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threedeesix

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Posts posted by threedeesix

  1. 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." 

    • Like 1
  2. 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

    • Like 6
  3. 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.

  4. 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.

    • Like 2
  5. "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
    Wind Walk

    • Like 6
  6. 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.

    • Thanks 1
  7. 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

  8. 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

    • Like 2
  9. 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

    • Like 6
  10. 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

    • Like 2
  11. 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

    • Like 2
    • Thanks 1
  12. 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. 

     

    • Like 2
  13. 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

    • Like 6
  14. 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.

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