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Raleel

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Everything posted by Raleel

  1. I am not a TDM person, but Loz answered this on another board. his quote from the TDM board: This book came to us ready-made by one of our editors, so the system was already established. But, we also feel it's good for TDM to diversify a little in terms of the systems we support, and Gumshoe's a good fit for the kinds of games we tend to produce. There's likely to be a d100 conversation or version of 'Casting the Runes' in the future.
  2. So, what makes the culture different? how is society structured differently? how does their government differ? Do they have reading and writing? Consider the Native American tribes - I am not sure that I would count a strong difference at this level between the static societies that lived in the forests of the north east vs those in the north west vs those in the south west, even though they clearly have many differences. I would consider them to be quite different than the nomadic planes tribes, despite some similar structures because fundamentally, they move their people and follow the herd, where the others don't really do that at all. i'm not trying to really discourage you from new cultures, but "static living by the river" and "static living by the lake" and "static living by the ocean" are very similar and could be distinguished at the career level. The Coastal is a little more distinct because I would expect it would have Seamanship somewhere in a career that is available to it, where I wouldn't expect the others to have it. I just don't think I have enough context, and my assumptions make them feel very close to each other
  3. Well, I’m not sure I’m reading you right, but it seems like you are suggesting putting non-weapons in a combat style? That doesn’t seem like it would make sense. for other weapons, how about a stone axe and the dart? The latter is used with an atlatl anyways. How about a sling? How about bolas? frankly, some cultures just don’t have that many. This is seen in monster island and mythic Britain where the cultures have extremely limited lists. for your cultures, I might suggest, instead of like 8 different cultures, limit the career list for a couple of cultures. Clearly horse nomads might be different than lakeside folks, but river and lakeside folks are going to look very similar in skill set. The coastal folks might have access to the sailor profession where as the other two probably won’t. an arrow hurled from an atlatl is called a dart use the stats from the book. They should work fine. The adze isn’t a battle axe. It’s going to be a hatched. Your Spears are short Spears, etc. the quality of the wood probably impacts the toughness of your objects, though unless it is quite a lot worse, I wouldn’t alter it much. At most I think I would drop the AP by 1 and maybe a hit point or two, but only if I really really wanted to call out how bad the wood is. I would stick to the stats and just use the prehistoric Milieu weapons in the book. There are very few of them. Dagger, spear, club, etc. use The short bow, which is not the recurve that the mongols used.
  4. I think mostly the issue is that it gives a stacking bonus with all of your primary attack and defense at that point. It is, after all, specialization in a particular weapon. I could easily see some amalgam out of this, where if you take weapon specialization and shield specialization, you have access to a mastery+ line that allows you do to this sort of thing. Like... Sword and Board Mastery - you must be specialized in a sword and the shield to gain this mastery. Mastery in this allows those specialization bonuses to stack, etc. I did up something like this for dual weapon specialization.
  5. You are free to do as you like in your game of course, but it has been asked (by me) and I was told nope Mythras takes the model to not break out shield use too much. It already is very strong in Mythras compared to most other RPGs, there is hardly a need to incentivize it more. truth, the design mechanism boards are probably a better place for this discussion. Several folks on there are far more knowledgeable about shields and how they are used in combat than I, and the author of classic fantasy is on there much more
  6. You should probably check out Luther Arkwright. It already has random power generation, though the scale is a bit less than iron man or Thor. Also science fantasy-esque. Should be quite doable.
  7. I have the pdf version. I like it a bunch. It, combined with after the vampire wars, provides quite the system for doing various power levels of things. WU is quite flavorful. Definitely pairs well with monster island as well, as a place to crash land in your rocket ship carrying your ray gun
  8. i imagine it works just like Agony and Ecstasy. So, like with enhanced strength, your damage bonus gets the str+pow+siz thing in the one gift, but also increases your lift capacity to superhuman levels out of the gate. then, you can increase your lifting with power points
  9. @hkokko will be able to answer most of this.
  10. This part (the /intensity) part increases the range. so a 2 intensity fireball (4 point cost, 3+1) will go 20m and the spell damage table is found on p 124 of Mythras Classic Fantasy. the aforementioned intensity 2 fireball does 1d4 points of damage. If you upped it to intensity 3, it would have a base cost of 5, a range of 30m, and damage (as per the spell damage table) of 1d6
  11. It very much depends on the spell, especially in classic fantasy. The spells in classic fantasy are normally cast at an intensity you decide and pay for (in the cost of the spell) and have effects in the spell. So fireball increases its range (in the spell header) and it’s damage (in the spell text, according to the spell damage table). Haste it increases duration, etc.
  12. The different versions of the core book are the different printings with the errata up until that time. The third printing interactive is the pdf with all the hyperlinks, and probably the one you want. Sadly, it does not respond to speech. Tomb of the md wizard also got some updates, which included the maps. The maps one is the one you want. The modules you ask about are classic fantasy modules, and all of them, and classic fantasy, are a homage to early d&d. Essentially, it’s d&d but on all. Mythras chassis. As you surmised, the other ones are core Mythras, though Gift is a different genre. I occasionally have issues with their Dropbox integration. Sometimes the server is just busy. I didnt get either bundle, largely because I already have it, but can discuss at length
  13. Raleel

    Pulp Offerings?

    One thing I have done a couple times is to allow the use of the Sweep rules for particularly heroic fights against hordes of rabble, and only against them. Another poster on the TDM board suggested a variant of the swarm rules, essentially making all of the rabble a single pool of hit points, and by doing a certain amount of damage you remove a portion of the rabble.
  14. Raleel

    Pulp Offerings?

    It’s some rules for making some slightly tougher heroes. The core Mythras rules are probably closer to Real People. The pulp ones are tougher, better stats, and potentially some extra buffs to luck and such. Think Indiana Jones or James Bond. Probably close to a typical d&d character. It also has rules for Paragon characters, which are a step up from pulp. Doc Savage and Conan grade. The companion is a nice upgrade for the price. Lean, dense in material.
  15. I had not heard of SpoCon. I’m not really into the Con scene as a whole, but have attended a few. I ran fate of the Norns at GenCon a few years back, and tried at RadCon but no one wanted to
  16. Idaho? Where abouts? Depending on your location you are pretty close to me and to another Mythras person. I’m in the tricities of Washington. We have a convention in February called Rad Con. Perhaps I should get off my duff and run some Mythras there
  17. Raleel

    Mythic Mash Up

    Monster island has some portals that bring in things from other worlds that could be appropriated. The Legend supplement The Spider God’s Bride is in a different world, but close enough to the Hyborian age that you can scrub off the serial numbers and never know the difference. I ran a solid game with that.
  18. Raleel

    Mythic Mash Up

    This sounds like Conan Hyborian age is like that, pretty straight up.
  19. Quite usable. By and large not a lot of change, if any. They may feel a little tougher than a regular Mythras thing, or maybe not. I pretty regularly use straight mythras monsters with classic fantasy. Go for it, it’ll be fine. Just be careful with assumptions about magic items or whatever
  20. I would suggest the system put forth in After the Vampire Wars and Worlds United. Essentially, two minor abilities is a point, and 20 skill points is a point. It works quite well for this sort of thing. https://www.tapatalk.com/groups/designmechanism/adapting-shadowrun-to-mythras-using-after-the-vamp-t2342.html?utm_source=share&utm_medium=ios_app has some cybernetics rules that I’ve been working with. Essentially, treat gene modification like they are half-fae from after the vampire wars or traits from Luther Arkwright or Worlds United. People who don’t want that get more skilled (20 points) or get something else like sorcery or folk magic.
  21. I'm going to caveat myself and say that sleight has an active component (it implies you are actively performing it against someone searching), and sleight has a size restriction (no bigger than your hand, and it points out that conceal is used for these bigger objects). So, i would say you use Conceal to hide a larger pistol on your person and leave it there, but for a holdout, it might be possible with the smallest ones, like the one here I think the one below is probably conceal, because it's just a bit big. not a lot of difference there. I would probably abstract it out to a Trait (Palm sized) which would allow it to be hidden with Sleight (probably coupled with a low damage die and/or limited ammo, or other limitations for other objects), otherwise it's Conceal. If I had a game where characters over SIZ 20 were present, I'd probably allow regular pistols to gain Palm-sized.
  22. from Mythras Imperative (and the core book) It ALSO has an example of hiding a scroll in a library. My assumption is that they count if it is unrolled There is an implication that conceal is hide an thing somewhere not on person Sleight covers hiding objects on your person Stealth covers hiding your person.
  23. Conceal is used to disguise troops in Ships and Shield Walls. In my current game, i would use stealth for the players, but require them to use Conceal for their horses. Conceal is for objects larger than the character himself. There is no indication of mobility, and even points to a chariot. I can see your points on the Standard skill and Cover. I think the troop example is a good counter to that, though it itself is sort of the exception. I think a good question is why is sleight a Professional skill and Conceal is not? Learning to camouflage isn't necessarily an everyman's skill. If they are both professional skills, I could see how they might be separate. I can't see merging them since I think palming a coin is a different skill than camouflaging vehicles or troops.
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