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Raleel

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Everything posted by Raleel

  1. Raleel

    Spear?

    yes, but you don't a priori know which pieces are being hit. Thus, figure out all of them before, or figure out the ones being hit on the fly. the primary difference here is that you don't have to figure out how much the piercing is on each hit, just how much got through. this is no different than figuring it out for the armor, just that there are normally 1-2 weapons on a person, not 7 locations. Now, to be fair, it is unlikely someone is going to have more than 3 types of armor on them, but it's pretty easy to see a chain shirt (chest, abdomen), padded arms and legs, and a pot helmet. ultimately, this is all that really matters, and I can't really tell you what is easier for you. I do think that I answered your core concern with I think it is the same, or close to it. It just means you are saying every weapon has the same AP (calculate based on the armor) rather than every armor has the same defense against AP (calculate based on the weapon). I don't think it makes much sense for plate to be more affected by armor piercing than leather armor, but shrug not my game.
  2. Raleel

    Spear?

    i think I'd rather subtract it off the weapon, as I don't want to figure out the AP armor for every location on a creature or armored being, every single hit. you've added (on humans) another 7 armor numbers. Multiply that by your number of combatants and sides 4 to a side * 2 sides * 7 location per person per side = 56 new values, 28 of which are not in player control, and thus likely to have to be generated new every fight. you have ~14% chance of rolling the same location and not having to go look up a new number and not having to check. vs 4 to a side * 2 sides * 1.5 weapons per person per side (shields count, even balance of two handers and one handers) = 12 values, 6 of which are new every fight. You never have to figure out a new number outside of weapon changes/disarms. If you are working in complete suits of armor, your way works, because you multiply by 1. Otherwise, it is actually more numbers. I don't think mathematically, once you have hit and figured out the actual AP and damage, it will impact the results overly. This is similar to the full auto problem in Mythras. Rolling for every single bullet for location and damage is painful when you have so many shots. This, while it is less rolling, is still a check the location every time.
  3. Raleel

    Spear?

    Well, does it ignore half of all the armor it goes through? Natural, magical, worn? What makes it simpler than just a fixed amount, or half of the damage rolled? In this case, the former is simpler because it doesn’t change from armor to armor, and the latter is more realistic in that it varies with blow effectiveness. also, note, most swords can’t sunder. Only ones used in two hands. I went back and read the whole thread for context. I’d still recommend playing it a bit with the defaults before you run to the house rule. Even as a prolific house ruler. The other thing I’d recommend is being careful with armor. It is very easy to over armor in mythras. Use pieces that make sense for a setting - most don’t have full suits or head to toe heavy armor. They have a breastplate and a helmet or a mail coat that doesn’t get the full legs. Some of the best fights I’ve run in mythras had relatively light weapons and armor. my eyeball of it is shoot for maximum readily available armor with AP somewhere around half of the readily available damage. So, if the setting has a fair bit of short swords, linothorax is the armor that is common. Spears? Kick it up a notch to scaled. It keeps the fights dramatic and a cautionary tale.
  4. I believe they are rereleasing it under ORC with some updates. I don’t think it’s out yet however.
  5. Only one that I think is actually published that could be is pathfinder 2e and I’m not sure it is. CFI was fast out of the gate. on that note, https://r.tapatalk.com/shareLink/topic?share_fid=1921587&share_tid=4004&url=https%3A%2F%2Fwww.tapatalk.com%2Fgroups%2Fdesignmechanism%2Fviewtopic.php%3Ft%3D4004&share_type=t&link_source=app is an errata thread to assist!
  6. This is a world building question. An elemental is pulled into this world by a magic wielding of some kind. it is, fundamentally a spirit, made of the stuff of the spirit - magic. the fire is giving it structure and definition in this world, but the glue is really spirit. Why wouldn't magic rip at that?
  7. I’ll point out, most of the time, decapitation works just as good as blind opponent to make them not see 😉
  8. they are highly compatible, as in both d100 roll under systems. Mythras is derived from BRP/Runequest, and was actually Runequest 6. A few skill changes, a few nuances like base skill percentages vs basing them off of stats, specials and criticals being slightly different. Mythras has Special Effects.
  9. Start at dc 10. Unmodified that’s a 50% chance of success. DC5 is a 75% of success. DC20 is 5% unmodified. use those as your skill baseline. DC 25 requires them to have some way to get them over the hump. I normally do it by having them subtract their skill over 100 from the opposition
  10. Yea, I agree. Straight conversion is a little tough. It also loses strengths from the other system. Adapting to the structures present in the target system is normally better. here’s an example - https://2e.aonprd.com/Heritages.aspx?ID=20 adds 4 additional hit points at the start. How does that convert to BRP? I’d probably do 1 hp per location. The falling should be fine. the follow on https://2e.aonprd.com/Feats.aspx?ID=999 gives trained proficiency in acrobatics. I suppose that means you have it as a skill, but it’s not going to be anywhere near as good as the PF2e version. Do you add a bonus? What about the second part? What does tumbling through a foes space mean in BRP? so… it’s an effort. A large one.
  11. Classic fantasy (now in Mythras) is a good start. That’s d&d but close. the work I’ve done on it, largely in Mythras but clearly portable, has revolved around making a cult (essentially a set of powers) for each ancestry, class, archetype, and for many of the feats. I restricted it to 5 levels, but that covered all of level 1-20. I avoided +5% bonuses as a personal preference. I eyeballed pathfinder levels as combat/casting skill at 50% and add 5% per level for comparison. it’s not a small tasks.
  12. You’d want to determine a die scale. You have relatively few die sizes for that scale. maybe humans start at a d4? I’m imagining breaking this with a growth and speed guy
  13. That is correct. You Combine with Enchant and that makes it permanent. I think there might be an extra one for using combine but regardless, it’s still one per shaping component locked up. Monster island offers a gift to use someone else’s magic points as well.
  14. geomantic nodes are mentioned in Monster Island and do exactly this, though are not portable. Additionally, there is such a stone in Sorandib, but I don't remember if it generates its own. it is also not portable. A similar concept exists in Theism with the devotional pool, though you fill it with your own or points from veneration. The concept of such a thing is probably moved into the Magic chapter and a combination of recovering rate (p117) and an item. You can find a concept like this in Monster Island, under Orchestrated casting, p129. I feel like there is another version of this in the Legend Blood Magic book, but may be mistaken. There is a version of this for Folk magic you may be able to appropriate in Sorandib, under Work Songs. Mythras solves this problem with a Gift to enhance magics beyond their normal limits. Several examples exist in Monster Island, like Aggrandise, which allows an illusion to have a diameter of 100m per point of intensity and makes it permanent as well. It is also single use, and you must spend XP to be able to cast it again. A similar one for flying could be made easily enough. In Mythras at least, I do this with giving them folk magic and perhaps a single sorcery spell or two. Several examples are found at https://d100-workshop.blogspot.com/search/label/sorcery One thing we've found to help control the power of sorcerers is the inclusion of Intensity as a shaping component. Thus, you have to pay for power for the spell. It has a much stronger impact than expected effect I hope these structures help you, even if you are not using Sorcery.
  15. indeed it can. of course that scaling can be altered ya, sounds like OP needs to wrestle the thoughts to the ground and decide some things. too many options, not enough cutting and pinning down. maybe not enough cosmology behind it guiding.
  16. It is somewhat similar in Mythras, depending on the spell. Concentration spells require the target to be within the Range of the effects are active during concentration. Otherwise it has no impact once the spell is cast. the extended duration table gives similarly long results, extending to years at 10 points of shaping, decades at 11, and so on. tharnhabing been said, I would be a bit astonished if it worked out of the box for the OP.
  17. This is incorrect for some shaping components. Distance is not linear - 1x pow in meters, then 5x, then 10x, then 50, then 100, and increases from there. Range 9 is 10000x the base range of touch. duration is also not linear if you use the extended duration table (which is optional but right there in core). Duration 9 on that table is about 2.5 million times the base duration after the vampire wars uses an alternative sympathetic range table that is based on familiarity with the target. Otherwise core sorcery. Lyonesse has several that skip points, requiring more than one point to get to the next effect. It also has area which doesn’t scale linearly. the short of it, it’s built to be altered, and by no means has to scale linearly. It’s a framework for scaling 🙂
  18. this indicates a pretty steep acceleration as you go up in rank. how about an ever increasing amount of experience to learn it? dropping 20-30 xp on A spell is pretty serious. this is easily tunable. I think you just have to pick what you want, and frankly, you can deal with that later. a simple penalty here works well, or increasing cost. no mage wears metal armor because it costs (for example) an extra magic point PER armor penalty point, or something. i think maybe think less about the specific mechanics and think about what you actually want. what does the spell look like. what power level are you going for. write it down, not just in your head. I think the major issue is you don't have a clear idea of what you want. Myself, I would use Mythras sorcery, and I would modify it. For example, I've been working on a Shadowrun-like sorcery. I dumped almost all of the Shaping Components save for one or two, then added new ones, and added parameters to the spells. Using ritual magic time for higher end spells, but that allows them great ranges and areas and impacts. Of course, you don't have to use Mythras Sorcery, but the concept is the same - modify as you need Altering the individual spells is also a good way to go. I recently posted a sorcery school on my blog with some fair amount of alteration of the spells themselves. I have a couple more that are altered heavily, including one that uses several versions of wrack almost exclusively.
  19. whichever way is easiest for you. I was just going to put it in the discord 🙂
  20. And by along side you mean “a little later” or “at the same time”?
  21. as they say, they have suggestions, which essentially amounts to wholesale replacing a northern colony with Meeros. I ran it this way, and it worked well. Frankly, I think it's a great, maybe the best, way to get into Mythras if you want something a little less medieval and still higher magic.
  22. Mythras' Thennla, with Shores of Korantia, is a pretty fully fleshed out version of that. what does lighter mean here? Like a pulp version?
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