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RosenMcStern

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Everything posted by RosenMcStern

  1. RosenMcStern

    Best Rules for Comparing Successful Rolls

    Your Memory roll was too high, Jakob In fact, Revolution allows even starting characters to go beyond 100. When your adjusted skill roll is above 100, you add your quota beyond 100 to your die roll for the purposes of comparing it to the opposition. This means that if for instance you have 140% and roll 49, it counts as 89 for comparisons. But you only need to make the calculation if a comparison is needed, whereas the "subtract to the skill before rolling" requires that you make the maths for all rolls. This completely eliminates the need for two-digit subtraction, and any kind of multiplication or division. I never found these operations difficult, but many people do. As for the "philosophical" reasons why the blackjack method (roll as high as possible, but within your skill, as it happens in Pendragon and HeroQuest) is disruptive in classic percentile games, it may help to think in a slightly different way: You roll low -> Thing went very smoothly and you went for the simplest approach to the problem. You did it, but not so elegantly and anyone who adopted a more sophisticated approach will outclass you. You roll high -> Things went in the most complicate way you can think of, and only a real master could cope with this specific situation; if you are not such a master, you failed; however; if you were skilled enough to succeed, then your success outclassed anyone else's.
  2. RosenMcStern

    First time with Revolution, and was great

    And in fact, if you read the news in the crowdfunding campaign, hacking conflicts were the thing that really made me think "a generic conflict system is needed" in the first place.
  3. RosenMcStern

    Red Moon Rising

    Here is the package for Red Moon Rising. Very basic information, but it gives you the idea about what game experience the full product will yield.
  4. RosenMcStern

    Red Moon Rising Package

    Version 1.0.0

    11 downloads

    Another package for Revolution D100. This one is the basic character creation info for the upcoming supplement Red Moon Rising. It contains info about magic and rules for steampunk prosthetics using magic energy to work.
  5. RosenMcStern

    Errata and alternate rules

    This thread is a collection of corrections and officially supported alternate rules. Houserules belong to another topic, although they may be included here if they achieve the "officially approved" status. Fisrt of all, if you have the softcover edition then download the Revolution D100 Official Errata. If you have the hardcover or the PDF, you already have these rules.
  6. This is a theoretical subject, so it does not belong in the clarification/potential errata threads. Better open a new discussion. As Jason said, there is an issue here. Not everyone will mind it, but someone will. And as I said in other threads, the good old Perrin&Turney Strike Rank System is still a solid, usable, fun-to-run combat system 40 years after its initial release. Yet it does show its age, as nothing is perfect. The big deal is that there is one basic assumption in how RuneQuest handles [melee] combat: Your character will do what he or she planned to do at Statement of Intents time. No "deciding when your turn comes" in RuneQuest (as it happens in D&D initiative system). As a RuneQuest GM, I have learned that the best way to referee complex games is to enforce the simple-but-effective rule of "You stick to your plan, period" rule. Change of intents to "Heal eviscerated comrade" (or sometimes Dismiss Befuddle) was the only exception. Strike Rank is only an attempt to give an order to the pre-planned course of actions: missile attack comes first, then spear attacks, then swords, then daggers, then weapons that were still sheathed at the start of round, etc. etc - it does NOT represent the time it takes to swing that weapon, as in fact you are swinging more than once per round (moreover; swinging a longer blade takes more time, not less). If you stick to the above principles, and only handle hand to hand combat in your battles, then RuneQuest combat is extremely easy and intuitive: strike when your SR comes, the opponent defends, if the attack connects and the defense does not, then OUCH! Drawing swords, moving into combat or buffing yourself with magic beforehand delays your action. Hard to find anything simpler and more intuitive in a simulation-oriented combat system. The problem comes, as Jason remarked, when your main action is not melee combat, but something that can be attempted more than once per round, such as firing a missile or casting a spell (which happens quite frequently in a magic-rich environment like Glorantha). Then Strike Ranks become a measure of how long it takes to perform that action, with fast characters acting more frequently than slower ones. It is still quite intuitive, after all, but the different way Strike Ranks are treated in the two cases can generate some confusion. And the obvious question arises: if I can cast Befuddle more than once until I have Strike Ranks left, why can't the same apply to swinging my battleaxe? We are all human, and sometimes you cannot wrap your head around these details. There is also another point, which is the one that nags me the most. Whenever you mix up melee combat and repeatable actions - for instance when you throw your javelin and then charge into combat, or cast non-offensive magic and then engage your enemy - then your SIZ and Weapon Length Strike Ranks are counted in determining how many actions you can perform. Take note: not in determining in what order you perform your single melee action, in which case it makes perfect sense, but in determining how many actions you perform. Bulky Bubba the Uzdo gets to do more "things" (spells, missiles, etc.) because he is big and wields a maul, whereas Quicky Quacko the Durulz can only fight in melee because his puny SIZ and short gladius give him a very high SR. Notwithstanding the fact that Quacko has possibly twice as much DEX as Bubba. Honestly, this completely destroys my personal suspension of disbelief. Given that there are other non-trivial deviations from the RQ2 tradition in the rules, and that all (or almost all) variants of BRP published after RQ3, Chaosium or non-Chaosium, managed to solve or circumvent these issues, I would have expected RQG to contain some sort of solution, too. Apparently, it does not. Thoughts?
  7. RosenMcStern

    Advice BRP For Fantasy

    Let's say more precisely "It isn't D100 if you can't lose either a limb or your mind".
  8. RosenMcStern

    Rise of the Yōkai Koku - crowdfunding NOW LIVE!

    Unfortunately, finishing the Ninja Crusade in two different languages took much longer than expected and it will take another two weeks at least to have Yokai Koku ready. We are all leaving for Lucca in a few hours so we cannot be quicker than this. The good news is that I might be able to reuse some of the new graphic solutions we developed for Ninja Crusade to make it look nicer.
  9. After his defeat at the hand of Oda Nobunaga, the great Daimyo Azai Nagamasa commits seppuku. The only hope for what is left of his retinue is a secret alliance with the Takeda clan, the only one strong enough to oppose Nobunaga. However, Takeda Shingen demands a hostage to guarantee the loyalty of Nagamasa’s former retainers. The hostage must reach the Shinano province without Nobunaga being aware of his presence, but the road passes through Oda territory. A group of brave adventurers must accompany the hostage in his dangerous journey. So begins the Rise of the Yōkai Koku campaign, a Revolution d100 roleplaying adventure set in the Sengoku period of the Japanese middle ages. Many adventures await our noble heroes on their path to restoring their clan fortunes, and not all threats will be human in nature. Rise of the Yōkai Koku was originally intended as a low-cost PDF using vintage artwork from 17th to 19th Century Japan and a stock picture as cover. However, if this crowdfunding campaign succeeds we will publish the 10-episode campaign booklet in print, too, with a shiny new cover drawn specifically for it. We will add other artwork and goodies as stretch goals if the funding exceeds our minimum target. Rise of the Yōkai Koku will start crowdfunding in the first half of June 2018, so keep your tachi well oiled and your prayer beads at hand.
  10. RosenMcStern

    I would love to see a Native American monograph

    Already done...
  11. RosenMcStern

    Advice BRP For Fantasy

    This is exactly the point: the OP wanted something that does fantasy "out of the box", rather than something that does "almost everything, including fantasy". So, BGB and Revolution D100: not recommended. Magic World, OpenQuest and Mythras: easier to apply.
  12. RosenMcStern

    Strike rank conundrum.

    Nope. Character B begins to act at SR 0, as normal. On SR 2 he is ready to strike, and as soon as he has a target (SR 8) he can strike. Having a Melee SR of X does not mean that you strike "X SR after someone is in range", but "on SR X at the earliest, provided the target is in range". If the target is there on your SR, you strike. If it is still approaching, you wait until it is there. Again, this is a consequence of the problem of SR not being "the time needed to strike" when you attack in melee, which sometimes is not so intuitive, as Jason highlighted in another thread. This concept might be hard to grok, and requires some time to get accustomed to. Your doubts, as you can see, are understandable.
  13. RosenMcStern

    Advice BRP For Fantasy

    Magic World is the BGB adapted to fantasy, so it is a better solution for "out of the box" play. And it is relatively simple. Or you could go for OpenQuest, too. If you are not afraid of a little bit more tactical thinking, Mythras is a very good alternative, too.
  14. RosenMcStern

    Strike Ranks: initiative order or action allowance?

    You see? This contradicts the assumption that Strike Rank is not "the time it takes". If you allow extra actions when a foe is down (I don't, do the rules allow this?), then basically you are saying that Bubba did it faster because he is big and has a long weapon. Edit: ah, you mean splitting under the 100% rule. Yes, he might be able to do so with a SR of 7, but only if he has a huge skill. Which is better used lowering his opponent parry than making two attacks at a reduced %ile.
  15. RosenMcStern

    Chapter 4: COMBAT

    Sounds sensible.
  16. RosenMcStern

    Chapter 4: COMBAT

    Before moving on to the second step of Chapter 3 in the online SRD, I wanted to post a brief summary to prepare the way for the next big subject: advanced combat. As it is a complex subject with plenty of variables and options, a summary with only the basic principles is the best thing to introduce it. Opening Move At Statement of Intents, your stated Opening Move determines your Strike Rank for the round. Life Points Negative Life Points are subtracted from a combatant’s Strike Rank at the beginning of each round. Strike Rank Each combatant takes action in SR order. Each action or reaction decreases SR, determining a new order for the following actions, until no one has SR left to act. Acting without Strike Rank A combatant who cannot pay the full SR price for an action or reaction suffers a Penalty to skill and a loss of Life Points. Actions and Movement A combatant can combine movement up to his or her Move score with most actions or attacks that cost at least 5 SR. Moving further requires a non-combat Opening Move. Exchanges An Attack action triggers a combat exchange. Attacker and defender roll the dice and compare the results in an opposed skill roll. The winner gains one or more Combat Effects. Tactical Effects If the defender made the roll, the winner of an exchange can only use Tactical Combat Effects to gain an advantage in future exchanges, or to try to circumvent the opponent’s success. Damage Effects If the defender failed, the attacker rolls for damage and can use either Tactical Combat Effects or Damage Combat Effects, which can alter the nature and amount of damage dealt. Armour The unit die of the attack roll determines which armour value, among all armour types the defender is wearing, to subtract from the rolled damage. Toughness A damage total below the defender’s Toughness causes a minor wound, and is subtracted only from current Strike Rank. Minor wounds are not cumulative. Wounds A damage total matching or exceeding the defender’s Toughness constitutes a major wound, which immediately brings the defender to Negative Life Points. Localised Damage [optional] If localised damage is in use, each location has a different value for armour and for Toughness. Major wound effects are only cumulative if they affect the same location. Comments and questions are welcome.
  17. RosenMcStern

    Chapter 4: COMBAT

    Yes. This is typical of Basic Combat, which is very similar to non-violent conflicts. And in generic conflicts RPs are always taken away from one side or the other. There is no "nothing happens" result. This also means that the defender must ALWAYS roll his defense. There is no reason not to roll (whereas in Advanced Combat the defender might be willing to save Strike Ranks if he does not feel confident to succeed in the roll).
  18. RosenMcStern

    Revelation when using Stunts

    Uhm, this is doable, but it is not what I would recommend to do. Here is why: 10% is too small a bonus, it makes the Trait insignificant; 20% is a good compromise, we have tried it and it works well, but 10% is basically a "why bother?" kind of bonus. using Stunts to further specialize Traits is something that has been discussed in depth on several threads in the general section: it would create a "tree" of skills, something that has been attempted only in the Ringworld iteration of the BRP rules, and never again after that; in general, when an experiment is never repeated, there is a reason. Of course , some people will still like it and use it, but not everyone. most important of all, using stunts as specializations that give a further bonus for something you are particuarly good at overrides and hides the most important and fundamental functions of stunts: enabling your characters to do something that others cannot do. A stunt is the ability to do something special: stopping an aircraft in midair, making an extra attack with the off hand, ignoring your social victory if your status is inferior, keeping your opponent at bay even when you roll lower, extending the range of your magic or psionics beyond normal. All of these are feats you are simply unable to do without the stunt, you do not just get a bonus to do them. These are the reasons why I have not described Stunts that have this effect in the core rules. There are some examples in the characters I have uploaded so far, but they are all extremes, a kind of "superhuman" skill level (Count Julan's Scimitar skill from YT gifts and Hawkeye's impossible marksmanship with the bow - superhero stuff). Nothing that should be generally available, as players would invariably try to stack as many of these bonuses as possible for their main weapon(s) rather than diversifying techniques. If you wish to use Stunts as bonus-providers in your game, I recommend that you introduce the new category of Specialty Traits along with Stunts, rather than making all Stunts work this way. Otherwise, you would be throwing away a good half of the game.
  19. RosenMcStern

    No love for crushing?

    Simon, only in your games can adventurers be "minding their business in a Vivamort temple". Invisible, poleaxe-wielding undead pixies is the least you can... no, sorry, you should expect to meet there.
  20. RosenMcStern

    Some data on sorcey spells

    LM usage of sorcery was introduced in Sartar:KoH, a HeroQuest publication, in 2009. And the fact that there was an Aeolian sect of Malkionism was already known, although it was not clear how their magic worked, at least in official sources.
  21. RosenMcStern

    Greg Stafford Condolence Thread

    I met Greg face to face for the first time in 1997, after a good decade of playing in his universes, and in 2010 for the last time. I must say that as a person, he was even better than as a game author. Which is something, given his track record as a designer. Greg shared his dreams with us, and we will continue to live his dream now that he is no longer with us. My thoughts go to Suzanne, who loved, accompanied and took care of this exceptional person for so many years, and certainly made his last days happier; and to all of his family.
  22. RosenMcStern

    No love for crushing?

    "Halve soft armour vs. mace" was the official rule (after errata) in RQ3, and I have used it for 15+ years with extreme effectiveness. -2 could create trouble because it would make a gambeson ineffective, whereas when you wear mail it is actually the gambeson underneath the chain which provides a minimal protection against the crushing effect.
  23. RosenMcStern

    No love for crushing?

    This is WRONG. Maces are good anti-armour weapons, but their effect is more remarkable on flexible armour, not rigid. Chain mail is almost ineffective against maces, whereas with your houserule chain becomes better than plate vs. maces (And yes, this story of mace vs plate is also in Savage Worlds, but it is still WRONG in SW, too). A more precise modification could be -1 armour vs. hard armour, -2 vs. soft armour. IN this way you have Chain = 3 vs. crush, Plate = 5 vs; Crush, which is both realistic and somehow fair for the mace wielder. However, this houserule would make trolls terribly dangerous.
  24. RosenMcStern

    No love for crushing?

    Then you should also ditch STR and DEX requirements, as they deprive your character of the freedom to choose a rapier if his DEX sucks. Why should the system make that decision for you ? To cut it short: I do not see any problem if you give all special successes " double damage" like impales, and then narrate the reasons why you did so much damage. However, for me a system which rewards a choice you would not make in real life (such as picking a blunt weapon when you are small) breaks suspension of disbelief in a severe way. Looking at the real world does not necessarily "break the magic".
  25. RosenMcStern

    No love for crushing?

    Such unfortunates should simply use a thrusting sword - or play a stronger character if they love maces. Ah.... and light maces did not exist in the real world. They are a game construct, like ringmail armour. Does this tell you anything ?
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