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RosenMcStern

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Posts posted by RosenMcStern

  1. 14 hours ago, RogerDee said:

    When will it be out on drivethru?

    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.

  2. 13 hours ago, RogerDee said:

    If you wanted to add extra bits to it you could adopt Gumshoe's skill improvement system where once you reach (8?) in a skill you can pick a set of special abilities. This would allow you to incorporate arete from BRP Advanced Magic. So for evel x% after 75% you can pick a particular arete ability, e.g. Oliver Queen shooting three arrows at once.

    Actually, this is Revolution D100 slot system, too. For each 10% you have in a skill, you can learn a new "thing".

    • Like 1
  3. 6 hours ago, soltakss said:

    However, at the moment I am using a variation of Revolution D100, which doesn't have Combat Traits, although I am thinking of introducing them.

    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.

  4. On 5/7/2019 at 12:44 AM, Beoferret said:

     I mentioned GURPS, since the way that combat system is set up you could have individual players using random hit locations, targeted shots, or just going with a default location all in the same combat if'n you want to. I was simply wondering if there might be a RQG equivalent. 

    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.

  5. On 4/27/2019 at 12:03 PM, soltakss said:

    The thing about Traits is that you can just add them as and when you want.

    Yes, Library Use/Research would be a good Trait under Knowledge.

    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. 

     

    • Like 1
  6. 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.

  7. 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.

  8. On 3/14/2019 at 2:50 PM, Jakob said:

    Okay, this may be ranting, but I'll still take the opportunity to mention the one thing that truly bugs me about RD100. I first have to say that I never quite read the rules through, even though I love a lot of the concepts, and I'd be very happy about a more accessible version 2.0. But there's one actual, very minor rules thing that I can't wrap my head around: Why do so many creatures must have damage bonuses like +5d2? I know that a lot of people don''t mind or even enjoy rolling buckets of dice, but D100 systems are traditionally relatively free of such things. Furthermore, it's just not that glamorous to roll a lot of d2s ... is there any reason why this isn't converted to, say 16d+4, which has the same range?

    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.

    • Like 3
  9. 46 minutes ago, Roko Joko said:

    There is a very good Glorantha mod for Age of Wonders Shadow Magic called Age of Glorantha (link). 

    Wow! Who was crazy enough to do that huge amount of work on unit design and graphics, plus the original WB&RM map transformed into a Shadow Magic map? That guy must have been nuts. Oh, wait a moment... actually, it was ME.:D

    Apart from this, there is one sad note to this. This was exactly the thing Greg had been waiting for years if not decades. I feel sorrowful thinking he did not get to see this announcement.

    • Like 1
    • Thanks 3
  10. 1 hour ago, pansophy said:

    Actually, I struggle with character creation. The Traits for Powers should be listed in the Skills Section, underneath the skill it is meant to be used. Even if it is just an example, but it would clear things up. Also, the Manipulation stunts should be in there. What about the Weapon Stunts? I would love to see them in there.

    Having them all in one place would speed up finding them during game play and creates less clutter in the Powers and Combat sections.

    Some games have this approach, indeed, listing all skills, feats and powers in the chargen chapter. But I find it a bit cluttering. And it would require a major reorganisation of chapters, which I would rather avoid.

    However, some examples of the stunts and powers you could choose would be useful. Noted.

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