little bit of number crunching but it is a quick solution to penniless adventurers walking around in the medieval equivalent of a stolen Ferrari. However, the players will eventually find a way to circumvent this and keep high quality items in their possession. At this point the GM, if he becomes uncomfortable with unplausibility, may be faced with the temptation of "taking away" the very powerful gear or rendering it less effective to even things out. I have seen this happen time and again over time. But, depending on the group, this might be a dangerous solution. The players may react with a sense of frustration and perceive this as depriving them of the fun. Once they have better armour, they expect to meet more dangerous opponents, not an outraging bill for repairing their gear. It is certainly plausible, but telling them that the fantastic blade they found has spoiled because they could not afford the weapon oil (or did not know that a blade needs oiling) can only detract from the fun of the game, and never add. If you want to enforce a minimum level of coherence between character and gear, it is better to speak to your players and explain what level of plausibility you want to enforce in the game. At this point, the best option is to tell them that they must improve their characters' Status/Wealth or maintenance skills in order to use that fancy stuff on a prolonged basis (in Hero Wars you would spend a Hero Point to "cement the benefit"). Using the threat of equipment degradation to "keep players in line" is a solution that emphasizes conflict between GM and players. My experience tells me that agreement on a common sense of plausibility is a better idea. 2. Always carrying the equipment with the best stats This, again, is an issue I have been facing since 1987 (fu..., I am getting old). If the weapon entry says "throw more dice for damage", the players will want to always use that weapon. It is normal. Even worse for armour, where the statistics are even less varied and the players will simply look at the highest AP score they can have. If this breaks the GM’s suspension of disbelief (and I confess that for me, it does), what are the possible solutions? First of all, talk to the player and agree on plausibility. Explain to them that an implausible choice of weaponry, rules mechanics or not, is an act of bad roleplaying if your character is a fighter. Remind them that you are playing a game of impersonation, not a wargame. A real fighter does know that there is no “one size fits all” and would never, ever rely on using always the same weaponry, no matter the difference in sheer stopping power. I stress it again: never, ever the same gear for all situations. Stress it to your players, too. The point is simple: some weapons are for the battlefield, others are for personal defense and everyday use in areas where civilians may carry. An intermediate category (spears, rifles) is battlefield-oriented but it is still plausible to find it in the hands of a guard on active duty. You do not carry M60s in town, and heavy crossbows or pikes are the equivalent of an M60. Only a soldier who is marching to battle or defending a fortification is supposed to have such a weapon ready. Same for armour. Some elaborate suits of armour are for the battlefield only. They were not worn 24/24, except when the fighter was marching into battle. It is not so difficult. But what happens when the player says “I do not care about plausibility, I expect trouble and my character wishes to stay alive”? Well, in this case, too, nerfing or damaging the players’ hard earned “toys” to prevent unrealistic use may generate frustration in the players, and give rise to a conflictual attitude between players and GM. Revolution D100 tries to address this issue (when it is an issue, because, as explained in the sidebar, not all groups find it problematic) by establishing a simple, fair, well-known and plausible penalty to social, agility and endurance feats when wearing battlefield equipment outside the battlefield. It is in the table on page 73, and the important point is that the players have access to this information and so should expect that the Narrator applies it when they choose to go around in heavy armour and weaponry. No excuses; Be fair and strict and simply apply the rules: you are in full plate all day round? -30% to one social roll and two agility or endurance rolls. You are also carrying a halberd (and no, there is no such a thing as a scabbarded halberd)? -30% to a further social roll and two further agility rolls. You are protected against harm, sure, but Billy the Robber (Agility 80%, Stealth 70%) will have an easy time cutting your purse undisturbed, and forget about catching him when he flees, or persuading the bystanders to tell you where he lives.
  7. This crowdfunding will shine (spark). Get(ter) ready for it.
  8. Both these mechanics are present in the BGB.
  9. TV movies do not count. And if we have to take "quotations" and European films into account, then this one wins the match for the Nagaiverse.
  10. And yet Mazinger is popular enough to have received a new theatrical motion picture in 2017, widely distributed in Europe. That makes one more movie than Cthulhu Cutie Honey is at two movies (both live action, not animation). Devilman one, but not distributed outside Japan.
  11. The characteristics of the game will be highlighted in future announcements and explanations. It is quite easy: a session is an episode, and each session culminates in a robot battle. What comes first sets the theme of the episode, and can include a lot of action, or just character interaction. Remember the data I quoted before? Go Nagai has less than half the Google hits as Lovecraft has. But many peopla know his works but not his name.
  12. The current Chaosium management has made no mistery that they do not believe in generic systems. Though the latest developments seem to imply that they may have partially revised this policy. In any case, their other focus beyond Cthulhu has always been RuneQuest rather than the generic version of the rules. RQ is genericizable as a fantasy game, but they have preferred to highlight its integration with Glorantha rather than its adaptability to many game world. Which IMO is not a bad idea, as decades of RQ play have shown me that the Chaosium version of the game shines when used for high fantasy settings like Glorantha. And of course I must admit that even if I really like the concept of having a generic core book for people to use for adapting the game to their setting, in the end even I have had to prioritize the other approach, that is having a strong, attractive licensed franchise and packaging a customized version of the rules with it. So yes, a strong setting is a big asset.
  13. As I wrote on the French forum, the conditions of our licence are quite restrictive. Only the basic book is covered, we cannot produce everything we like. Some scenarios are possible, probably even some free goodies. But whole supplements will require a new license that we have to negotiate. We are willing to do so, but this must certainly come after the core book is out.
  14. The only good thing in this is that such a huge emission of smoke will act as a partial counter to the greenhouse effect of carbon dioxide and methane, though it is yet to be seen by how much and for how long. But please do not tell this to politicians, lest they find a new good excuse to continue polluting.
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