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Raleel

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Everything posted by Raleel

  1. well, if you find those, I'd love to hear about them. It's been a bit of a thing with my group. I point to videos of folks shooting bows (not Lars) at reasonable rates and showing "yes, it does take a certain amount of time here", but they've not necessarily bought into it. They really have a Legolas fighting at close range sort of view - and frankly I look at that as some kind of extra long range melee weapon it's also, frankly, not a lot of fun to go "I reload" on your turn.
  2. Odd, I frequently get critiques of quite the opposite - folks whining that RQ6 and Mythras bows are far too difficult to use. Reload times that are in the 5 second range (2AP to reload, 1 to fire), ranges that are realistic (125m for an effective range), etc. A guy sprinting at you from 50m can make 35m in a single 5 second round conservatively - making a single shot possible, but you will have people in your face next round. Said archer is going to be facing a 50% of skill penalty IN ADDITION to range (one step harder) - he's only going to be hitting at 10% of his skill. He's not going to get off a second shot before Mr Sprinter plows through him. Even at 125m, he might be getting off a couple of shots, but they are even going to be HARDER than the 10% ones - functionally impossible. so... I guess I'm not understanding your "more realistically" - seems like they do exactly what you want?
  3. Indeed, it's almost impossible for a human to get a 1d6 damage mod (18 in both STR and SIZ). 1d4 is extremely good, typical of a Conan type of character (arguably around SIZ 15), and 1d2 is probably more normal for a trained warrior. Though I don't think it is quite so far off of his statement. His big hitter looks like he has exceptionally high strength and size.
  4. For perspective gamewise: In Mythras, this is going to be a 2 step penalty for most human sized targets, but it is well within a long arm's Close Range. Not an easy shot (50% of skill) but certainly doable. With Aiming (1 step easier) might help if there are additional penalties, but a simple 2x scope would make that penalty go away. You can get 24x ones on ebay for under $50. Indeed. that seemed to be the gist of the documents I posted above. Don't go in one on one duelist style. take them down with superior force. I think this is well supported in game via the pin down and compel surrender mechanics. It's even stated in the main book (though under Press Advantage) that one might not be susceptible to a special effect due to lack of fear of taking damage. With guns, it seems likely that most things will, and in a modern firefight, I can see how it would be pretty certain. It seems to me (and I'm not really a tactical expert) the solution to this sort of situation is area denial - you take a building, a zone, etc, and you hold it so it can't be entered by evacuating forces. Establish a perimeter around the area and keep moving in. I can imagine how this might be logistically hard, as you are functionally making a very long perimeter and closing in, but otherwise you are ending up with a threat that you can't uproot. I wish you would actually!
  5. I can see a soldier with a couple of skills - Drone Control and Drone Awareness. Drone Control is based on the controller's DEX + the cpu POWer of the control rig. Awareness is based on controller's INT + the cpu POWer. Cpu Power (POW) is rated as a Characteristic. The Maximum control intensity of drones covered is equal to 1/10th of the Drone Control skill. Each drone has a CPU POWer which is governed by a control intensity, rated 1-X, with a POWer rating of 1d6+(Intensity x 6). They also have an artificial INStinct rating of 2d6+Intensity to represent some basic programming and the ability to keep it on task, and a STR (1d6+(1xIntensity)) and DEX (2d6+(4xIntensity)) rating. They don't have lots of hit points (1d6+1xIntensity), just a single hit location, but they have a little bit of armor (1/2 Intensity). Their SIZ is generally in the 1d6 range. Each can carry a small arms weapon or two - the lower intensity ones normally carry only pistols, but military grade (and higher intensity) ones can carry long arms. Normally they hold some extra ammunition, enough for an extra reload or two, but not normally more due to size constraints. Many have fly speeds of 10m, and some have fly speeds of more than 20m. how about that?
  6. I have it, though I have not read it in great detail. It appears to be seven events set to trigger upon particular events, so the time and the ordering might vary based on the group. It is also designed to be an investigation and strings through quite a number of NPCs and locations. It certainly appears fairly freeform. I would guess 2-5 sessions to complete? depends on the group and their desire to roleplay around and session timing.
  7. I don’t know enough about that time period to say. I’m guessing most of the names of people and places would change. I’m guessing the organizational structures would change. If you are willing to accept the place names are not accurate, and then rejigger the people, it should work. It’s a setting book, and unless you have historians of the period at the table, it’ll probably be fine. Guns can be removed. Magic can be removed. Character rules are going to stay the same, though the skill lists might be a little off. Less Turks and Arabs.
  8. Currently #5 on DTRPG. Feel like this one is doing exceptionally well. Frankly, quite well deserved.
  9. Use of the pin down action is probably going to help here, as it’s going to allow your attackers to move more. You are going to need to make some solid cover for this, then once folks are pinned down, surround him so that he can’t get the benefit of the cover. Also, superior numbers, as you need people to be able to flank. Also note, for those swat door breaches, the back guys all have guns and are using the front guy for cover. In some cases, the front guy passive wards with a shield and uses a pistol to clear through the door. Flash bangs are used to stun anything in the room so that the door can be cleared without response. Essentially, move when they can’t respond seems to be the rule here http://www.cqb-team.com/entry_technique.php seems like s useful site in this regard, with lots of drawings of techniques and videos. I’m not even remotely around law enforcement, so I can’t speak to the accuracy, but seems pretty reasonable
  10. I’d probably go with destroying the cover and flanking. But, truth of the matter is that gun fights are kind of stay behind cover and hope you can get in a lucky shot.
  11. oh another thing - defending from behind is Formidable. One could make a good argument for that here, assuming they would be holding them from behind.
  12. I’d probably treat it as a surprise with a free special effect. Also, the defender is going to be at a Hard penalty because of the Grapple, so defense is going to suck.
  13. I feel like this is a compel surrender move. Does no damage, force willpower roll to stop fighting. I imagine that if the situation changes (grapple gets broken), then it would removed the compelling. Acting while still in the grapple probably allows for an automatic damage to the head location.
  14. that... that almost seems intentional by the original designers. thats way too easy.
  15. I look forward to picking it up Friday or Saturday then. I LOVE that sort of thing. Also, my group just ended their 5e game and I’ve volunteered to run. I am armed with a stack of monthly releases now!
  16. @parejf63 do you have access to the Mongoose Lankhmar supplement? Might give you some easy conversion guidance. @Questbird right, I’m familiar with the genre. I ran Spider God’s Bride using Mythras last year and have much of the Lankhmar literature in my hands right now I was more asking because I didn’t think there were non-humans at all. In this context, I tend to think of culture, rather than race, and wanted to make sure I was understanding correctly
  17. Right, the first four there seem much more like cultures rather than races. The last two, though, probably qualify in my mind. Not trying to be pedantic, but when we are talking in rpg terms, race generally equals species. Just wanted to be clear
  18. I am very interested in it. You might pull some ideas from Monster Island - it has sorcery with corruption and consequences. what races are there in Lankhmar outside of human? I think the cult write ups would go a long long ways.
  19. Fortunately, Legend is one of the cheapest unofficial Mythras supplements all of a dollar in pdf on drivethrurpg.
  20. Sure thing. P218 of the Legend book is the start of the heroic abilities section. You pay for them with experience, and spend a magic point to do them. Here are a couple, as an example. Defiant Leap Requirements: STR 15 or higher, Athletics 90% or higher Hero Points: 10 Duration: One extraordinary jump You are able to defy gravity when performing a single vertical or horizontal jump. You may roll your Damage Bonus and add this value in metres to the distance achieved. Deflecting Parry Requirements: DEX 15 or higher, any Close Combat Weapon Style at 90% or higher Hero Points: 10 Duration: One parry You may increase the size of your parrying weapon or shield by two steps for a single parry. This might allow an unarmed defender to ward off a halberd, or the user of a buckler to deflect a mounted lance attack. lookspretty close to what you want. You have to pick and choose through s few of them, because some got encorporated into the core rules.
  21. It has been suggested that one can import Legend's Heroic Abilities with no issue at all, actually.
  22. I’ve not done extremely high play with it, but I can talk a bit about it. If you have a sorcerer with a 130% skill level in his invocation and his shaping skill, and he has an 18 in POW (all of these are pretty high but not completely unobtainable), he could, for example, transmute 9 people to gold at 1800km in a couple of seconds. If you had a mystic (with mysticism) at that same skill level, he’d be able to maintain a couple of skills at 2 steps easier (essentially, it would double his skill) and maintain 2 extra actions as well. He would be going into combat with presumably equivalent of more than 200% in skill and would be dropping his opponent’s skill level by the difference between his skill and 100%. Classic Fantasy models some of this very well, where rank 4 and 5 characters (equivalent to high level d&d characters) are summoning demons and able to fight multiple giants at the same time. I had a rank 2 (equivalent to a level 5 character) one shot an ogre in one game. Luther Arkwright psionics would be looking at inflicting half a dozen or so points of damage to all locations bypassing armor for a single magic point. Enough to kill most humans pretty much at will. Could also be tossing around humans with telekinesis. Luther Arkwright also brings forth a lot of Traits - special abilities- that are the equivalent to Gifts in the main book. Things like adding your Str to your Con and Siz for determining hit points with the skill increases, the important thing here is that once you get over 100, everyone drops by the same amount, so it stays comparable. With damage, the damage scales pretty slow, so one point can mean a lot. Classic Fantasy adds in a few things to emulate the genre - martial characters all get extra actions to attack or defend, some get extra benefits form armor, etc. I can say that the characters in my game felt a lot more powerful than standard Mythras characters.
  23. it would be pretty cool if the author worked with TDM to make it an official Mythras thing. Mythic Pulp or something.
  24. great videos! I'm not sure I agree with 100% of what you said, but I certainly agree with the intent - whips are not super-useful in regular combat. There are some tricks, though, that indicate that it might be a lot better than we are giving it - Adam Winrich here is cutting soda cans all the way in two, though that is under pressure. I think the reach and the fear factor are the big tricks here. if you eliminate the fear, you can easily get inside the reach and then it's not really a useful whip. This strikes me as similar to a pike or other polearm, only that you have a harder time not getting damaged on the approach
  25. check out on that. I think the idea here is that it doesn't stop when it hits, but rather cuts and slides away. Granted, this demonstration is clearly staged and organized sparring, and thus somewhat idealized. However, there is a little bit of regaining rhythm in there. I suspect the space issue would be dealt with by Reach, with a person getting inside making the whip not able to swing around effectively (see Mythras' closing range rules). These two are fighting at the same reach, and it would be a different situation with a dagger and shield user - can he get in fast enough before the urumi comes around and slashes up his back? And yea, 2:1 odds are always bad for the 1. I don't think a whip user is a lot worse off than, say, a spear user who has someone get in on them and bind up their weapon, or a halberd or pike user who has someone get in and make it hard to use against their buddy. No argument on the whip not being an effective damage dealer - you could easily ignore the damage with a little armor. Whip user tries to keep someone at reach, other person just moves in and ignores the shot. Mythras' overextend opponent might make a useful "fear effect" to steal for this situation, with the caveat about armor.
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