Jump to content

Raleel

Member
  • Posts

    410
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Raleel

  1. crossbows, bows. atlatls, bolas, darts, discus, javelins, staff slings, slings. arguably heavy/vehicle weapons and grenades of a variety of types. Largely mechanically propelled (vs chemically propelled or energy projection) and thrown weapons. edit: it seems like if Loreline is called out as a natural archer, this distinction should be made.
  2. Or just very broad weapon groups and piloting groups. then again, I have no experience with it really.
  3. what I am hearing here is that I should use M-Space with Luther Arkwright's culture/career table.
  4. I'll have a better opinion next week!
  5. The yes but lesson took me a bit as well. A lot of reading other RPGs and getting that experience. Prior to this discussion, I would allow for a default roll on professsional skills at half skill, but think I will kick that up to Hard instead.
  6. where were you when I was asking for the grenade information in the thread Clarence posted to just tell me "go to Monster Island... it will solve your problems, as always"? thank you! this is perfect, and pretty close to what I was handwaving anyways.
  7. having never done supers with BRP, why doesn't it?
  8. I don't disagree with the thesis here. I think that there are soektimes assumptions about genre that get incorporated into the core of the system. Once these are there, it starts to make the system less genre flexible, and require more changes for it to work with it. This is not to say that those changes or having to do that is bad or good, but it is a consideration. I think there are other considerations as well. Consider class based games and the notion of a healer. In most (but not all) examples, someone has to play the healer or assumptions in the core system are tossed out. There is little flexibility in the ability to recover damage.
  9. I am pretty sure that Valhalla in Earth 00-00-00 discovered 02-04-06 with the strange island of Mu. Disrupters have yet to invade this Earth, perhaps viewing it as too primitive to bother with. They may be wrong however, as Mu is populated by an ancient and decadent race of reptilian origin with power over a strange force via incantation and ritual. But more to the point, stable dimensional portals appear in multiple places on the Island - portals of jade blocks with alien glyphs that are sometimes struck by lightning and change which dimension they are attached to. This provides Valhalla with an incredibly potent (if one way) strategic advantage against the Disrupters. Only those of the highest security clearances are even aware of the existence of Mu, let alone the portals themselves. A few that have overheard conversations have heard that contact with the Naacal - whoever they are - has yet to be made. Mu itself appears to be populated by primitive natives as well, but who also appear to have some sort of ectoplasmic-psionic power that they believe allows them to interact with their ancestors - undoubtedly formed from mental images. It also has a disproportionate amount of megafauna, and flora that is highly varied. Some of it is quite toxic, and almost sentient. more study is warranted.
  10. Indeed, once I started rethinking some of the elements, it became a really cool book for me to pillage. Thinking LA plus Monster Island would make a fascinating campaign.
  11. Easily found them st my gaming shop. Actually, the largest stack that was there. Not horribly surprised as we are a couple hours away from Seattle, and our folks seem to hang on Pathfinder and other d20 variants. Havent had a chance to read because we decided to go on a hike to Palouse Falls
  12. might do for you. Several episodes.
  13. I imagine the Sha'ir are actually not going to be that bad. Going and fetching spells seems like just taking time and waiting. I was working on later class conversions. Warlock specifically, and some bard features. Fortunately the structure of 5e makes this relatively easy - the powers are pretty isolated system wise.
  14. This makes me think I should get on doing a Mythras series for YouTube demonstrating a variety of aspects of it. Talked about doing it with a couple folks on various boards
  15. So, more on my own view. i think my players liked the class structure. I personally am not a giant fan, but as a GM I don't have to worry about it as much I still have to think about healing a bit, which I think is probably a solvable issue. I've seriously considered busting out all of the class abilities into xp costing things and effectively making it possible to freely and granularly multiclass between classes, and only drive rank with skills. Access to abilities would be driven by rank, but you could be rank 1 in a class and go to rank 2 without getting everything. This would support the healing, as one could have a "class" with a healing ability (spell or otherwise) with 50% in a few skills. I wanted more Monk, to be honest. Nothing wrong with it, but another Path would have been good. I'll probably end up doing some. Still going to be my first character when I get to play. I built a bunch of crazy martial arts weapons to get the feel I was looking for. The characters are very tough. A couple of martial classes get reduced damage, and fighters get abilities that functionally alter the size of their weapons and shields. Most classes get extra action points for defense. Everyone gets extra luck points. Armor is quite a lot cheaper. This makes them able to take some remarkably hard shots. It is also makes some things a touch swingy - block a bigger weapon and knock off half the damage, and you might be able to absorb it with your augmented armor, but miss it and you are losing a torso. The luck helps, but you do have to keep an eye on it with things like Giants. The above swing forced one of my players to reconsider his normal character choices and think about new tactics (a good thing). He likes swashbuckler sorts and relying on evade exacerbates the swing. None or 2d12 for a hill giant, say. He argues that evade is worse because you have to beat their roll (opposed roll) vs a shield were you just have to succeed (differential roll). I argue that his evade applies to spells and shields don't
  16. The above, plus the ability to recycle old content with minimal fuss. I have lots of old d&d content, and most of the conversion work is done at this point. I also found my group enjoyed the higher power level.
  17. I have not run a game like this. i would assume all the animals have +/-3 off human norm for most stats, except for siz and int which I would just keep human norm, or just raise the minimum/lower the maximum depending on animal species. I would mix builds (heavy, lithe) for size appearance, and maybe some strength mods. Many animals are going to have an ability or two. Pick ones that highlight them as major features - bats get flight and echolocation, rabbits get leaped (see Usagi Yojimbo), etc. animals with claws and the like should get those right out of the natural weapons table. I don't know that I'd worry too much about balance. If I did, I'd probably shoot for each ability approximately equal to a stat modification, but, frankly, I think as long as everyone gets an ability, it should work well. Each one a special snowflake. Just don't go overboard (my tiger gets claws and night sight and leaper and blood sense and camouflaged and frenzy and intimidate and +3 to strength and dex, obviously)
  18. I don't see why they couldn't be. The situation where you would cross those streams would have to be invented - perhaps Monster Planet. And lord knows the High Folk would love to know more about space travel. You would probably want to have the full Mythras rules for sorcery and animism, but yea, should totally work. It does give me a sort of Gilligans Island crossed with Star Trek feel. I can almost see our hero fighting off the slow but strong lizard man with an improvised gun made of a local plant, sulfur, and diamonds.
  19. Movement in combat is in many cases left to the discretion of the GM, particularly in the case of the Move action. But regular human walk is 6m and running is triple that, which some modification for Athletics skill. Nothing restricts you from reloading at a walk. Moving at a run or a sprint is a different story. Of course, being mounted eliminates this In my own game, I allow drawing a weapon on the run, but not reloading. My logic for this is that every ammunition firing weapon I can think of requires a solid amount of precision to get the ammunition where it needs to be to be fired. Arrows nicked on strings, sling bullets in pouches, magazines slotted in, and so on. This probably isn't going to be possible at a run. I could see special training (aka a combat style trait) that would allow bypassing this in some cases with specific weapons. I'm somewhat disappointed that they removed the miniatures movement from the back. While classic fantasy does do a fine job of explanation, the context of having them in the back was very handy for situations like this. My group likes miniatures, so we use the miniature rules. We ended up modifying them slightly for our own tastes and ingrained preferences.
  20. Hey, you playing in my group? we had a streak of that
  21. Currently playing in a game without hit locations. I'm missing them greatly. I suspect some of it has to do with hit point escalation (playing in a 5e game) but frankly the lack of an option to take out a limb has me squirming a bit. I'm pretty sure this would go for my group as well
  22. I backed this one for the extra content and for the maps (I have the Conan board game) and so far didn't even know the system used hit locations
  23. Also in on the Kickstarter, though I backed at a relatively low level, largely for the tile set. Still, I'll take the lore as I can get it. I ran ran a Hyborian Age game using RQ6/Mythras. You can read much about what I did with it here https://sites.google.com/site/raleel/campaign-ideas/rq6-hyborian-age still a work in progress.
  24. I think that's what the ones I posted are based on, and why they exist. Someone played burning wheel and wanted the same thing in mythras. a ships and shield walls like supplement with social combat in it would be excellent, actually. Good format for it, in my novice view.
  25. I disagree on a lack of weapons. Logical argument, insinuation, hysterical reactions, all kinds of stuff can manipulate the conversation and win your point. Indeed, I've spent the better part of this weekend marshaling my own social combat weapons for a meeting for the next two days. also, you all might be interested in https://forum.rpg.net/showthread.php?794830-What-is-the-Runequest-Mythras-system-focus/page3 and specifically https://docs.google.com/document/d/1B2ea0q2dqipcW7zc2aQI4gANmq0l5_MUKSNO4FZsMQU/edit in which Loz chimes in.
×
×
  • Create New...