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Everything posted by RosenMcStern

  1. In view of the recent discussions both here and and on Yog-Sothoth.com, I issued an official press release about the validity of our OGL, primarily to reassure our sublicensees, both those with a formal licensed and those who go OGL. http://www.alephtargames.com/en/news/114-revolution-d100-and-the-ogl I think it is also a good idea to disclose these two lines from the personal message I sent to Michael Hopcroft. Let me rephrase: Revolution D100 is our intellectual property, based in part on works by other parties which were released under the OGL, and no one can question this. We have released it under a valid OGL, and issue valid licenses for its localisation and for its use as trademark. Any statement to the contrary is to be disregarded (unless accompanied by a court ruling). However, licensees are expressly prohibited to use Revolution D100 to create works that infringe the trademarks or copyrights of third parties. This is clear in the OGL, but let me restate it.
  2. I already replied to Michael in private. However, the short form for anyone else interested in licensing, is: You can do the hell you want with the OGL materials (the SRD), except using it for violating other parties' Trademarks or copyrights, or other laws in the US or EU or UK. The text in the core book is not all OGC so you cannot use it as a reference until licensed, and we charge third parties for the translation (on royalties). To put a Revolution or Revolution Compatible or "based on Revolution" logo on the supplement, yes, there should be a formal agreement as you would be using our trademark in an ostensible way. There are two ways you can do that: the preferred way is to publish through Alephtar, as we have no partnership program ready (yet) if you want to self-publish, we do not charge anything for the logo license but you need some paperworks in place, primarily to make sure no one develops porn or racist games with our logo on them. No one on these boards would ever do such things, but better safe than sorry
  3. Backed! You are almost there, just another thrust from the main rocket engine...
  4. I stress that this has been discussed countless times in the last 11 years here. Did you read all of these discussions? You are correct that it is a weak spot "built in" the game system - no rule set is perfect, and this is one of the contentious points of BRP. But you are not correct when you say that it is the same as any other rule which says "you require xx%". Skill tick hunting is defined as "deliberate use of a subpar skill in order to gain more experience checks", and is not encouraged by all rules that require a skill to be high enough. It comes into effect only when you have two skills you can apply and you deliberately choose the lower one in order to gain the exp check. In these situations, the usual advice to the GM is "deny the experience check because the character did not seem to be in a stressful situation". So my point stays. Having such a low skill in Dual Wield means you cannot effectively use it, and should never rely on it in a real fight until you are 90% in it. In short, I think that any solution that adds a new skill that replaces normal weapon skill is ineffective. Any added skill should complement, not replace. This would be in line with how it used to work in RQ3. But in RQ3 you had to give up parries in order to make a second attack. Honestly, i do not think there is an easy solution to this problem. Dual wield is already overpowered in the RAW (one extra attack at no disadvantage - this means doubling the potential damage you can deal in a round), so either you "nerf" the normal situation and add a new skill/attribute that is a prerequisite for you to make the extra attack, or the new feature is basically not worth the effort you put in learning an extra skill: better improve your main weapon skill to further decrease your opponent's chance to parry.
  5. This amounts to "skill tick hunting", that is the well known technique of using a suboptimal skill against a weaker opponent in order to advance it through experience. This is an undesirable effect of the skill check advancement system, covered in detail in so many discussions on these boards, and generally regarded as something that should not be encouraged. In other words, your HR encourages players to do something that we usually recommend new GMs to discourage. The high skill level required is just another nuisance in a mechanics that has the core flaw of being hardly of use. Note also that requiring a skill to be "at least xx%" is akin to the concept of "level", which should not exist in RuneQuest. So no, moving the slider of the requirement to a lower value would not change my opinion. I would still see it as a "fun breaker" rather than a "fun creator".
  6. In all honesty, I think your house rules are unnecessary and hardly effective. The rules only grant a single advantage: the SR of the second attack is not the sum of both SRs. While this can be useful, it is not so overwhelmingly useful as to justify Divine Intervention to gain, and above all the highly disruptive effect of having your skill reduced once you have reached 90+ skill in your weapon. You seem to think that a character with 200% or so skill will make four attacks per round in this way, but this is not what will happen. In reality, a dual wielding combatant will still make two attacks per round in most cases. The reason is simple: with the "subtract the percentiles above 100" rule, splitting attacks is no longer a viable tactics, unless you are facing non-sentient opponents who never defend actively. I see very, very few cases when making two attacks that your enemy will parry may be better than making one attack that surely hits. So, all in all, it is overwhelmingly difficult to learn the technique while you are progressing in the dual wield skill, your effectiveness is severely impaired (you go back to basics when you used to be a master) once you have learned the technique, the benefits are not a showstopper I see no reason to bother learning Dual Wield in these conditions. Note also that once you are 90% in two skills, your friends will probably be high level, too. Your average opponents will probably no longer be trollkin at that point, so you will have to use your now-reduced skill against opponents matched to your allies' unchanged skill level. In these conditions, it is safe to say that the dual wielder will never be back to 90% level: he or she will be dead long before.
  7. Well, at least you gave me an excuse for mentioning you among the Red Moon Rising playtesters.
  8. As soon as we have assembled a real cover instead of the mockup we are using on RPG Meeting. A cover is not particularly important for a PDF only product which not everybody is going to print out, but on DTRPG it helps the product stand out among the crowd. In any case, if anyone purchases the product on RPG Meeting and eventually wants it on DT, just ask and we will send you a coupon when available.
  9. It is out!!! You can buy it now on RPG Meeting.
  10. Then perhaps it could be a good idea to delete the "2" from the subtitle (or add a 1/2), to clearly show that discussions about the Mongoose version before the Whitaker/Nash amendments should go here.
  11. I have updated the package with some important rules changes coming from playtest. More info coming soon on the Kickstarter page.
  12. Actually, this is Revolution D100 slot system, too. For each 10% you have in a skill, you can learn a new "thing".
  13. Actually, they are already there. A Mythras Combat Trait is exactly the same as one of the Rd100 Stunts that come included with the basic Trait - it is something peculiar that your character knows how to do, and happens whenever the special conditions are met. For instance, with Karate you get the Kicking Stunt for free, which lets you kick a standing opponent without penalties. Little or no difference with Mythras, from a purely mechanical POV.
  14. No, there is not. Hit Locations are ingrained by design in RQG and other rulesets of the BRP family. But there is a "generic BRP" equivalent. Revolution D100 is modeled like GURBS, allowing you to use locational and non-locational damage at will, even in the same combat if desired. And in theory, this should be possible with the Big Gold Book, too.
  15. Have the plyers familiarise with the item creation and enhancement rules and create their own stuff. It is both a good source of fun and a way of putting a limit to PC power.
  16. Not at all. Ninja crusade is a Third Eye Games product which we translated. Cool stuff, but nothing to do with d100, it uses a d10 pool.
  17. Actually, I have statted the Iron Man armour, it is here. You simply add Absorb powers to a basic hi-tech armour in the form of scientific devices. The chapter you have to look at is #6, last section "Science".
  18. I am revising the layout at this moment. The campaign will be available on DriveThru and RPG Meeting in a short time.
  19. Exactly. This is how you should use Traits: if it fits your game, add it even if it is not official. I will try and add a small sidebar about the "Do it yourself" technique for Traits and Stunts, too.
  20. And unlike Maximize Damage, Mighty Blow requires just a simple success....
  21. Revolution D100 has Fate Point rules which are more akin to MSH than to HeroWars/HeroQuest. If you wish to have an alternate mechanics for "luck adjustment", it can be an interesting read interesting. On the other hand, if you wish to try a more narrative approach to D100 which runs similar to Fate, then the entire game mechanics for non-violent conflicts may be interesting to you. Here is the free SRD. Both relevant sections are in Chapter 3.
  22. Yeah. No self-respecting RQ adventurer can enter combat with no risk of self-beheading. Jokes aside, the obvious solution is to inflict damage to the body part used to attack. Hence the wise old saying "Do not punch greataxemen".
  23. My remark referred to a society where Status is more important than wealth. Think for instance of the Sengoku Jidai Status table which remarks that merchants (Affluent in terms of Wealth) have a lower status than peasants. It is a borderline case, but not infrequent. Status Traits can be as complicated as you wish. Think of Jor Vargàs, the sample character provided. He is a former noble, which means he does not enjoy any of the advantages of nobility status - but someone who is still loyal to his old masters might still recognize him as a noble, so his Status is somehow above average. If you cannot explain all these facts with one single Trait, then by all means you can have multiple Status Traits. They all use the same slot. Noble, Average Wealth is less explicative than fallen noble, but it has more or less the same effect. In any case, context is paramount with Status. There is no general rule you can really apply.
  24. Here is a list of download links for all the available free materials: The SRD Introduction/QuickStart: The Conspiracy Theory Character sheet Character sheet (editable) Fantasy Grounds Ruleset MapTool Framework
  25. Jakob's observations deserved a reply, but it took some time for me to find a spare 10 minutes to do so. Yes, there is a reason why it is not translated into something less clumsy than a "bucket of dice". The number of dice represents the sheer impact, the "kinetic energy" of the blow, which is different from "damage", which takes into account also the ability of sharp weapons to cut deep into the target flesh and bone. In classic D100 games, a sharp weapon is more likely to overcome a parry than a blunt one because it does more "damage" - the kinetic and the sharpness factor being inseparable. Mythras does not have this problem because it adds a "size" factor to all weapons, and uses it, and not "damage", to check wheter a parry can be overcome. However, this does not take into account the strength of the weapon wielder, and requires one extra variable for all weapons and attacks - and sometimes you can forget to compare sizes, particularly for creatures. Revolution uses the number of dice - which summarizes the nature of the weapon, the hands used to wield it and the wielder's Might into a single factor - to determine how "strong" an attack is, and how difficult it will be to block its impact. Several combat effects (MIghty Blow, Overwhelm, Bypass Defense, Stun) and at least one power (Absorb Kinetic) operate on the number of dice rolled for a blow. This is quite straightforward and intuitive (each point of Might = 1d2) , and it could not work if different die sizes instead of a different number of dice were used.
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