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pansophy

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pansophy last won the day on June 3 2017

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About pansophy

  • Rank
    Senior Member

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  • Location
    Sunshine Coast, Australia

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  • RPG Biography
    DSA - a german Fantasy RPG, started 1985, played until 1993
    2300AD - my first Sci-Fi RPG. Played it a long time
    CoC - the old times classic game. Love the German books, collect them
    EarthAD - PI Games, a nice rules light game. Played it until I found BRP
    Savage Worlds Shaintar - Fantasy Setting, only played a few sessions
    Savage Worlds Necropolis - had quite fun with this, but felt it is a Table Top Battle Game, not an RGP

    Did the BRP conversion rules for 2300AD as this seems my rules system I will settle with. :) Finally found it, my EABA.
  • Current games
    Revolution D100: 'Derelict Earth', 'Dresden Files', 'Airship Daedalus'
    Former: BRP, Aftermath Setting, Darwins World Setting, Earth AD
  • Location
    Sunshine Coast, Australia
  • Blurb
    Revolutionary Thinker, Conspiracy Theorist, Believer in advanced Ancient Civilisations, maybe Aliens. Supporter of alternative thinking.

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  1. pansophy

    Giant Insect Stats

    Ha! Thanks, Paolo, I totally overlooked the Bestiary Section! I had a look at different other D100 sources, but not Shade Lands - probably because I did not print it ... Which is now on my List. 😁
  2. pansophy

    Giant Insect Stats

    I'm planning a new adventure - and was wondering if anybody has any stats for giant spiders, ants, wasps, scorpions or such. Maybe even different sizes? A boy can dream ...
  3. pansophy

    LOCALISED ARMOUR (Creation) EXAMPLE

    Hi Paolo, thanks for clearing that up. At least I now know I understood the rules right. 😁 Sorry for taking up your time you probably could use on one of your other started projects, but this really helps.
  4. Hello Forum, I need a bit of help. Just yesterday I looked at the Armour Creation rules (p.158) and I can follow all the examples until I hit page 162. These are the issues I have with the examples: 1) the text for the helmet does not seem to match the example. The Plating seems to cover all slots of 5+. Then there is a Visor added at a slot 4. 2) why does the Plating for the Head have 5/0+ and 8/5+ ? From what I see it should be 5/0+ and 8/4+. But then the text at the bottom left reads: Head: 5/0+, 8/0+ 2a) if that is because of the added Plating Joints, why even bother covering the slots 5, 6, 7 & 8 with Plating, and not instead add the Plating Joints in slot 8? It would have the same mechanical effect (8/0+) and would not cost as much. 2b) the slot 0 for the Head Padding layer should be 'Mail Joints', not just 'Mail', as Padding starts at slot 1 - and slot 0 can only be covered by Joints. 3) Arms and Legs: the Total values for the Armour/Covering ratings are wrong. They should be as in the text on the left: Arms: 1/0+, 5/2+ & Legs: 1/0+, 5/3+ My biggest issue is this: a Plate armour for the Body. This could be true, if the Head example on page 162 is correct: Layer 0 1 2 3 4 5 6 7 8 9 Total Padding --- --- --- --- --- --- --- --- --- --- --- Plating n/a n/a --- --- --- --- --- --- Plate Iron 8/0+ Joint Plate But I suppose the example for the Head should be more along this: Layer 0 1 2 3 4 5 6 7 8 9 Total Padding (Mail (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) (Mail) 5/0+ Joint) Plating Plate Plate Plate Iron Iron Iron Iron Iron Iron Iron 8/0+ Joint Joint Joint Plate Plate Plate Plate Plate Plate Plate Am I correct - or am I not getting something?
  5. pansophy

    Advanced Combat Tracker & Cards

    The map for the combat tracker is public domain The cards would be without the fighter images Alternatively, maybe Paolo could make his cards available as PDFs via Drive-thru - personally I would like that better, as it adds an other official product to the game.
  6. pansophy

    Errata and alternate rules

    Ahhh, true. ☺️ Will correct it in the post
  7. pansophy

    Advanced Combat Tracker & Cards

    Would the OGL on one page of a document containing the cards be sufficient?
  8. pansophy

    Charge Action - again!

    Hm, true, the only thing that might come up in a Charge is 'who goes first' - not 'does anybody act in between the two'. That changes the combat quite a bit ... So here's the updated example, still without paying attention to Combat Effects, Wounds, etc.: Example: Jimmy (Weapon SR 17; DEX 12; Attack SR 6; Defence SR 4; Fatigue Threshold 1) declares a harge at Rob (Weapon SR 19; DEX 13; Attack SR 12; Defence SR 6; Fatigue Threshold 3). Opening Move SR: Jimmy: 12 Rob: 19 At SR 19, Rob uses a Wait action to get a Free Attack action and pays 12 SR, reducing his current SR to 7. Jimmy: 12 Rob: 7, one Free Attack Action At SR 12 Jimmy charges at Rob, paying 5 SR for a new total of SR 7. Jimmy: 7 Rob: 7 Both Attacks against each other happen at SR 12, when Jimmy charges at Rob. Now, as declared by the rules, you should look at the 'normal Opening Move SR value' to determine who goes first. This would be Rob, as his SR of 19 is higher than Jimmy's 17. Rob uses his Free Attack action make a Close Combat Attack at Jimmy, who decides to Parry the blow, paying 3 SR for his weapon to defend. This reduces Jimmy's SR to 4. Jimmy survives (Rob misses) and now attacks Rob, who decides to parry at a cost of 6 SR. This costs Rob 1 Exertion Point (as it brings him below his Fatigue Threshold of 3), but his Parry is not at a Penalty as his SR is 1, well above 0 SR. Jimmy does not do enough damage to overcome Rob's armour, so nothing else happens. Jimmy: 4 Rob: 1 Since both characters do not have enough SR left to make further attacks at their full skill, they decide to let the next round of combat begin. I think a full combat example including 3 or 4 rounds with 3 combatants would visualise the whole thing better than any rule can explain. At least for me. This is why I write it up, so I can show it to my players. They find it easier to understand it that way as well .
  9. pansophy

    Charge Action - again!

    One thing that came into mind: would it streamline the rule if you give a charging character a Free Attack action? I ask because sometimes the charging character does not attack first when engaging a character with an Wait action ready. Example: Jimmy (normal SR 17, DEX 12) declares a charge at Rob (SR 19, DEX 13). Opening Move SR: Jimmy: 12 Rob: 19 Rob uses a Wait action to get a Free Attack action and pays 12 SR, reducing his current SR to 7. Jimmy charges at Rob, paying 5 SR for a new total of SR 7. This gives him a Free Attack action. Jimmy: 7, one free Attack action Rob: 7, one free Attack action Now, as declared by the rules, you should look at the 'normal Opening Move SR value' to determine who goes first. This would be Rob, as his SR of 19 is higher than Jimmy's 17. Rob uses his Free Attack action to attack Jimmy, who decides to Parry the blow, keeping his Free Attack action for later and paying 3 SR for his weapon to parry. (I am not sure if Jimmy can keep his Free Attack action for later at this point, but I rule 'yes'.) This will reduce Jimmy's SR to 4. Jimmy: 4, one free Attack action Rob: 7 Rob could attack Jimmy one more time, but as he does not have the required SR left, he would be at a penalty. He decides against it and simply waits to defend. Jimmy uses his Free Attack against Rob, who decides to parry at a cost of 6 SR. This costs Rob 1 Exertion Point (as it brings him below his Fatigue Threshold of 3), but his Parry is not at a Penalty as it is 1, still above 0 SR. Jimmy: 4 Rob: 1 Since both character do not have enough SR left to make attacks at their full skill, they decide to let the next round of combat begin. Now, this is a simple combat as there are only two characters involved. The benefit of giving a charging character a Free Attack action is getting more clear in a combat with multiple combatants where Strike Ranks might be all over the place and at some point it is unclear if the charging character already got his chance to attack. By using a coin or token to symbolise a Free Action, it makes it much easier to track. It also correlates 'Charge' and 'Wait' actions, bringing them closer together and also makes the Charge action more clear.
  10. Hello, just want to show off my Advanced Combat Tracker and my Cards. Since I did not order Paolo's Combat Cards (postage is killing it), I created my own (see pictures). Then I got the idea to create a Strike Rank Tracker: basically a table with 35 boxes with numbers in them. Makes counting Strike Ranks very easy and visual. I currently use dice for each combatant as I can use the dice numbers to show negative Exertion Points - and I must say combat became very visual even without miniatures. The Strike Rank Tracker doubles as a Hit Location table, an Attack Resolution table and an Opening Move table, too. You can also find the Trigger Actions and their according Strike Rank values on it. The Cards show basically all the possible Actions and their descriptions, this reduces time looking them up on a chart or flipping through the rule book. During playtest I found most of the time as a GM I use the same Combat Effects and once you have all the Damage Effects laying in front of you, combat speeds up a lot. Might also be me just getting used to the rules. It also offers the players to get into the rules step by step by limiting the Effects to what is currently available on the cards (as Paolo did in the introductory adventure). Now, I think I can make the Strike Rank Tracker available, but I am not sure about the Cards as they include all of the rules. Paolo, what do you say? Here are the pictures:
  11. pansophy

    Errata and alternate rules

    page 22: "Difficulty Modifiers"; the note at the bottom should read 'See Multiple Traits below' page 92: Typo, 'Colse Combat as Opening Move'; in the middle of the text block ' ... of the weapon used. meelee Strike ...' capitalise the 'M' of 'melee'
  12. pansophy

    Coming Home ...

    Hello Forum, after some time off (playing other games) I am back to Rd100. And it feels good to be back! Re-reading the rules is fun as they make immediate sense. Also, the new Hardcover version (or current PDF) include the clarification/corrections and are easier to follow. Paolo did a great job putting out these rules. Our group will start a new campaign next month and I am thrilled to use Rd100 for it. After trying out 'Cypher System', 'FATE' and the more recent 'Genesys', Revolution D100 feels a lot more like an RPG, less 'game-y'. Not that they are bad games, they just don't feel right for our group. All the gimmicks these games offer do in the end just drag down the flow of the story or feel clunky. Genesys was pretty good, but high skilled characters (creating lots of dice and having lots of Talents) made it extremely hard to provide challenges and creating the dice pool for each roll became an immediate break of immersion in the story line. Anyway, I am not talking down on these systems (they are good and provide lots of fun!), I just wanted to share my reason why our group is back on Rd100. :) We will start a medieval Horror campaign, where the players are knights of a local ruler and send out to investigate strange occurrences (the local town people talk about dragons scorching the fields and monsters attacking merchants in the woods), using the Merrie England: Robyn Hode setting book as a starting point. :) I think I'll mix in the Amber Coast setting at times, and draw from Mythic Iceland, too. That is the beauty of d100 games: so many good resources available. Maybe not as fancy and beautifully coloured, but the content is amazing. I was hoping at this time Paolo's new setting Red Moon would be out, but since we are in no rush I can easily bridge the time until its availability with this campaign. :) Well Then, Off I go and create a few more threads. Game on! Rob.
  13. pansophy

    Updated PDF available

    It replaced HQ2 and Fate for me, when using Basic Combat. For more crunch a la Stormbringer or 2300AD we use the Advanced Combat rules. The beauty: no re-learning of different rules all the time.
  14. pansophy

    Updated PDF available

    No rush, I hope all goes smoothly. The important bits are in, that's what really matters.
  15. TCT is good to do that, true. My regular group had no drama at all with adapting to Strike Ranks and the gradual increase of options/effects. And they love modern adventures. I think I should refrain from dropping the RD100 rules on everybody, even if I know they dislike the old BRP system or Strike Ranks. It's like pushing a round object into a square hole. 🤔🙄😁😎
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