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threedeesix

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Everything posted by threedeesix

  1. Good save... Now back to writing. Rod
  2. Awesome. Sounds like a good time. I'm always happy to hear stories of how CF has worked out in other peoples campaigns. Oh, and I just accepted your request to join the BRP: CF Yahoo Group before coming here. Welcome aboard. Join my RuneQuest: Classic Fantasy group as well if you want more up to the minute discussions on Classic Fantasy's next iteration. Rod
  3. Personally I have always gamed vampires as being a member of the undead and not a separate species. Therefore in my campaigns vampirism is a is a condition inflicted on the living that turns them into an undead. Whether this condition can be passed on to races other than human would be setting specific. If your player has stated an interest in playing a half elf/half vampire it sounds like they want to play something that is its own species and mated with an elf to produce natural offspring. Which could happen in some settings that allow for that I suppose. Unless you meant to word it as half-elf/vampire which would imply a half-elf was bitten and became a vampire. I guess it really comes down to whether you are playing in an established setting or one of your own, as I could see vampires working either way. Rod
  4. An awesome premise and fantastic start. I'd buy this when its done. Ever though of looking for a publisher? Rod
  5. Short wait. Looks very good. Really nice implantation of the RQ6 rules! Going to dig into it more tonight. Rod
  6. A favorite of mine. I had Steve Jackson sign mine at a convention. Everyone else was getting GURPS signed and he seemed genuinely surprised to see a copy. Rod
  7. I would use them... but I may be biased. Rod
  8. Awesome Paolo! I missed it first time too so this is great news. Edit: Ordered. Now begins the waiting. Rod
  9. I believe that some rolls should ALWAYS be made by the game master to maintain an air of mystery. This should be one of those rolls. The player shouldn't be told that he failed or succeeded, just whether the object or creature is still there or not. Rod
  10. Actually my wife and I do something similar with unfavorable weather reports. If it looks to be bad, we again chant "I disbelieve, I disbelieve, oh my God, I disbelieve". There must be some power to it as at least 50% of the time it works. Rod
  11. Yes, page 98 of BRP. The last bullet point under Illusion. Rod
  12. I don't remember which issue it was from, but at least once in every adventure I run when something bad happens, one of my players will shout out in fake terror "I disbelieve, I disbelieve, oh my God I disbelieve". Rod
  13. I purposefully left that aspect of AD&D out of the conversion as it was pretty much just "a fighter of 9th level will attract a number of men-at-arms" bla, bla, bla. To really do it justice would require at least a full chapter dedicated to running a domain, or even preferably a separate supplement. While I have always loved the idea myself, it would have taken up far to much space in a book that I already struggle to fit everything in. However, with that said, I do really like the domain rules in AD&D Birthright, and if I was to add something on those lines down the road, I would be looking at those first. Especially as they allowed for occasional adventuring AND ruling the realm. Therefore making it unnecessary to retire your character unless you choose to. Rod
  14. And a FANTASTIC looking game it is. I hope to set aside some time this weekend to give it a read. A great setting and premise. Rod
  15. Yup, that would be the version I have. I can't even remotely imagine playing it. Buts it sure is a great read. And I love that eight-volume "Hacklopedia of Beasts". Rod
  16. I can vouch for that as I convert what I had written for Legend to RQ6. That's how I was able to get the chapters I had already written converted over so fast.
  17. I can't speak for Loz and Pete, but I'm sure if RQ:CF does well enough to warrant it, there will be no shortage of dungeon crawls for it, and therefor for RQ6 by extension. I know I'll be playing it. Rod
  18. There will obviously be overlap in the two books, however the goal from the beginning was to create a self-contained game. Its just easier than flipping between multiple books at the table. However, for those that don't mind the added "flipping", RQ:CF adds tons of new material that remains compatible with RQ6. Just off the top of my head: Character Classes: Think of them as the normal RQ careers but with special abilities; clerics with turn undead, paladins that can lay on hands, etc. New playable races as well as changes to existing ones Detailed tactical miniatures combat rules as an option if you want to use them Hundreds of new spells Tons of new monsters An entire chapter on magic items Lots of detailed rules on dungeoneering An entire chapter on Alchemy covering dozens of potion and transmutation formulas that characters can learn themselves if they desire A section on non-player characters that detail normal everyday people that the characters may encounter as they travel, plus NPC classes such as the anti-paladin, assassin, and the witch An overview of the Hinterlands, a basic setting for players that want a ready-made starting point for their own game. Well... that's off the top of my head, I'm sure there much more but I haven't had my coffee yet. I do want to point out that the chapters noted in my first post are subject to change due to space limitations and such, but at the present time they are my goal.
  19. That's precisely why. While this kind of stuff did appear several times as articles in Dragon Magazines and such, it was never part of the "core". The good news however is that the new magic systems (Arcane and Divine), are fully compatible with the existing systems so parts of either game can be added or switched out with ease. Rod
  20. Oh, as a followup to my previous post. The Game Mechanics chapter did get tons of new "spot rules" that are geared to dungeons and subterranean adventuring.
  21. Hi Nathan Very little actually. I'm of the "if it aint broke don't fix" it way of thinking, and I love both the RQ game system and the combat system. The only point where there may have been a need to change anything was if a character class had some ability that changed the way it currently worked. That, and I included (as an optional set of rules) my Miniatures Combat Rules from BRP Classic Fantasy. I know not everyone uses miniatures, so these are nicely set aside in text boxes where they best fit relative to the rest of the rules. But in no way are they required. The biggest changes tend to be to the character creation system with all the classic classes like the paladin, ranger, cavalier, etc., and to the magic systems. Of course the monster chapter will be getting a huge surplus of new beasties as well when I get to it. And then theirs the magic items... you get the picture. Rod
  22. As many have already noticed, Classic Fantasy is no longer to be a part of the Legend system. As little as two weeks after I had posted the news that “Classic Fantasy is Coming to the Legend System”, Lawrence Whitaker contacted me about working with The Design Mechanism directly. After a few long discussions with Lawrence and Pete, I had a change of mind. The Design Mechanism made the official announcement last month with this news bulletin: Fantastic progress is being made as I convert my rules to RuneQuest. Especially considering I started this project mid January. Here is where it currently stands. Introduction (100% done) Chapter 1: Character Creation (100% done) Chapter 2: Race, Culture, and Community (100% done) Chapter 3: Character Classes and Development (100% done) Chapter 4: Skills (100% done) Chapter 5: Economics and Equipment (100% done) Chapter 6: Game Mechanics (100% done) Chapter 7: Combat (100% done) Chapter 8: Magic (100% done) Chapter 9: Alchemy (75% done) Chapter 10: Arcane Magic (System 100% done, Spells 20% done) Chapter 11: Divine Magic (System 25% done, Spells 10% done) Chapter 12: Mysticism (System 100% done, Talents 100% done) Chapter 13: Guilds and Brotherhoods (0% done) Chapter 14: A Manual of Monsters (0% done) Chapter 15: Treasure (0% done) Chapter 16: Non-player Characters (0% done) Chapter 17: Game Mastery (0% done) Chapter 18: The Hinterlands Campaign Setting (0% done) Appendices (0% done) So there ya go. we're all on the same page. Take into account that even the stuff that says 0% done has lots of stuff that I had already written up for BRP and/or Legend and simply needs to be converted. Feel free to ask any questions and check back for updates. Rod
  23. Yet, I feel that nothing can speed up a combat like a hit to the head.
  24. Yes, Lawrence is right. Classic Fantasy is to be completely self contained, however at the same time, every effort is being made to remain compatible with the entire RQ6 line. So for example, if some awesome book on piracy was to come out for RQ, it should be completely usable with Classic Fantasy as well.
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