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RosenMcStern

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Everything posted by RosenMcStern

  1. Also called the chainmail bikini
  2. The International Edition will be in four languages, including English. It will include some rule polishings and rebalances, the casting rules being one of the more impactful. However, it will mainly be a rewriting of those chapters which are too "wargamey" in style, that is they are precise but rather difficult to understand.
  3. Yes, the casting roll is also the first roll of the Conflict, see p. 112, "Initiating a Parallel Conflict". And Traits are applied normally: the attacker uses the Power trait, and the defender uses WIllpower or the same Power Trait if he knows the spell. An appropriate Motivation can be used to replace a Trait.
  4. Yes, this was a known issue. Let us draw a curtain...
  5. As I said, I *did* take 4d6 damage from firebolts and remained standing
  6. A -1 is more or less the equivalent of the rules as they will appear in the International Edition. You can also enforce the fuelling of the first point of Might and of the default 1 Target, which is what will be in the definitive form of the rules. On average a 7d6 blast of energy will take two Actions, but a lucky roll may allow you to obliterate one enemy with one single Action. OTOH, if you roll low twice...
  7. But I do remember it because he impersonated me, too. I think he is still around and behaves as a gentleman now. These are instead classic examples of how an episode trespassed the limits of acceptability but was handled in a swift and universally accepted way. Everyone agreed with Sverre's actions at the time, and everything was done openly.
  8. Don't worry, it is all playtested and it is not that overpowered.
  9. 1d10-1 (+1~2) per concentration action, as you may roll aa 0 on the tens die. It is potentially deadlier, but on average you will "charge" 5,5 points per Concentration action including INT / WIL bonus. A huge blast of energy will usually require two Actions, or in some cases a decision about whether to unleash a suboptimal spell in one round. And the final rules will contain a micro-nerfing of this rule, requiring a couple more points per casting. So the overall effect is that it is slightly deadlier, but quite unpredictable. As magic should be.
  10. Unfortunately we could not put much "color" in the core book because of space (those two pages of sample deities are really sketchy and it was a pain to squeeze them in), but the science rules let you create both steampunk stuff and "witcher-style" drugs. Smoke grenades should be added as a "freebie" to anyone having the grenade Trait, as they are really easy to make. Unfortunately the rules are in the Quickstart but not in the core, but they are available nevertheless. Edit: I mentioned color because smoke grenades are really appropriate only if your fantasy includes a minimum of steampunk flavour, but IMO a good depiction of dark elves, and moreso of dwarfs, should include some steampunk elements.
  11. Then I suspect Toughness is not for you. Basically, it is an all-or-nothing mechanics: either you overcome location HP (renamed as Toughness) with your damage, or it is just a flesh wound the effects of which you will shrug off almost completely by the end of the round. Light wound effects are non-cumulative if you do not overcome the threshold, and you are entitled to an Endurance roll if Toughness in a vital location is overcome. So it is either one-shot or nothing. On the other hand big and healthy characters are very resilient, as you cannot take them down by attrition: either you deal serious damage or it is basically a no effect. You can find the whole rules in the Revolution D100 SRD, Chapter 4a - Advanced Combat, link in the RD100 forum.
  12. Irem is being worked upon actively, but the author has four other deadlines this week (Lucca Comics is coming) and I do not expect to receive any update soon. ETA is ASAP but not anytime soon. Adventures on the Astral Sea has been cancelled because the author made different choices. Guide to the Galactic Frontier is being released for Savage Worlds first. It may appear later in Revolution D100 format. We have a couple of new one to announce soon - I hope.
  13. Smoke is an essential component of modern warfare. It keeps troops alive and allows them to move undisturbed. You do not see it very often in Hollywood movies* because it would hide the action, but it gets used quite often on real battlefield. It is probably widespread in the Star Wars universe, too, although the directors choose to not show it. There could be no other explanation for the hit rate of storm troopers, otherwise. As for the offensive use of Teleport.... well, once the caster has made so many rolls I see no reason not to reward the creative use of the spell.
  14. On the other hand, if you also use alchemy, teleporting grenades does not require Conflicts, and is also very effective. As is "Teleport venomous snake/spider from its cage".
  15. Hmm, Overcome for unwilling target is not specified, in fact. But it should be a no-brainer: either the teleport target agrees, or a WIL vs WIL conflict starts. And opponents have time to think of countermeasures. Simply hiding the target before the Conflict is over might work. Or not, if the spell is powerful enough to allow a Quick Exit on the first roll - but this would require a very high skill and a very high WIL, so the insta-kill effect is not inappropriate. Creative use of spells is not a bad thing, provided the players are not "gaming it". Bypassing the requirement of a Conflict when you use a spell offensively is "gaming it", in fact.
  16. Well, I think we have to agree to disagree on this subject. My questions were answered in full. My objections also stay in full, but I see no reason to continue the discussion, as this could lead someone to looking for the transcripts of the "episode" on the internet. And believe me, it is not "educational".
  17. Jeff, I know perfectly what that person told to MOB (I read it) and I do not condone it. My question was : 1. How does it reconcile with Triff's statement above about "only spammers". 2. Can people get banned here for what they do elsewhere? Apparently, the answer to question #2 is "yes".
  18. Sheer numbers are already an explanation, Seneschal. Let us assume that the ratio of "people who can act with self restraint" / "people who act idiotically" is 100:1, which is probably true for this esteemed community. This means that with 1000 active members, you have 10 morons who post trash, and 990 reasonable people who refrain from responding. With 10,000 members, you have 100 morons and a whopping 9,900 decent human beings. Now the principle of the growing forest making way less noise than a single falling tree kicks in: 9,900 people who behave "excellently" make the exact same noise as when they were 990, but 100 idiots create much more trouble than 10.
  19. This answer is fully acceptable. However, I have two more questions, because something does not add up too well in my mind. First. The moderation took action against one post in this very thread. Due action, in my opinion. However, in order to learn that one inacceptable comment has been rightfully sanctioned, one must have a look at other sites, where the offender started a classic cross-forum drama - and got sanctioned again, btw. In what way is this secrecy useful to the well being of our community? Particularly when the details that are kept behind closed doors here end up in the public domain elsewhere? Second question: Trif, you stated that only spammers have been banned, plus one member received a temporary ban - I suppose the guy whom I am referring to above. However, how does this reconcile with MOB's statement in this post: https://basicroleplaying.org/topic/7685-four-features-that-help-make-runequest distinct-among-other-roleplaying-games/?tab=comments#comment-107845 that one particular "keyboard warrior" had been preemptively and permanently banned from this community? Because that specific case was certainly not about spamming. Incivil behaviour yes, but not spamming. Also, am i wrong in thinking that "preemptive" means that the person has been banned for something he has done on another board?
  20. Hey, the two of you! You are off topic, bring this to the appropriate forum. Jokes aside, this is something that I do not recommend, not that I do not approve The reason is that doing so has the effect of focusing the evolution of the character on one thing only, that is the %age of success. You use two or three levels of improvement on just improving your chance of doing something, without any special focused on one aspect of that "something". Example: Kurchack the Mongol has 40% Ranged Combat. He takes the Javelin and Bow traits, but obviously wants to specialize in the classic Nomad Bow. If we use different levels of specialisation, he will acquire "Javelin" and "Bow" to use them at 50%, and then "Composite Bow" and "Nomad Bow" or "Horse Archery" to reach 70% with his Mongol bow. This makes his skills with these weapons different, but only in the % of success. If we focus on Stunts instead, he can acquire Javelin and Bow and become proficient in both at 70%, then he can acquire "Fast Reload" to improve his rate of fire - which is better than improving the skill because he shoots two arrows instead of one in the same time - and "Horse Archery" to fire from a galloping mount. Yes, skills have all the same value, but there are many more details that the game is handling.
  21. ERR_CERT_AUTHORITY_INVALID means that the browser/reverse proxy/whatever does not "know" or "trust" digicert. More a problem of your ISP than Chaosium, I think. Did you try clicking on "Advanced"?
  22. Just for the sake of precision: introducing a Power Class that mimicks Size Class for disembodied creatures is something I had considered for the core rules. The reasons I have discarded it are two: Spirits are less central in the context of Revolution D100, which does not include animism in the set of supported core magic systems (whereas RQG and Mythras, for instance, do). It would probably have been a duplicate of Spirit Intensity found in Mythras. A mere paraphrase of another rule system is acceptable, but pointless. If you wish to use Power Classes, you know where to look. However, the description of angelic and demonic hierarchies in ME: Age of Chivalry (formerly Heaven and Hell , as this was the first title of this section of the rules before Simon and I were hit with the Curse of Republishing for Yet Another D100 system), and the shaman-heavy Wind on the Steppes might certainly benefit from such an extension to the rules. Feel free to adapt it to elementals at will. However, this feature will be limited to specific settings. I am still confident you can do Urban Fantasy and Superheroes without it.
  23. This is an official complaint, and by a moderator. And I am posting it here because one of the reasons why I am complaining is that we do not even have a mechanism in place that allows moderators to exchange about potential - or actual - violations. During the last few weeks I had an incident in my forum. One member posted a thread - clearly labelled "joke" - with a lighthearted pun about gays. Nothing terrible, but prone to misunderstandings. I reviewed it and considered it "borderline", i.e. acceptable but risky. I wondered whether to issue a warning about it, but since no one else reacted I simply let it slip as harmless. Some days later I found the thread "hidden", with no mention of who did it and why, but the reason at least was obvious. I PMed the author with a very soft warning and left it hidden but I still do not know who moderated it. Perhaps Sverre. Needless to say, threads that appear or disappear for understandable reasons but without official guidelines and without communication among moderators are not a good sign. The fact that this thread contains one post that I would clearly mark as "Islamophobe" is another "red flag". The suspicion that things could get out of control starts to be legitimate. So in brief, the issues I see in the current situation are: There are no clear guidelines for moderation. Trif has announced some new procedures, but at the moment we have tens of thousands of members and no rules at all. This is not an ideal situation, particularly in an age when inappropriate comments about politics and religion are everywhere on the Internet. There is no appeal mechanism. Whoever is banned cannot have his/her case heard. In some cases, people may not even be aware that someone has ben kicked out, and why. Which, in addition to rules being non-explicit, makes the whole thing sound entirely arbitrary. There is no area where moderators can exchange their views on . See my report about the hidden message above. In short, I am hereby claiming that with the size that BRP Central has reached and the current social context of most of the Western world, "people, let us keep it civil" is no longer enough as rules. It has worked for many years, but it is no longer the case. We need something explicit, and procedures to review and enforce the most serious cases. Nothing monumental, but at least something that tries to tells people "This is what is ok / not ok here" and "If you disagree with something, say it here rather than disseminate the forum with off topics".
  24. I think we were talking about them when I wrote the Shade Land but I am afraid we did not include it in the supplement. However, it is not particularly difficult to stat them. Treat number of cubic metres as Size Class. Sylphs and Salamanders may have the equivalent of hte Skeletal Trait - lower Toughness but immune to Slash and Impale. Undines would be just immune to impale, perhaps slash. Gnomes should have base Toughness of SIze Class x3 and immunity to Impale, or perhaps 1 AP per Size Class instead of enhanced Toughness. STR 3d6 (Salamanders 2d6, Sylphs and gnomes 4d6) CON n/a DEX 3d6 (gnomes 2d6, sylphs 4d6) INT n/a (usually) WIL 1d6 per Size Class CHA n/a It remains to be seen if the creature attacks only by engulfing or it can perform normal attacks.
  25. Most of this sounds sensible and fun to play. I think you are starting to grok the system; Lloyd. Quick comments: the mana strunts should be part of a Martial Arts school; I see them as secrets that only some monks in reclusive monasteries should know. Ordinary adventurers should resort to weapon enhancement spells to fight incorporeal threats, except maybe those few who manage to bribe some monks to teach them the secrets. your Ghost is essentially what uses to be called a Wraith in RuneQuest. Its base Toughness might be 3 (same as a plain vanilla skeleton, to which the average skeleton. This would make it vulnerable to the ubiquitous Bladesharp 4 or a small weapon with Manastrike. However, Wraiths with higher Toughness should exist and not be too rare. As the creature is not really corporeal, its Toughness should not depend on Size Class, STR or CON. It should instead receive a Bonus from high WIL. A really angry Wraith could have a WIL of 30 and a Rage Trait that functions like Willpower or Endurance, meaning that it would be extremely difficult to affect with a spell, and its Toughness would be 7, requiring a Damage Enhancement 8 to take it out. the standard rule in the International Edition will have Project [Magical Energy] as doing d4 damage per Might and being unaffected by any defense except Resist Magic (or the very rare Absorb Magic). I'll talk about elementals in the other thread.
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