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Posts posted by threedeesix
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On 3/21/2021 at 7:12 PM, lawrence.whitaker said:
It probably bears repeating that most iterations of BRP stress that you only need to roll in dramatic or tense circumstances. Normal, standard, typical, everyday exercise of a skill is an automatic success: no roll needed, because the circumstances are favourable, no pressures, time constraints, threats or deadlines. It's only when such things come into play does the skill value take on dramatic meaning, and those who aren't quite as skilled as others start to feel the pressure.
Practical example: Lewis Hamilton = Drive 115%. Joe Everyman Drive 50%. Both characters drive the shops to buy a carton of milk. No need to roll Drive skill. Suddenly, both find themselves in a road chase as Bad Guys strive to get them. Now the Drive roll is important, and Lewis, with his Formula 1 expertise is going to come out of this potentially far better than Joe Everyman. But for simple, work-a-day tasks, the 115/50 difference between the two means nothing. It should only be when circumstances demand the dice be rolled should one start considering what your score in the skill means. And a good GM will apply modifiers to make the skill roll easier or harder, depending on those circumstances.
You beat me to it Lawrence. I was going to mention "who would ever get on a plane if the pilot with a 90% pilot skill had a 10% chance of crashing every time he took off or landed."
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Hey Conrad, PM me your email address
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Ok, so I posted a list of all the spells I have been working on because people wanted to see it.
Now my thread has turned into why you don't like a particular game mechanic. I'm not saying it isn't a valid opinion, just that it has nothing to do with my list of spells. Your problem is really with the way D&D set up is spell hierarchy, not with what spells I'm including in my own product. After all, I already established the way it works in the core book which has been out a few years now. And D&D established it a wee bit longer ago than that. I think it's too late for me to change it now, even if I wanted to.
Wouldn't this be a great topic for another thread? I have no problem with "why did you included this or that spell", or "where is power word tickle". Arguing about game mechanics in a thread about a list of spells wasn't really the intent of the post.
Rod
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On 12/17/2020 at 6:34 PM, ReluctantGM said:
I also volunteer as tribu - err ... playtester! I'm deep in the process of converting my 5E game to CF and would love to take a peek under the hood, as it were.
I'll keep you in mind.
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On 12/17/2020 at 6:26 PM, ReluctantGM said:
Is there a projected release date for this?
Yes, a few months ago. 😉
Sorry, still plugging away. I can say, I'm closer today then yesterday.
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On 12/25/2020 at 7:49 AM, RogerDee said:
I never saw the need to have magic separated into arcane, divine etc, DnD doesn't. The spells are identical, just the source is different. It would be easier to assign a level to the type of deity, then make the intensity / magnitude be based on 10% (could be more) on Pact skill.
D&D has always had mage spells and cleric spells (arcane and divine). From 3rd edition on, the spells have been grouped together, but there are still spells only a mage can cast and spells only a cleric can cast. And in 1st and 2nd edition, all spells were separated. Not only that, a cleric version of one spell could have completely different ranges, durations, and so on, then the same mage spell.
Just not sure of your point.
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"Are the 100 new spells also unique from the level 4-5 spells in the Expert supplement?"
In regards to the above question, here is a list of all of the spells being added to the upcoming Classic Fantasy Unearthed Companion. There are actually quite a few more spells than the 100 I may have mentioned. Closer to 200 actually. I guess I was on a roll when I wrote them.
Some of the spells published in the Expert Set have been moved around in the Rank structure. Now typically available at a lower Rank then before. This was done to maintain overall power level consistency.
Disclaimer: There is always the chance that some spells may be removed for space limitations, however, any that are will be made available in some format at a later date.
Arcane Rank 1
Acid Arrow
Alarm
Armour
Bind
Chill Touch
Dancing Lights
Detect Illusion
Detect Undead
Enlarge (Reversible)
Grease
Jump
Leonard's False Trap
Magic Aura
Message
Protection from Cantrips
Shield (Revised)
Spider Climb
Unseen Servant
Arcane Rank 2
Alter Self
Enfeeblement
ESP
Forget
Flame Arrow
Gust of Wind
Hold Undead
Flame Arrow
Infravision
Leonard's Tiny Magic Hut
Minute Meteors
Protection from Mundane Missiles
Pyrotechnics
Scare
Spectral Hand
Stinking Cloud
Vampiric Touch
Arcane Rank 3
Big Interposing Hand
Cloud Kill
Cone of Cold
Conjure Elemental
Demi-Shadow Monsters
Distance Distortion
Hold Any
Leonard's Secure Cottage
Passwall
Shadow Door
Shadow Magic
Solid Fog
Summon Shadow
Teleport
Wall of Force
Word of Power - Stun
Arcane Rank 4
Anti-Magic Shell
Big Grasping Hand
Control Undead
Control Weather
Death Spell
Demi-Shadow Magic
Disintegrate
Duo-Dimension
Enchant Item
Fire Ball (Delayed Blast)
Flesh to Stone (Reversible)
Invisible Stalker
Limited Wish
Monster Summoning, Greater
Permanent Illusion
Phase Door
Programmed Illusion
Project Image
Prismatic Spray
Prismatic Wall
Reincarnation, Arcane
Shadow Walk
Sphere of Invulnerability
Teleport without Error
True Seeing
Word of Power - Blind
Arcane Rank 5
Antipathy/Sympathy
Astral Spell
Big Clenching Fist
Disjunction
Energy Drain
Gate
Irresistible Dance
Mass Charm
Maze
Meteor Shower
Monster Summoning, Ultimate
Permanency
Prismatic Sphere
Symbol
Trap the Soul
Wish
Word of Power - Kill
Time Stop
Divine Rank 1
Combine
Detect Poison
Dust Devil
Flame Blade
Invisibility to Undead
Magical Stone
Messenger
Sanctuary
Divine Rank 2
Aid
Call Lightning
Flame Walk
Glyph of Warding
Obscurement
Pyrotechnics
Remove Paralysis
Water Walk
Divine Rank 3
Aerial Servant
Air Walk
Animal Growth (Reversible)
Animal Summoning II
Anti-Plant Shell
Commune
Commune with Nature
Control Temperature
Control Winds
Dispel Evil (Reversible)
Flame Shield
Free Action
Insect Plague
Pass Plant
Plane Shift
Produce Fire (Reversible)
Quest
Raise Dead (Reversible)
Repel Insects
Rock to Mud
True Seeing
Wall of Fire
Divine Rank 4
Animal Summoning III
Animate Object
Anti-Animal Shell
Blade Barrier
Conjure Animals
Conjure Fire Elemental (Reversible)
Find the Path
Forbiddance
Heal (Reversible)
Heroes Feast
Live Oak
Part Water
Speak with Monsters
Stone Tell
Transport Via Plants
Turn Wood
Wall of Thorns
Water to Dust (Reversible)
Weather Summoning
Word of Recall
Divine Rank 5
Animate Rock
Astral Spell
Changestaff
Confusion
Conjure Earth Elemental (Reversible)
Control Weather
Creeping Doom
Earthquake
Exaction
Finger of Death
Fire Storm (Reversible)
Gate
Holy Word (Reversible)
Metal to Wood
Regenerate (Reversible)
Reincarnation, Divine (Reversible)
Restoration (Reversible)
Resurrection (Reversible)
Succor
Sun Ray
Symbol
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On 8/29/2020 at 9:09 AM, Nozbat said:
Rod
I’m very late on this but are you still looking for play testers? I’d be happy to help in any way that would be useful
I'll keep you in mind when and if I require more testers. Thanks for your support.
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On 9/14/2020 at 6:05 AM, dracopticon said:
Just to make sure I understood you Rod, and excuse me for absolutely necroing your reply here but again, concerning my MUCH earlier question on whether you were going to include other characteristic rolling variations (as I said, like Unearthed Arcana's "Method V" ability rolling method) - you're not going to include it? It IS rather easy to just copy and paste the already existing method in UA, "just" substituting Wisdom for Power and Comliness for Size. But It would've been nice to see it there, so had to ask again!
There are no plans at this time. But we'll see what space is left when I finish. I have a feeling I will be cutting things to get within the allotted page count as it is.
Rod
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I'll keep you in mind Todd. Glad your enjoying it.
Rod
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I'll be there as well, so if there are any questions regarding the future of Classic Fantasy, I may be able to provide some answers.
Rod
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No worries. There are currently no plans for new methods of Character creation.
Rod
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If there are any Spanish fans here, Mythras Classic Fantasy is currently crowdfunding at https://www.verkami.com/projects/26008- ... ra-mythras
As of this message, there are 8 days remaining and has reached funding, so everything else is stretch goals. The book is integrating the complete Expert Set. So all the Classic Fantasy goodness under one set of covers.
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I'm glad I saw this post Newt. I just backed your kickstarter. Looks fun and I'm glad to see it doing well.
Rod
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I'm backing this myself and would love to use it for Classic Fantasy.
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It really depends on what the spell did in AD&D as to what gets boosted in Classic Fantasy. For the most part, anything that had effects that increased per level, are instead increased per Intensity in Classic Fantasy. So, some spells might only see their damage get an increase, while others, like Illusionary terrain for example, see their Area of Effect, Range, and Duration all increase.
What I did different from the first edition of Classic Fantasy however is that where in the first each effect had to be increased separately, in the new version increasing Intensity increases all variables that are dependent on it. So it is no longer necessary to increase each individually.
Rod
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Hello Classic Fantasy gamers.
I'm looking for a few additional playtesters for Classic Fantasy. Particularly for the upcoming Unearthed Companion (new classes, spells, miniatures combat options, and variant spell casting system), but also input on the World of Greymoor (new deities, realm spells, additions to Ships and Shield Walls, etc.)
I need people with an existing group that are currently playing so these options can be tested in play. However, if you are experienced with Mythras AND with Dungeons and Dragons, let me know, I may be able to use you on a fact-checking level.
Drop me a PM with your experience and I'll look it over and get back to you within a day or so. Apply now, space is limited.
Rod- 6
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Camouflaging oneself with foliage, mud. etc. to gain a bonus to Stealth rolls in the wilderness. Think Arnie in Predator. or any number of military movies or real-life events.
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Is this Mythic Babylon 5? OMG This is Awesome!!! Mythic Babylon 5. I can't believe it. OMG. My favorite Scifi comes to my favorite game!!! OMG... OMG. 😉
Rod
OMG
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With regards to Lightning Bolt, the text reads that all targets within the 10' path take the damage (which is based on that found in the Spell Damage Table) to 1d6 Body Locations if I remember right.
Also, in the upcoming Companion, I have several new rules for Luck Points. One states that a spell caster (semi or otherwise) may spend a Luck Point to regain all spent personal Magic Points. Not Magic Points from items. This may only be performed once per day for each Rank attained beyond 1 and requires at least a few minutes of rest, so cant be used during combat. Because characters gain an additional Luck Point for each Rank attained beyond the first, this helps to simulate the greater number, and more powerful spells able to be cast at higher "levels", while still requiring a caster to keep an eye on their expenditure during combat.
Right now, the rule is noted as optional while it undergoes additional playtesting, However, my local playtesters find it balanced, and fitting the original source material, as the fighters tend to use their Luck Points to avoid injury, while the casters use theirs to replenish Magic Points, making them more prone to injury if not careful.
Hope this helps.
Rod
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When I was writing the BRP version of Classic Fantasy, I playtested it with my group by playing through Against the Giants. We had a blast. We intend on continuing the adventures of Valamir, Sorack, Lorissa, Alexandra, Lilly, and Rengarth later this year by finishing up the giant saga, and moving on to D1-3. Obviously, using Mythras Classic Fantasy.
Rod
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On 12/21/2018 at 11:55 AM, Tertius said:
Hello, everyone!
So, for a while now I was thinking about moving all my OSR D&D stuff to BRP, since it's the RPG system I started with, and it's really versatile. I grabbed the Classic Fantasy book (which is really nice, actually), and throughout it, there are all these references to Vol. II: Gamemastery. For the life of me, I can't seem to find the book anywhere. Isn't it out yet? I'm sorry if this question was asked before, but I really am curious, since, being on holiday, I have his rare opportunity to read through everything I need to before actually starting to run something. Please advise.
Thanks a bunch, and cheers!Unfortunately, Chaosium's management at the time (not the wonderful crew running things now) were very difficult to deal with and all of my emails went unanswered. The odd thing is that during its run, Classic Fantasy was their best selling non-Cthulhu monograph, so it mystified me that they just didn't seem to care. Eventually, I gave up and moved on. For what it's worth, Mythras Classic Fantasy is the spiritual successor to the BRP version, and a much more complete and well supported product.
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For the record, playing Classic Fantasy is nothing like "playing" D&D. That would imply that Classic Fantasy is just another of the many D&D retro-clones that can be found in print.
A much more accurate statement would be "If I want to play D&D, I play D&D. But if I want to play in a D&D type setting with a more realistic and exciting set of rules, I play Classic Fantasy."
😉
Rod
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20 hours ago, Matt_E said:
Rod, Raleel, and all, I have just uploaded a related spreadsheet file (for base Mythras characters, not CF) over on the Design Mechanism forum. Thanks for the inspiration, Rod! :-)
No problem Matt. Glad I could help.
HELP... mechanics of intimidation in Mythras
in Mythras
Posted
Rather than that, I would make it an Influence roll augmented with Brawn. That keeps it based on existing rules.