Jump to content

RosenMcStern

Member
  • Posts

    2,908
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by RosenMcStern

  1. Yes. It is ready, I will upload it within the day (my timezone). After which I will post the link here and on FB groups.
  2. A more articulated reply: And what prevents the opposition from stacking 1-point Absorb enchantments on their armour? Note also that the rules suggest that simple organic armour can have an intrinsic 1-point absorb heat/cold. Not really a big issue. The advice is to trait a battle against the Wraith as a psychic one, using Conflict or Basic Combat rules. See the El Dorado example adventure. If you prefer, you can solve it with the classic BRP "has hit points and immunity to mundane attacks approach", too. But be careful, in this case the Wraith has Toughness, not hit points, and since it takes damage only from the magic bonus of a weapon it may become impossible to take it down. It might be necessary to give a magic "quality" to the extra damage dealt by enchanted weapons (the doubling for Slash and the +1d8 for Impale) to keep the creature defeatable. That would make playing a magician very boring: while fighters roll the dice and try to use effects to land a blow through parries, the wizard marks off SR from the tally, hoping no one attacks him. This for several rounds. After intensive firebolt-testing for Red Moon Rising, we found a solution that keeps the game interesting for high level magicians, too, and makes high Might spells a gamble, incentivizing a reduction in Might when you are not facing dinosaurs. Stay tuned, it is almost ready for downlooad.
  3. Just wait for the new version of the Conspiracy Theory to appear for more on Project Energy. Due within 48 hours.
  4. Effort -> Exertion Points. They will probably be called Effort Points in the text, but writing simply Effort on sheets is the clearest solution for those who do not come from wargaming background like many of us. "The character spends X Effort to perform Action Z" is the most natural way of expressing that concep. Readiness -> Strike Rank. You may also call it Strike Readiness so that it has the same acronym. Again, "you lose X Readiness to act" or "with this Combat effect you decrease your opponent's Readiness by X" is the most intuitive way of explaining what is going on. We knew that not everything is clear at first reading and we have been working on the language used.
  5. Here is the new Character Sheet, in full colour and with the name changes and simplifications that we are progressively introducing. I have not changed the main link yet because that character sheet is hosted on the purchase page for the core book. Watch out for the new quickstart, it is almost ready!
  6. There are Dark Elves already described in the Shade Land supplement, available on DriveThruRPG. Not exactly like yours, but similar.
  7. Version 1.2.0

    120 downloads

    This is the new character sheet, which takes into account the few changes that will appear in the International Edition. It has levels, so you can hide/show the character silhouettes before printing it.
  8. Ach! I had forgotten. It was supposed to be the basis for Galactic Frontier, but nowGF is postponed so it is just lying on various hard disks. Simon, if you want to release it for free as a package, no problem. Although it is quite bulky.
  9. You are not supposed to "save" points very often, so there is no specific space.
  10. First thought: permanent Consequences. Either the PCs can give up a valuable Positive Permanent Consequence, or they get a negative one. Another possibility is Channelling points, rather than Focus. Not everyone has Focus, but anyone who uses magic has Channelling. Giving up points of Channelling means that a part of the character's subconscious mind is engaged with "something", for instance keeping "dark thoughts" that the entity has instilled in their brains at bay. Should they be forced to use the Channelling points to keep a spell running at some time, then the "dark thoughts" are released and initiate a long-lasting conflict to take control over the character's mind. Or something similar. There are other similar examples in old threads.
  11. Changing the effects of additional Might to a flat bonus is not something I would recommend. Toying with the "size" of the dice is instead a variation that we have tested, and it works well. In fact, the energy/elemental rules are designed to allow precisely this. Variable coverage for Protection is a splendid idea, and might end up as an option in the official rules. However, with 10-Might you have a "quadratic increase" of usefulness for Protection, as high Might gives both improved armour and improved coverage. Might should improve only one of the two. What about this: Protection provides the target with a +1 to armour protection, in addition to any physical armour already worn. The coverage for this magical armour layer is equal to the Size Class of the recipient of the spell. Additional points of Might can either improve armour protection or decrease coverage, at the caster's option.
  12. Thank you all. We will soon assemble some sort of GM aid, and all of your input (and pansophy's) has been precious. If someone is wondering why we have not done it earlier, the answer is I was waiting for the new look&feel to be ready. And now it is.
  13. Consider also that it is not so difficult to survive a 4d6 blast for a human target who has a minimum of armor or protection, as Toughness of 9 is not uncommon (did it last spring with my dwarf alchemist - we exchanged fireballs with a magician, and of course the dwarf was the one standing after both firebolts connected).
  14. It is a welcome flood, as we had had sort of a draught during summer. This would effectively be nerfing Palsy 8 can take down a dragon, while Project Lightning 8 with 4d6 damage (minus armour) has little or no hope of damaging it. Keep in mind that the balance of power in Rd100 is not numerically equivalent to that of other BRP variants. Intensity 19+ was common in RQ3, and Intensity 10 is not unheard of in Mythras. However, Might 8 is something very, very big in Rd100. Sure, you can make a starting character who is able to fire these huge blasts, but at what price? He must forfeit ALL other skills, which means he will go down against goblins: while he fries the first one with a huge fireball, the second one kills him with a spear thrust, Rurik-style. We have actually played this kind of magic intensively, and it is not such a game changer. Yes. Why do you say so? Keep in mind that the only limit to enchanting is the time and materials it takes. If the sorcerer is confident he does not risk Consequences that might devalue the item, i.e. the item has just a +1/+2 effect, then he will probably manage to enchant one every few weeks. A long lived powerful sorcerer fighter can provide all of his retainers with simple magic items. The big ones, of course, he will keep for himself, particolarly because with a 20+ pool to beat for enchanting it is almost impossible to not suffer some flaws, and that will easily translate to the item bestowing limitations on the enchanter. If the defence is successful, damage is not rolled. However, if the attack roll is higher (or a crit vs. a normal success) then the attacker can use the Overwhelm combat effect to overcome the defence. It is only in that case that the Parry value has effect. The attacker chooses which dice are removed first, so it is usually the Might dice and not the weapon dice. Dodge is a defence like the others, so the attacker can use Overwhelm against it: the defender manoeuvred with his body to put the weapon in the way of the attack, rather than moving the weapon to intercept. If you wonder why one would want to do so, just check how much SR does a parry with a greatsword or poleaxe costs. If you have no weapon in hand, then either the dodger wins the exchange or his Dodge has the only effect of wasting the attacker's combat effect on Overwhelm (this might still save his life, as it may prevent an impale or slash). Dodge works as "avoid all damage" only if you have a special martial arts technique (Evade). And finally, when a ranged attack is dodged the attacker cannot use Overwhelm, but he has Glancing Blow instead. Little chance of incapacitating, but the target suffers SR loss for the pain and becomes vulnerable to further attacks. And if the missile was poisoned or enchanted...
  15. Yes. You may want to look at the Red Moon Rising package in the download section for more ideas about non-ranged elemental projection. In RMR you can even use it defensively. Correct, except that it is Might +4 (total 5), not 4. Defence is total, but if you allow combat effects on Projection spells (not specified in this version of the rules, and in any case it depends on the setting) then the spellcaster can attempt a Glancing Blow with the attack, doing 1d6 damage. Yes. You defend with your Traits in any case. The defender uses the Concentration Action only to accrue a Bonus with an unrelated Trait, if one exists. Yes, but you may also use the Quick Exit rules, and in fact this is recommended for Parallel Conflicts. The defender has no drawbacks in case of Quick Exit, while the attacker has the spell effectiveness reduced, with the exact effects depending on the spell. For instance, Disruption does half damage, and Confusion requires using Channelling to keep the target befuddled. Why? The rule is that you must not go below 0 SR, if you do not roll for one round the spell makes no progress against the target, but it does not end. Details about Projection spells will vary from setting to setting. Also, the new quickstart will introduce the concept of "charging" powers, which makes spells more unpredictable. Consider also that arcane magic is meant for earth-shaking magicians. You can easily create Dr. Strange with these rules. If you want to avoid overpowered magicians you better use just cantrips. A magician with a high Concentration and a simple Disruption 4 or Confusion is already very effective.
  16. Red Moon Rising is in the making, we have just finished the bulk of playtesting. The delivery of the kickstarter is delayed, with a probable 3-year delay. [Norberto ninjaed me...] Fulcrum AC is producing Galactic Frontier with another game system for the time being. The announced Rd100 version will happen at some time, but we do not know when. The unannounced project will have some sci-fi elements in it, but I doubt they will fit in your MOO universe. And hey... we have another big fan in Queensland! We will have to rent some warehouse space there if things go on in this way!
  17. It is appropriate to post an update about this year's schedule. It is evident that the International Edition is not being kickstarted anytime soon. We are indeed still progressing with it, and should have the new Quickstart available next week. You might wonder, though, which is the reason for yet another delay when we were so enthusiastic about the new edition and the new Medievalia supplements. The fact that I moved to Belgium again has probably something to do with it, but it is not the only reason. A few weeks after the announcement in this thread, we started negotiations for a licensed setting. It was one of those tasks which you start with a "Not gonna happen, but it would be unforgivable to not give it a try" attitude. And yet it turned out that it was doable, after all. Once the thought of acquiring this license became more and more concrete, we realised that it made sense business-wise to produce this supplement before the new edition. It is a standalone game using a modified Rd100 engine, so it does not require the International Edition to be published in order to incorporate elements from the revised rules. It then turned out that it would be a good plan to : Release the revised Quickstart Crowdfund and release the new "Project Z" Release the International edition (with or without crowdfunding) in this exact order. Which in turn means that the International Edition could be postponed to 2020, as it is now too late to undertake two big projects by the end of the year. We will announce the new timeline as soon as we have green light for the new project.
  18. Lotsa interesting points... Playtest definitely says that 1 xp is ok. There are already exceptions for very broad-use Traits. 5 xp is way too much, it would hinder character evolution a lot. Toughest situation I encountered was 3 PCs vs 30 NPCs, with the PCs holding position in a corridor while the enemies kept coming. Total duration of the battle 1,5 hours - and it was after midnight, and after much beer. Once you have found a way to keep track of SR on the fly (I recommend d20s besides figures, but Pansophy has also created a neat tabletop combat tracker), combat tends to run much faster than other BRP variants. In the published version of the rules you must spend 5 SR to "switch mode". This will be dropped in the next iteration of the rules, with only "engaged/non engaged" considered when determining initial readiness. This will appear in the new quickstart available next week. Exertion points are not a way of limiting magic use as they are in all other versions of BRP. They have this function as a side effect, particularly if you use elemental projection spells and want to limit their effectiveness. In practice, you will see that a magician hardly ever runs out of exertion points because of casting. The issue is for a wounded magician, whereas each power use brings the caster more in the negative. Moreover, exertion points work well only if you use SR. If you drop SR, then you have to drop exertion points, too, or they will turn into pointless bookkeeping with no real effect. Have a look at Rise of the Yokai Koku Buddhism. I suspect it is the right power balance for you. You can be a specialist magician who relies on attack spells, but you will never overshadow a samurai in combat in this way. Enchanting is a mini-game in itself in Rd100. Once you get a grip of the rules (there is a thread here with revised rules for enchanting rituals, and they are in Rise of the Yokai Koku, too), most players who can enchant will do it all the time: foci, familiars, small magic items, etc. The core issue here is that there is no "loss of permanent resources" disincentive to enchanting. It is just a matter of time, and skill necessary to win the Conflict. The drawback is that if you fail the item may have unintended side effects - determined by the GM, who is encouraged to be creative. Much more fun than "You rolled 99 - you wasted your hard-earned POW". Hardcover plus the new Quickstart should give you a ruleset which is rather close to the forthcoming International Edition. Which will appear in 2020 - the reasons for this delay will be announced soon. With the Subdue combat effect. But a fistfight between humans is the typical situation where using Basic Combat is recommended.
  19. On the contrary, they work perfectly and are much simpler than any other implementation of BRP (no math!). Everyone loves them once they get accustomed. They are also built to complement the "you wish to roll high but within your skill range" paradigm which many people find counter-intuitive in other BRP implementations which use both opposed rolls and criticals. Advantage rolls are more frequent at the higher end of the spectrum, so you always want to roll high.
  20. Thank you for answering Lloyd's questions while I was offline, Simon and Olivier. Some clarifications: Clarity of the rules: we are aware of the issues, a rewrite is underway. The new free Quickstarter with focus on Advance Combat and Powers is scheduled to appear on Sep 5th, so please have a little more patience. Traits, Stunts and Slots: the system is designed with maximum flexibility in mind, so that you can easily play as suggested in the core rules or as Soltakss does, and the core assumptions will still work. Slot occupation can change the balance between powers and stunts Powers as Traits: all non-divine powers (cantrips and arcane) use up one slot, as Manipulations traits do. However, you may wish to allow some of these traits to use the same slot, or use your Allegiance instead of Concentration to determine how many slots you have (done in Merrie England). The rules themselves encourage you to change these basic assumptions to better represent the environment you are playing in, particularly for divine magic. A good example of this is in Rise of the Yokai Koku, which deviates from the core divine magic concepts and represents Shinto and Buddhism with completely different rulesets which try to reflect the core tenets of these two religious practices. Fine-tuning magic: yes, the rules allow this. There are some guidelines in the core text, but examples are better. The Sengoku Japan of Rise of the Yokai Koku is a good example where magic is all-pervasive but not overpowered. Motivations: motivations as described in the SRD work well only in the Mecha/Anime genre, for which this ruleset was originally designed. The revised rules and the new quickstarter will contain a simpler approach to using Motivations. Might: do not forget that you use Might in Basic Combat, too, where each point is a straight +1 and not a d2 roll. Moreover, Might of non-kinetic attacks is represented by other dice, not just d2s, so it is better to keep it abstract to keep it coherent with other forms of Might. Sword damage: swords can use the Slash combat effect against an unarmoured foe. A typical sword blow is 1d6x2, or 2-12, more than enough to take you down. Also note that basic toughness in a limb is 4 or 5, so a basic sword slash can easily cause an amputation (it would not be d100 otherwise). In general, the effectiveness of a weapon depends heavily on the combat effects it can use, and not on sheer damage. This is an explicit design choice. Advanced Combat and number of attacks/parries: Rd100 is "tuned" for a level of crunchiness in combat which is on par with Mythras. However, it is "crunchy" in different places, and it is also different from the BGB and RQG, even if it does allow muiltiple defences with a penalty. Multiple attacks are the norm in a round, but everything depends on the result of the first exchange of the round: whoever wins will usually start to "erode" the opponent's SR and keep the loser on the defensive until he loses an exchange or forces the target to miss a parry and take damage. It's a very different combat model, you have to try it to understand how it works. It is also, basically, how Revolution Advanced Combat works .The only difference is that weapons have variable costs for attacks.
  21. We will release more news about future releases as soon as we have a stable plan. Our initial plans for 2019/20 might change because of an event I cannot announce yet. In any case the International Edition will appear before the Companion. The new edition of the quickstart, which highlights some of the changes in the IE, is almost ready for release in English.
  22. Have a look at Revolution D100 (link to the SRD is in the subforum) and the Red Moon Rising package (it is in the download section). It implements something similar, and works seamlessly with Innate powers and feats. In particular, Psionics and Red Moon Rising magic categorise powers in "families" which require knowledge of the basic power to learn the most advanced ones.
  23. 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.
  24. 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
  25. Backed! You are almost there, just another thrust from the main rocket engine...
×
×
  • Create New...