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Posts posted by ThornPlutonius
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You might also consider Zweihander Grim & Perilous. It is a Warhammer Fantasy 2nd edition retro-clone. PDFs at DTRPG and physical books (possibly the best produced books on the market) available at major book outlets. I would not call it "rules-lite", however. So, maybe not...
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"Y'all"
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16 hours ago, sylvermoonkitten said:
The Old Game Universe by SPI had an awesome 3d HC map, and the TRI Tac game FTL 2448 has great list of real world close systems
"HC"? "TRI"?
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3 hours ago, Dethstrok9 said:
Are your magic rules relevant to CoC or DG? If so, I will see what the hype is all about!
Assuming you are referring to rsanford's "The Second Way Draft", they are for Magic World, a sort of compilation of rules written over the decades for Chaosium's Elric/Stormbringer rpg versions. "Relevance" is in the eye of the beholder.
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Congratulations on the license acquisition!
No wonder I was unable to guess during your hint dripping. I've never heard of this property. /chuckle/
Good fortune to you and may this be the gateway to success that you hope for it to be!
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Wake me when you've finished.
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On 12/1/2019 at 12:09 AM, Bill the barbarian said:
Now that sounds so friggin cool, I am sure I have heard this before though a few times, from the last century/millennium, perhaps. Thanks fo the response!
Oh, well so Dresden is to be avoided? I hate desperation in matters of plot.
Don't avoid Dresden based upon one person's opinion. The novels are excellently written and tell rousingly good tales. Any story can sound unappealing if presented in a sufficiently simplistic manner. Star Trek is just a series of idealistic sci fi stories. See?
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I was thinking Lost in Space, but that is more than 40 years old.
Then, Atomic Robo, but that is not old enough.
The "hints" are too obscure for me.
Just tell us and stop with the annoying games.
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Chaosium does charge shipping. Go to their website for more information.
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We also live in a time wherein we are far more jaded with respect to "horror" than were folks in Lovecraft's time.
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Realistic? It would depend upon the person experiencing the encounter, but, in general, I think the CoC sanity is not terribly realistic. It is, however, a part of the fun. So, it being a bit over the top serves the game experience. I see the Weird Story sort of sanity to be part of the experience that the stories seek to deliver to the reader. Porn is not terribly realistic, but it tends to be done the way it is done because of what "consumers" are perceived to want as an experience.
I like how Traveller 5 handles Sanity. Players don't know their characters' sanity rating until the first time that it is threatened. At that point, dice are rolled to determine the rating and the first test is performed. (Sanity in Traveller? It is most commonly used to show the effect of long trips in confined spaces, but can also be affected by "non-ordinary" encounters and the effects of chemical agents (ingested, breathed, etc.) or other causes that arise in play or in the GM's twisted imagination.)
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I see Occultism as sort of a mitigating discipline against the effects of encounters with the Mythos. It establishes a framework of ritual knowledge and understanding as well as preparing the character through interactions with non-Mythos non-human entities. I could even see a grounding in Occultism as enabling one to have one's SAN not be as vulnerable to Mythos encounters due to an existing body of experience with similarly non-ordinary entities. My perhaps erroneous understanding concerning the sanity-damaging affect of encounters with Mythos elements assumes the person is suffering SAN loss due to how completely divorced from their ordinary understanding of "reality" the Mythos element tends to be. Someone well grounded in Occult practices already knows there's shit "out there" that can/will mess one up, that defies "common sense". Therefore, the effect of an encounter with Mythos is somewhat mitigated.
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Actually, I was breezing through the forum and misread the statement that prompted my post. Coming back I see how I misread it. I do still think there is much more to occult studies that is reflected in CoC, but that is not a significant issue.
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The writer of that original skill description is/was clearly ignorant of actual occult studies.
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How does one now obtain OpenQuest 2 Deluxe? It appears to have been removed from DTRPG.
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Don't get excited. Someone just optioned the rights to do Elric on TV, but is only at the "shopping around" stage of trying to find a way to actually make it happen. Get excited when it goes into production and some network is starting to promote it.
There is more reason to be excited about the Runestaff novels coming to TV, though. They are much further along. I hope they don't screw it up.
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3 hours ago, Atgxtg said:
Not really. Players want to roll low, and high. For instance someone with a 80 skill can beat an opponent who rolls a 10 but rolling an 8 or less (a critical) or a 10 or more (higher result in the same success level). That's counter intuitive.
Yes,but it is counter intuitive. It's not as bad in Myhras as it is in BRP, though due to there being fewer success levels.
But I think it would probably be better to get success levels out of die roll/skill rating and instead based the results off of the actual die value or difference between die values. Then we could have our cake (success levels) and eat it too. It would eliminate the tables and scale up as characters improve.
it is quite intuitive to me. Roll below skill percentage, but higher skill still gets an advantage in "ties". It is how I immediately thought to do it when I read how the opposed rolls were written to give the lower skill and advantage in ties. One could, of course, think of other ways to deal with the situation.
Of course, "intuitive" is not always correct. There is much about reality (esp. in higher math and physics) that is counter-intuitive.
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On 11/6/2019 at 8:52 AM, Atgxtg said:
Okay, so 1/10th your skill, like the crtical chance in old Stormbringer.
That could be handled by tying the success levels to the differences in rolls or to the tens die or some such. The problem is that % rolls doesn't lend themselves to opposed rolls very well. First off there is the pass/fail nature of the rolls. With most opposed roll systems a character will always generate some result, even if it isn't high enough to succeed, but with % dice failures tend to "zero out".
The other difficulty is that the roll high, except for a critical or some such is counter intuitive since players want to roll high, except for a critical. The solution for that is to always use a roll low or roll high method, or to sepatate the success levels from high low completely (i.e. die rolls ending in a number) but a lot of people are convinced that the math behind that favors the underdog too much. But it really doesn't. It's just that most of the complaints against it focuses on a narrow set of results. It's like saying that roll low is unfair because if a guy with 5% skill rolls an 01 a guy with a 90% skill can't beat him. That statement is true, but it also completely ignores the fact that the 01 has a 1% chance of happening, that the 5% chance ends up with less than a 5% chance of winning, and that the 90% skill character will still win around 87% of the time. So 05% vs 90% with win probabilities of around 4.5% to 87% hardly favor the 5% characters.
Opposed rolls work just fine in Mythras.
Some players want to roll high, but not all of them. Many are smart enough to know that rolling high or rolling low is just an aspect of the dice mechanics.
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On 9/7/2019 at 11:30 AM, steamcraft said:
I am trying to find and RPG that is percentile. I have not had luck finding it, so I thought maybe someone on the d100 games forums might know.
You assign attributes. Each skill is correlated to some attribute. The attribute rating is the base chance in a skill. You can then add points to skills resulting in your overall chance of success. For example, you might have Dexterity at 15, so everything with DEX is at least 15. Then, you have 20 in Gunnery, giving you a 35% skill in Gunnery. While I am thinking of uses the entire attribute rating as the base, not a certain percent of the attribute rating.
At first, I thought it was WH:40K, but that is not it. Eclipse Phase does have this mechanic. However, character creation is very long with a lot of points to spend. While it may be Eclipse Phase I am thinking of, I feel that what I had in mind.
So, is there another RPG with the mechanic or just EP?Thanks
Orbis Terrarum has a similar mechanic. Percentile basic characteristics, use of points, skills are in ranks, each rank level multiplied by 5% and then added to the relevant characteristic to obtain the target number for a roll. I don't have time to exhaustively reread the rules, though.
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"Courtesy" is really culture-based. While there may be common elements in what is considered courteous across cultures, there are also many differences. Knowing those differences can be the difference between being well-received and ill-received.. So, it may be useful to have Courtesy (Culture) skills.
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16 hours ago, Joerg said:
[snip]
Your proposal for relying solely on chemical rockets for a space setting reminds me strongly of Frank Miller taking the PDP 10 as the pinnacle of computer miniaturisation for his Traveller technology. A Raspberry PI has almost the same calculation power, and speed.
[snip]
Marc Miller
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15 hours ago, Lloyd Dupont said:
It's a question I sometimes ask myself...
If space travel is such a difficult matter, why bother? even today there is hardly anyone in Antarctica, and it's much easier!I guess, it's a "realistic option" only if it's "relatively easy" (to go there, with the setting's technology) and "somewhat attractive"..
Let's see....
- science station
- biggest gravity well in the asteroid belt (gravity might help some industrial / chemical reaction, and be welcome by "local workers")
- hideout for pirate? although might be a worst hideout that some lonesome forgotten asteroid or just plan deep space...
- trade station, halfway between inner planet and outer planet, rest stop, refuel stop, etc...mmmm.... it's all I can think of for now....
To avoid extinction. All of our human "eggs" are currently "in one basket". We are becoming increasingly aware of the fragility of our "basket".
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Side Bar: Some games that use a D12-based system - "Shadow, Sword, & Spell", "Colonial Gothic", "Thousand Suns".
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I am bummed that the "International Edition" is being pushed back. I am more interested in the clarified core rules than in any supplement or setting material.
That written, congratulations on the new license! I hope that it brings much success to your team.
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A Revolution for D100
in Revolution D100
Posted
I continue to look forward to the eventual release of the international version of the rules into the wild after what I hope is a successful conclusion to the Dynamic D100 project.