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RosenMcStern

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Everything posted by RosenMcStern

  1. BRP covers historical play, too. Real armour should be present in all its forms. Fantasy armour should be an addition, not a replacement for real amouur. The limited weight/cost, 5-point protection niche in real world was taken by mail shirts that provided partial cover but good protection from slashes. Their stats are probably similar to that of the non-historical ringmail. I was referring exactly to this. It's not that hard to simulate: you don't allow mail without padding, as it happens in 90% of RPGs with a minimum of historical verisimilitude. There is no need to punish players for choosing options that do not make sense: just remove the unrealistic options and you are fine.
  2. Ring mail did not exist, this is the point. It is ring that should be made redundant and replace with th eubiquitous chain skirt. And the values for mail must always include the padding. You cannot wear chain without padding. It would do more damage than it blocks. Realistic value is 5 INCLUDING the quilt. I really cannot undestand why Steve Perrin, who has some experience with armour, chose this unrealistic value for chain.
  3. Gambeson 5 and chain 6 is lightyears away from reality. Chain was ALWAYS worn on a gambeson/silk/linen, so having it increase protection by 20% only makes no sense, for the weight it adds. Gambeson/aketton is the equivalent of what we used to call "leather armour" (which probably did not exist in real history. it should be Chain should be around 4-5, and was standard issue for medieval professional militia or ancient soldiers, often worn only on the torso. Between this and the full protection of the gothic plate there should be 4 steps at least, with room for scale, lamellar and brigandine, all of which have different characteristics and protection values.
  4. We are behind schedule with this because of various health issues, but all these things are in the pipeline.
  5. As soon as I have the English edition in my hands I will check with Rolecat.
  6. True. But, assuming that Chaosium can prove that they were unaware the licensee was in infringement of someone else's IP, one thing is having an infringement with your "open gaming" logo slapped on it, and one thing is having it appear in a section of your marketplace on DTRPG. In one case you can easily argue that you cannot [pre-empitively] police everything people publish with their open licenses, in the other case it is less credible to say "we were not supposed to verify the legality of the contents we hosted". At the very least, it would be immensely embarrassing.
  7. This, I suspect, is the core point. Given the broad spectrum of the genres and settings potentially involved, it would require very close monitoring of what fans produce (costly), or accepting the risk of someone infringing someone else's copyright on a Chaosium owned marketplace (risky). Neither option seems counterbalanced by foreseeable returns, in terms of sales.
  8. Pre-order is now available: Dynamic D100 pre-order (English edition only) Expected shipping date early February (barring virus-related events).
  9. The real thing... https://www.facebook.com/DynamicD100/videos/397149351521754
  10. The effect is psychological, Lloyd (hence the POW). Suppressive fire scares you, it does not paint a target on your chest. Think of it as a failed SAN roll: it does not make the Mythos more likely to hit you, it just freezes you in place, unable to throw your dynamite stick.
  11. Revolution handles it super easy... The concept about suppressive fire is that it forces you to stay down rather than killing you. It is NOT necessarily an area fire, although it can be. In short, its goal is to prevent the target from firing at all while someone else closes in. In a game with action points (Mythras or RD100) it should burn out the target actions. In standard BRP it is not so easy to emulate it. Perhaps a cumulative penalty to the target to hit chance per successful attack. Or a Damage vs POW resistance roll to make attacks impossible.
  12. For what reason? The core Mythras book is already perfect for fantasy. True, it leans a little bit towards S&S and historical fantasy rather than high fantasy, but this is a feature rather than a bug.
  13. 1. for creating tension. With 2 it could easily break it in one round.
  14. All clear. But in this case, why not drop the spells that you find more problematic, such as Teleport and elemental bolts, rather than trying to nerf the entire system in a way that may (or may not) work, and requires continuous rebalancing of options? RuneQuest does not have all these "flashy" spells and is still a fun game to play, with no risk that a specialised magician may outclass a warrior.
  15. Thank you for sharing, Lloyd. Most of these points are relevant and other people could find them useful. Sparse comments: I still do not see the problem. A magician can do more damage than anyone else in a fantasy environment (not in Urban Fantasy), and more than once per round. So what? He willl overkill goblin#1 while goblin#2 impales him with a spear. My question: how do all these changes make the game more exciting? And how does having the wizard be "as intimidating as Gandalf" make the game less exciting? Careful here: these considerations apply to elemental bolts, not to damage enhancement and protection. Without Bladesharp 7 or 8, you can forget taking down big monsters. For each nerfing you apply, you will find something that becomes impossible and requires counter-nerfing. I am working on a simpler solution. It already is, as it only applies to rituals, which not everyone can use. You can already do it, and in fact the new edition will greatly emphasize the importance of the Magic School Trait, which will come with several stunts for free. This would most certainly break the system, unless you apply so many counterbalances that you would basically be rewriting the BGB. The game is built on the assumption that the first 1-2 attacks in a round "lower the defenses" in preparation of the finishing blow. If you take this away, the problem ofunbeatable parries at high level kicks back in. Which is exactly what the rules already say when you play without hit locations. I really do not recommend it for two reasons: it would force heavy bookkkeping; RD100 does not force you to track fatigue until an injury happens or you spellcast; in this way, instead... the rule is already this if you are wounded and get hit on the same location; in thisway you would take away one weakness from wounded opponents: why? Exactly. What you wrote makes sense, but you might end up breaking more things than you fixed.
  16. Hello all. Sorry for taking so long to reply but as Zit said I had some issues, luckily in regression. Thanks Olivier for your preliminary answer. The rules for Dynamic D100 come from the old BRP Mecha genre book, which in fact contained two different rulesets, one for real robots and one for super robots. The two could be combined/contaminated somehow, but were mostly incompatible. This means that a direct adaptation of DD100 to Gundam or Robotech would result in a poor representation of real robots. A different ruleset is required, one that does not "take away" some important elements of the core RD100 combat rules that we have ditched for DD100, such as aim, burst fire, cover, suppression fire and long range and guided missiles. Other rules such as battlecries and elemental damage should be dropped instead. You can probably do the job by yourself, but you will find that not more than 15% of what is in DD100 will be of use. You will find more relevant info in the core rules if you want to play in the Universal Century. Mazinger and Gundam are more different than one could think. Will we ever do the conversion ourselves? Hard to predict. Our current strategy is more about specific settings than broad genre books, and acquiring the rights for a real robot series would be difficult. But who knows?
  17. Thanks for the kind words. But I doubt Archivist needs my support to understand the subtleties of Revolution D100. I do not know Maelstrom Domesday but the description sounds nice. It seems it has a list of 30something abilities and 30something career/backgrounds, so not terribly small in terms of variations.
  18. I think Lloyd is trying to emulate Master of Orion here, Simon. And in MOO (which is an acronym, not a bovine comment) weapon damage does scale with technology. Therefore, you will need advanced armour to counter advanced weaponry, otherwise fully armoured soldiers will be vaporised by the hi-tech equivalent of a Derringer. Incidentally, this is what happens when you fight the Antarans in MOO 2: your battleships are obliterated by a couple of light corvettes, until you conquer Orion and discover some decent military technology.
  19. All is well, the cover artwork is approved and we are close to getting some previews.
  20. Yes, it is still a thing, but our partners in charge of the translation are going forward more slowly than expected. Not to mention that *we* are going forward more slowly than expected. Ahem. Between Autumn 2020 and Spring 2021 the International Edition will be out as a SRD. At that point we will give an estimate of when to expect the Spanish edition. And of course, Dynamic D100 will probably be out in Spanish before the general rules. I already have a lot of people who absoutely *need* to play Mazinger with D100.
  21. Hey Lena, you seem rather interested in the game. Are you Alexandre Astier in disguise, by chance? I have already communicated to the KS backers that we will begin the rollout of Red Moon Rising in digital format (including Fantasy Grounds) this Autumn, and finish it in early 2021 if everything goes well. Availability to the general public and in paper format will follow, in early or mid 2021. I see that you have already found the FG ruleset. I will upload a more advanced version next Sunday, so stay tuned.
  22. Unfortunately no. These are real playing cards, not cardboard cut&play, so there are no "card sheets" available in PDF. And unfortunately again, we have finished the stock we ordered from DTRPG years ago. I am not so keen on restocking physical products now that we are some six months away from a revised edition. I see that there is renewed interest in the game, and I thank everyone for trying Revolution D100 at the table (or at the virtual table, during this pandemic). We ask everyone to be little patient until the new SRD is ready, at least. Then we will start rebuilding stock of the game line.
  23. Hi Triste. The French version is still a thing, particularly now that Alexandre Astier has revealed he is a fan. Unfortunately the text we have already in French is not complete, and the text that will form the basis for the French version is still being worked on. I have just sent the latest verson of Chapter Six to Zit for review, and in the meantime we realized there is still one section missing. You can expect a complete French translation not earlier than Spring 2021. However, there *is * some French text we could share with you which is rather consolidated. It is a little bit concise on survival, which is a main staple of a post-apoc game, but it does include rules for hi-tech, too, so you might find it useful. PM me or Zit and you might receive a "small gift".
  24. This would be nice, but it would require a degree of cross-publisher cooperation that I doubt is possible. Such conversion guidelines are better left to fan-compiled tutorials.
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