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RosenMcStern

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Posts posted by RosenMcStern

  1. 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.

  2. 54 minutes ago, NickMiddleton said:

    and no IP that belongs to anyone else (no Delta Green, no Forgotten Realms, no Earthdawn etc etc) looks, from the outside entirely feasible. From within Chaosium, one assumes things look somewhat different. 

    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.

    • Like 1
  3. 42 minutes ago, Lloyd Dupont said:

    I dont like the *must duck* I rather say, if you leave cover you are automatically hit.... (before you can do anything!)

    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.

    • Like 3
  4. 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.

    • Like 2
  5. 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.

     

     

  6. Thank you for sharing, Lloyd. Most of these points are relevant and other people could find them useful. Sparse comments:

    On 11/6/2020 at 12:50 PM, Lloyd Dupont said:

    - the magic problem. it's common in all D100 here IMHO... I would, and I feel I might be in the minority here, but I like it better that way so I'll GM that way, need 2 might for +1 with protection and damage boost. And elemental blast will do up to nD6 with a might 1 +(n-1)*3 (or something like that)(i.e. 1: 1D6, 4: 2D6, 7:3D6, ...).
    I will also give a cost to spell: 5 exertion point, that can be reduced by spending levels (that cannot be used for might then!) (i.e lower intensity spell are easier)
    And turn into a fireball might cast 2 might....
    And Paolo once asked, "what about Dragon", well first one need to be good, and also armor doesn't protect much (only toughness) and then maybe get one of those newfangled +2D6 magic wand! :)

    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?

    On 11/6/2020 at 12:50 PM, Lloyd Dupont said:

    - the magic problem. it's common in all D100 here IMHO... I would, and I feel I might be in the minority here, but I like it better that way so I'll GM that way, need 2 might for +1 with protection and damage boost. And elemental blast will do up to nD6 with a might 1 +(n-1)*3 (or something like that)(i.e. 1: 1D6, 4: 2D6, 7:3D6, ...).
    I will also give a cost to spell: 5 exertion point, that can be reduced by spending levels (that cannot be used for might then!) (i.e lower intensity spell are easier)
    And turn into a fireball might cast 2 might....
    And Paolo once asked, "what about Dragon", well first one need to be good, and also armor doesn't protect much (only toughness) and then maybe get one of those newfangled +2D6 magic wand! :)

     

     

    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.

    On 11/6/2020 at 12:50 PM, Lloyd Dupont said:

    - save for spell / overcome: I might have done it wrong but the mental conflict in parallel.. gaaaah... I would just use good old BRP resistance roll willpower vs willpower. and give them both a bonus to their pow, defender: willpower/10% and attacker: spell/10%

    I am working on a simpler solution.

    On 11/6/2020 at 12:50 PM, Lloyd Dupont said:

    - magic and kilometres range.. make it an optional rule, which I won't use...

     

    It already is, as it only applies to rituals, which not everyone can use.

    On 11/6/2020 at 12:50 PM, Lloyd Dupont said:

    - would create a skill per "magic school" (some arbitrary grouping of some spell) (and for the scifi setting a science skill per science branch, where each tech is a speciality, I have like 100+ of them...). so for magic, more skill let the player learn more spells but not be good at all of them

    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.

    Quote

    -- oh yeah, most controversial, I might go only 1 attack per round, like BRP! (multiple attack might requires a stunt for each additional attack, i.e. better training)

    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.

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    and if a single strike does toughness x2 roll the location and see what's going on.

    Which is exactly what the rules already say when you play without hit locations.

     

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    And also any damage below toughness will go as exertion point penalty.. it doesn't kill you, fine, but at least it will wear you down...

    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?

     

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    - one pitfall I had... one need to carefully study the armor, spell, weapon damage, toughness combination... it can easily go out of hand towards invulnerable or over squishy... (I had this problem :( )

    Exactly. What you wrote makes sense,  but you might end up breaking more things than you fixed. 

     

     

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  7. 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?

     

     

  8. 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.

  9. 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.

    • Like 2
  10. 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.

     

    • Like 1
  11. 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.

     

  12. 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. 

  13. 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".

  14. 9 hours ago, Archivist said:

    Also a more detailed document w/ examples on how to use other BRP's stuff in Revolution D100.

    For example, if I want to use Advanced Sorcery or Enlightened magic, what's a quick and dirty way to do that? I'd want to take advantage of Revolution's special widgets like traits.

    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.

  15. 6 hours ago, 1d8+DB said:

    And now that I possess Da Vinci's genius I  can figure what the deal is with my microphone pickup.

    LOL!
     

    As for keeping the rules accessible, this point is always on our radar. You could in fact download the manual from fantasy grounds during play, but since that version is not up to date I preferred not to tell you; 

    Other points I wanted to address but had no time to finish before GenCon were:

    • Automatic calculation of action cost in terms of Readiness points; it can be frustrating when the GM does everything for you;
    • a version of the online manual limited to the rules being in the Conspiracy Theory, much shorter and easier to read;
    • an  automatic or semi automatic list of all available combat effects, according to youe latest combat result
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