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Ian Cooper

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Ian Cooper last won the day on September 8 2019

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About Ian Cooper

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    Senior Member

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  • RPG Biography
    30 year veteran of BRP games including Call of Cthulhu & Runequest. More than 10 year veteran of HeroQuest (Hero Wars etc.). Published Gloranthan author. Active gamer with the Monday Nighters.
  • Current games
    HeroQuest: Glorantha, Call of Cthulhu, Fiasco, Puppetland, Numenera, The Clay that Woke, Microscope, Risus, Questlandia, 13th Age, The One Ring
  • Location
    London, England, UK
  • Blurb
    Software Developer in London, conference speaker, tabletop gamer, geek. Tattooed, pierced, and bearded.

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  1. In QuestWorlds, the credibility test and penalties serve this function. One of the most important parts of an extraordinary powers framework in QW is the description of the 'rules' for these powers. But I recommend against simulating these 'rules' with new mechanics in the game engine. All abilities work the same way in play, but an in-universe description of how those powers work should provide enough to rule as to whether such a use is credible in many situations, and the GM should make a ruling in others. Let's say you have a magic system were magic use is tiring. Glorantha btw is
  2. As much as possible I recommend using the credibility test as the mechanism to enforce genre over new mechanics.
  3. You might want to check out the latest iteration. The SRD has been developed in the open: https://github.com/ChaosiumInc/QuestWorlds/tree/master/docs A quick summary. TN is given by ability + modifiers. A modifier is one augment, a stretch, or situation. Usually GM just hands you a + 5 or a +10 GM determines resistance Roll D20 under or equal to your TN, GM under resistance Under or equal: one success TN exactly: two successes Fail: No successes A mastery or story point adds a success. Most successes wins, high roll if number of successes tie.
  4. It's on my ToDo list. Not sure when it will happen though.
  5. A Butt-Kicker needn't be combat alone I think, they just want to roll dice to overcome the opposition a lot. It's doable, in the pulp style, in QuestWorlds. Imagine playing a Brick type superhero for example. The power gamer tens to be who support least, because system mastery does not give you so many dials to tweak.
  6. There is no language restriction on the SRD.
  7. PS The issue with Leviathan is that it lacked that thread. It hints at it, but it really needed that to be more than just a hex crawl
  8. So here is what happened. We could not figure out how to write an adventure for Traveller. It was our first RPG. What did you actually do? I think the designers didn't really know either, because all the early adventures, Shadows/Annic Nova, the Kinunir and Research Station Gamma are essentially dungeons. Here is this place described on graph paper, go explore it. Traveller moved away with two key supplements. The first was Twilight's Peak. Twilight's Peak was fairly revolutionary in that it essentially pitched Traveller as a hex-crawl game with a mystery, and a dungeon at
  9. Why the jump to M2? Well, HQ has always had that jump to M2 there. It is useful because it represents the same thing as the old 'complete victory" or "complete defeat". It essentially says: try another way, if you want to defeat that. Could we just keep going up in 5s? Also Maths. Once you get past +M, it gets into quite marginal differences quite fast 10M vs 10 85% odds of success 15M vs 10 90% chance of success 20M vs 10 97% chance of success 5M2 vs 10 98% chance of success 10M2 vs 10 98% chance of success So M2 is really the break point for "you can't"
  10. Sure. Maths. This Any Dice programme is an update of the old HeroQuest one, but the math is not *significantly* different. One of the things you will be able to see is that in opposed D20 systems 3/6/9 doesn't really move the needle very much. it's about a 6/9/18 % improvement. If we move to 5/10/15 that equates to about a 10/20/30 % improvement. Given you get one augment for an augment to be meaningful it needs to be 5 or 10. You won't notice the impact of 3. Skipping the big jump makes it easier both in terms of math, and avoiding the large change in probabilities in one move
  11. Thanks @Corvantir my design goal is to really extract the game we know and love, and as played at tables, into the SRD. By focusing on 'just the rules' it's possible to see them more clearly than within a text that is providing support and guidance too, and make them a more harmonious whole. We'll add back in the examples, advice etc in the Core Rules book. I'm pretty hopeful that existing games won't find it too hard to adjust.
  12. Another change up, but mostly it's reorganization of some existing material over a mechanics change. Two of the forms of long contest: scored and extended had been converging towards a common format from inception by RL, with just a few minor differences. With this change we factor out the common structure - a sequence of simple contests - as a long contest. We present that as the procedure, and then just have different rules sections for the differing tallying approaches. T
  13. OK, tweaked like this: "A **group scored contest** continues until one side has no active participants. If you **defeat** your opponent you can pair with a new opponent. The new opponent might be unengaged, but might also be engaged in an existing pairing. When you pair with a new opponent, you begin a new **contest**. If your opponent is already engaged in a **contest**, you participate in the existing **resolution** points tally. Alternatively, if you are unopposed, you may choose to **assist**. Of course, you may be later engaged by an opponent who becomes free yourself" and there
  14. I think one of the interesting points here is the somewhat vexed issue of someone joining in a contest with someone who is already engaged begins a new 'first to five'. Otherwise it would be fairly easy to treat 'area effect' as a credibility test for 'attack multiple opponents on my turn'. Given multi-targetting is pretty much a credibility issue, the problem then becomes new contestant is new 'first to five'. An area effect attack that does not help reduce someone to zero, doesn't really have any impact. Now in a big melee it probably would not make much difference to have new cont
  15. I only have time to track so many boards. The problem with this board is that we only reach the existing fans here. And whilst I **love** the existing fans, the next version really needs to get us up to FATE and PbTA numbers and that means new folks, who often find boards like this less friendly than FB. Also many of the Chaosium spaces are oriented towards BRP, and that has probably played out for **new** eyeballs, so I tend to spend more time on FB and Twitter to spread the word. I'll try to drop in, but it is easier to have on continuous conversation there.
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