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pansophy

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Everything posted by pansophy

  1. Ah, now I get it - I'm with you. Yes, to make it a generic rule, it should be the difference between the attacker and the target - and not defaulting to size 'Medium'. Rosen? Is that an error to incorporate?
  2. Well, a player came up with the question if there is an Edge mechanism as you would find in Savage Worlds or other games. I gave it a short thought and quickly came up with the following idea: just make it a 'Recurring' or 'Permanent Consequence' that can be invoked once per Conflict or once per Session, depending on how powerful it is. It was a very easy approach and did not change any rules at all. An other idea would have been to make the Advantage a Stunt to be used with a Skill. But I think it all depends on the type of Dis-/Advantage one tries to implement. A 'Deadeye' advantage would be best simulated by declaring it a Stunt, but 'Easily Distracted' or 'Access to powerful Politicians' sounds like a Consequence to me. I love the system. 8-)
  3. Love the artwork. I am a huge fan of the 70ies and 80ies hand drawn art used for many Sci-Fi novels and covers. 'Terran Trade Authority' someone?
  4. Will the book include a full setting? I like what I see and read, and probably will use it in my settings - but if it comes with one included, I might draw some ideas from that, too.
  5. 'subtracts 1 for each Size class the target is bigger than Medium' - to me this is (part of) a description for a technical term you could call 'Size Class Difference '. @Rosen: would it be possible to give some more examples in a sidebar on how Alchemy works? What are the steps to create a potion from scratch, how are recipes created, and then how is the postion itself created? Would be much appreciated, as I am currently trying to get the Alchemy and the Equipment chapter in my brain, but both seem so unconnected to each other. A short explanation how both chapters are supposed to work together would be great! Also, an other example on how to create a Blueprint or Recipe would be great.
  6. Seems to be about right. I liked the movie - but I was about 15 when I saw it. If it is crap - don't blame it on me!
  7. My take is, it all comes down how much hand-waving you and the players are willing to do. If you play a rule system -does not matter how generic it is- by the book, it usually does not leave a lot of room to fill some gaps in the setting. If you use the rule system as a guide, it is my thesis that any rule system can fit any genre. Saying that, I agree some rule systems fit a setting better than others. Although I never had an issue with the BGB using it for any modern or urban fantasy setting. Might be, most rule systems are created with a certain Magic component in mind, instead of adding it later, so it depends on how interwoven the Magic part is in the rest of the rules. It is easier to take a very simple rule system and bolt on additional options, than using a complex rule system and throw everything out you do not like.
  8. Did you mean 'now' instead of 'not' ? BTW: I really like OtherWorlds. A very intriguing rule system, had a lot of fun with it. RD100 replaced it, though, as I found it more straight forward and faster.
  9. Hey, Rosen, good and valid points. Maybe you can add 'Abstract and Detailed Combat' just as a sidenote? That way you would already start a transition to a later v2.0 for RD100 and people of the newer print run might already start using these terms. 'Meaning of Damage': hm, no, my intention was not to mix both systems - just mine the Combat Effects to describe the loss of RPPs.
  10. Currently playing my 'Derelict Earth' setting (Post-Apo), my 'Airship Daedalus' conversion, and 'Prometheus: The Colonists' (basically the Aliens Sci-Fi universe, where you play colonists of a landed starship, when a few canisters of black goo are found). All in all very exciting and the three settings differ enough to keep them interesting. The RD100 rules are a perfect fit for us, as they feel gritty, but are pulpy enough to show off heroic action. A few deaths occurred so far, some in combat, but most due to more interesting story action. One character slid off an airship after pulling off an amazing stunt. The group tried everything dramatic to rescue him, but the player really was so hampered by his amassed Consequences, that he could not make it. But everybody thought it was a fitting end for the character. One other character sacrificed himself to rescue the colony. He went out in ablaze of glory, although he had to work for it. The Aliens really wanted to crash the shuttle within the colony district, but the character managed to fly the shuttle far enough to prevent an infection or outbreak. Also, a good ending with no hard feelings. We use the Basic Combat rules and a more or less hot-knitted Psionics/Mutation system for Derelict Earth. Otherwise we use the Alchemy magic system in a more or less Freeform way (although the Combat effects in the book are used).
  11. I vote for 'Visualised Combat', 'Abstract Combat' or 'Creative Combat'. Tending to 'Abstract Combat' at the moment. Either way, it is just a technical term, no game changer. @Rosen: I assume the error in the Conflict table (p.48) will be addressed in the reprint? Also, will the PDF file be updated? And here a few ideas for the reprint: - change the Chapter marking at the bottom of each even page to either 'Basic Combat', 'Advanced Combat', 'Vehicular Combat' or 'Mass Combat'. Same for The Powers: would be nice to know if I am in the Alchemy or Divine Powers part of the book. - p.86 a box for 'Meaning of Damage': "If stuck for ideas, have a look at the 'Combat Effects' (p.115) in the 'Advanced Combat' chapter for inspiration.
  12. hmmm, no, I do not want 'Aspects' during a Conflict. The beauty of RD100 is the narrative that evolves during a Conflict by describing how the loss of RPP points take place. And this actually separates RD100 from FATE. If somebody narrates something during a Conflict, that is how everybody should react to it. I'm totally with Rosen on this one. Not everything needs a rule, especially not in a narrative RPG. But Rosen: maybe, as a suggestion, it is possible to produce some kind of GM Advice document, that actually collects some additional rules, concepts or ideas for RD100. Maybe this is a product for the future.
  13. What would a Double Advantage be like in a Normal Conflict? Doing 2d6 damage against the opposing RPP and getting 1d6 back to your own RPP's? Or inflicting 3d6? Could be a total 'Game Changer', but depending on the setting it might fit the mood well. As this would be an Optional Rule, I could see its use.
  14. Anything Mecha and Red Moon Rising would be great! Our group plays modern and sci-fi settings, so that would fit in neatly as a one-shot or mini campaign.
  15. Fair enough, thats what these forums are there for: to get the remaining questions answered. ?
  16. Hey Rosen, that is actually a nice short overview about the Powers for Basic Combat. Wow, I like that! Why not inclut it to the next review of the book? This rule set is getting better and better - thumbs up! @Tanaka: I think the Basic Combat rules are written very tight and there is a lot of information in these lines, that can easily missed. It took me a while to fully embrace the rules - not because they are written in a bad way, but the terminology, amount of information and 'naturally loose' feeling of Basic Combat is something I really needed a 'fresh mind' for, to 'get' it. I think I read the whole chapter of 'Adventuring' and 'Basic Combat' four times now, but when flipping through these chapters, I still find bits and pieces I missed before. Since I consider RD100 a rules medium system, I think it is normal needing time to get used to it. I can remember reading the BRP BGB over and over again, at least 10 times completely, before I considered myself knowing every rule - or at least knowing if it exists and where I would find it. It is just a matter of repetition and time, which I'm willing to commit to it. This is a solid foundation of rules as far as I am concerned.
  17. Ah, back to the Computer Tools we are? Yes, I did two tools, below are the threads: The thing is, the first one is no longer available on my Cloud Server. I have it somewhere and will have to make it available again. I think my Dropbox account still works, so I'll dump the most recent version there. That way the chroniclers of the Interwebs can store it .... It is based on the BGB, not Magic World. You might be able to use it for that, though. Is anybody still using it? As I said, if Chaosium brings out a new BGB version (or a substantial BRP Essentials), I'll edit the tool to get it running again. For all the tinkerers: it is written in Python and can easily adjusted to your needs (well, you need to know Pythen, though).
  18. A reason why we still stick to the Basic Combat rules (which I think are not basic at all). It makes more sense to get the 'normal' Conflicts running smoothly and embrace all the different possibilities. Fortunately our group has a lot of experience with narrative games (Cypher System, FATE, HeroQuest 2, Fantaji, Fudge), so the transition was not too hard at all. And reading all these other books about 'how to play the game' really helped a lot to thing outside the box. @Rosen: when you are doing a revised edition of the RD100 book (as a hardcover, of course ), maybe you think about renaming 'Basic Combat' to 'Narrative Combat'? IMHO this is a better fitting title, as the current Basic Combat does not have anything in common with the Advanced Combat rules. This way somebody who is not interested in the narrative side of combat knows he can simply skip that chapter without missing any rules - and the other way round. Also, a bit more advise or a separate chapter for the Powers and how to use them in Narrative Combat would be great. Currently it is not easy to decipher if a rule in the Powers section is relevant for Narrative Combat at all. Not that it is unusable, but it could be easier to have a better separation between the two. Or maybe use different colors? I don't know But now, get back to work on that Kickstarter!
  19. OK, so here's my take on the situation. I would use the 'Powers as a Freeform Trait' option. Give the Player character a Trait like 'Werecreature'. The player can use this Trait with any task that he can argue is plausible. Example possible uses: Melee Combat, Perception, Intimidation. When the player decides to change into the werecreature form, he has to run a Parallel Conflict against an Opposition of 15 (with a Skill of 50%). The Recource Point Pool for the Player is his (WIL + CON)/2. This Parallel Conflict is active as long as the player is in werecreature form. Once the Conflict is solved, he changes back. Every time the player uses the 'Werecreature' Trait in combination with a Skill, he also has to Roll for Effect in the Parallel Conflict, using his 'Concentration(Werecreature)' Skill/Trait. This represents the characters effort to keep the beast at bay and stay in control. Once the Parallel Conflict ends (and the player changes back to his human form), one of the following outcomes are possible: the player lost the Conflict: he adds a negative Consequence to his character, e.g. 'severe headaches', 'blood on my hands and clothes', 'no recollection of last night'. The character lost control of the beast and it went wild, roaming freely to satisfy its needs. the player won the Conflict: if the character already has a negative Condition connected to the werecreature, he reduces the severity by one (crossing off one '-' bracket). In case the character does not have an existing Condition, he just kept the beast under his control - this time - and nothing else happened. Remember, losing 11 or more points in a Conflict adds a Recurring condition, regardless if you won the Conflict or not. Also, adding a second sign to an existing Condition might warrant it to be changed to a Recurring Condition, too. Feel free to reword the newly established Recurring Condition to something more suitable. Once the character has 5 negative Recurring Conditions, the beast inside takes over and the player lost his character to the dark side. Basically, this process shows the struggle between using the werebeast's powers to enhance some rolls, and the possibility of losing the character to its nature in the long term. Since the Conditions are temporary (one time use) in the beginning, it is easy to keep the beast at bay at that stage. But once the character accumulated Recurring Conditions, the situation gets more and more dire. Using the Powers in the RD100 book as Freeform Traits opens up a lot to role-playing. Our group likes to play more narrative and that is why we used the Advanced Combat rules only once. We stick to the Basic Combat rules all the time, as it allows for freeform role-playing, fancy moves and quick resolution. Combat is a fun aspect in our games, but it does not dominate them.
  20. I prefer hardcover, as they open nicely and stay flat on the table. If a book is not a softcover, I usually print it out myself on 100gsm paper and do a Japanese Bookbinding to it. Not too interested in soft cover books, as they tend to fall apart after heavy usage.
  21. Next thing you will tell us is there will be a 'Baltic Crusaders' setting book! (I rolled successfully high on my Crystal Ball Skill).
  22. Oh? Hm, I could have sworn I read it somewhere. But maybe it always was that one rule reference I referred to. Thanks for clearing that up, though!
  23. ... but I know it is in there. OK, here's my problem: I am looking for the rule in the RD100 book, where it states that the Defender in a Conflict can opt to regain 1d6 Resolution Points, if he gets an Advantage. I know it is in there somewhere, but I cannot find it. All I can see is the reference to it in the Basic Combat rules on page 86. Could anybody tell me on which page the actual rule is, please?
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