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lawrence.whitaker

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Posts posted by lawrence.whitaker

  1. Quote

    Lawrence I suspect you misunderstood his message about level of success value and he was just trying to get away from a result table where one should cross reference column and row to a simpler description, but really it's the same that everyone does. At least I suspect it to be so.

    I get all that - but I'm responding to how the mechanics were presented in the original post - and I'm afraid that they're very unbalanced, despite the intention of getting away from cross-referencing tables.

    I note that Giovanni has subsequently edited the original post to take into account suggestions made since the original; @Giovanni, it's actually better if you respond to posts with your changes rather than editing the original, as it makes the context of the replies impossible to follow.

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  2. I have some doubts about the Victory points rules. It's a strange mix of differential and non-differential outcomes that heavily skews in the favour of the attacker.

    Assuming I understand things correctly, if the attacker scores better than the defender, he gains either 2, 3 or 4 points regardless of what the defender rolls. As presented, it doesn't matter if the defender fumbles or fails; the attacker gains the points dependent on how well the attack roll went. The attacker then has a few options for a 1 point cost, to inflict harm on the defender - but the defender has no way of mitigating the harm done. If you consider that the defender could score a success, there ought to be some form of consequence mitigation: but there doesn't appear to be. The attacker, if he scores a Special or Critical, gains the same number of points for extras regardless of whether the defender rolls a success, failure or fumble.

    Conversely, if the defender betters the attacker, he or she needs to roll at least 2 points better than the attacker to obtain an extra effect. And the effects are double the cost of those for a prevailing attack (and fewer in number). Basically, a defender has to do more for less reward.

    I think as presented the rules need a lot more thought and playtesting to see how they run in practice. On paper though, attackers are at a significant advantage over defenders, and that doesn't feel in the BRP/d100 spirit of things.

     

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  3. I'd seriously recommend that you play it RAW before adapting anything from RQ3. You may well find that you don't need to adapt anything at all. Pay attention to the Reach, Weapon Size, and Opening and Closing rules - they can make a lot more difference to how combat plays out than simply weapon damage. Plus, RQ3 doesn't have a true equivalence for Size and Reach, which is foundational to all Mythras weapons. These functions tend to be abstracted into Strike Rank, but in Mythras we've split them out quite deliberately to provide for more tactical variations when using different forms of weapons (especially shields).

    I'd highly recommend using one of the Mythras Combat Training modules as well - 'Breaking the Habit' is an excellent one to start with. They're designed to show the nuances of combat, especially the effective use of Reach, Size and Special Effects.

    After that, if you still think you need to adapt RQ3 weapon stats, then sit down with both books, study how the rules are applied, and start working through your options, what you want your game to achieve, and so on. Curiously, we took more or less this approach when designing Mythras. 😉

    • Like 1
  4. 22 minutes ago, Barak Shathur said:

    I appreciate the thoughtful and excellent work you guys have done on Mythras. Is it then your opinion that short spears are objectively "better" than other one handed weapons?

    No.

    There are situations where a dagger, shortsword or even an axe is going to be more effective. If you thoroughly read (and play) the Mythras combat rules, you'll see that weapon damage is but one of many factors influencing the combat rules. Mythras combat is far less about inflicting shock and awe damage, and far more about exposing the weaknesses of an opponent, exploiting them, and denying the opponent the ability to retaliate. I've seen characters and NPCs taken out by flower vases, tankards and chair-legs - let alone axes, maces or spears.

    And I never said that the primary function of a battle axe was to pull down shield rims. That was simply one example of how it can be (and was) used.

    BTW, I do appreciate your kind words on the work we've put into Mythras, but be assured that the same - if not more - attention to detail was put into how weapons are represented. We took the opportunity to review and evaluate prior editions of RQ and make informed decisions and sound choices based on experience, countless hours of gameplay, and real-life examples. RQ6 and Mythras diverge from previous RQ editions in many ways where combat is concerned - but these weren't whims or attempts to be different: they were carefully considered and tested decisions based on sound reasoning.

    It's quite okay for you to disagree with the damage a weapon does - by all means adjust it to suit your style of play - but please don't think that the mechanics reflect personal preferences or attempts to make X or Y seem cool or edgy.

    • Like 5
  5. Quote

    It sounds like the spear was given a higher damage output simply because it was historically a more popular weapon. This would be the equivalent of the D&D sin of making the sword the “best  weapon” because it was seen as more heroic in our culture. 

    No. That categorically isn't how we approached weapon design. Each was assessed from a variety of factors based on how they handle IRL (and Pete's direct experience with swords, axes and spears - and other weapons), their damage capabilities, reach, mass, and what they were designed to do. We didn't assign any arbitrary values based on 'popularity' or to make spears seem 'cool' or 'heroic'. 

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  6. A spear is an incredibly effective weapon for dealing damage. A sharp metal blade on the end of a length of stout wood, driven with force and leverage in a single direction is going to penetrate armour more efficiently and effectively than a sword, axe or mace. Military picks/great axes/warhammers are specialized weapons for hacking through armour, which is why they have the Bash, Stun and Sunder traits (which spears, long and short, do not).

    The battleaxe is not really the sort of formidable Gimli-style thing you often see depicted in fantasy fiction; it's a relatively unobtrusive weapon with a narrow head that can be easily kept in the belt and used in close-quarters battle to pull-down shield rims and chop at exposed limbs where a spear won't be as effective. But it's a slashing/hacking weapon, whereas a spear is designed for impaling and driving into the target: not just the spearhead, but sometimes the shaft as well. Swords are more all-purpose, being both slashing and stabbing weapons, but you don't have the same momentum and leverage as you do with a spear.

    I also found this quote from museumreplicas.com, discussing swords and spears:
     

    Quote

    A weapon causes most of its damage from the end where inertia builds and momentum is at its peak. This means the end or tip of whatever is being swung around. The longer the weapon, the wider the swing, the more power you can generate. A normal hit from a sword can feel like a bolt of lightning coming from a spear. The multiple handholds on a spear meant it could be used in many different ways and the power of a full-body thrust put into one had a massively damaging effect through armor, mail, padding, and bone.

    Weapon stats were given considerable thought when we were designing RQ6, and Pete Nash has first-hand experience of using many of the weapons listed. But Your Mythras is Your Mythras, and if you want to make swords and axes superior in damage to spears, then you should do so.

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  7. We released Destined on the TDM Store last weekend, but are now delighted to announce that the newest game from the Mythras stable is available from both Lulu and DrivethruRPG.

    Destined is a complete game of superhero roleplaying. Whether you like the classic style of four coloured comic books, the cinematic gloss of recent television and movie superhero adaptations, or even the gritty, violent works of certain stories, Destined lets you do it. Based on the acclaimed Mythras RPG system, Destined provides full rules for creating, equipping and running superheroes of most kinds and at three campaign levels (Street, Epic and Paragon).

    The powers system ensures that core powers - those that define what your Destined hero can do - always work, regardless of what they are, but can be enhanced and improved through the use of Boosts, and tweaked through Limits. Heroes with the same core power will look and feel very different with this unique customization, and heroes can have more than a single core power, allowing for an infinite array of costumed crimefighters, caped vigilantes, and power-armoured billionaire playboys.

    The special Allotments system offers access to gadgets, equipment, hideaways and other crucial resources without overbalancing characters. Super Teams can be assembled around core allotments, with every character drawing on the things they need for their adventures. And, as you'd expect from a Mythras game, combat is exciting, cinematic, and tailored to the genre. Heroes can punch through walls, be hurled into buildings, and even attempt to dodge bullets - and climb to their feet afterwards. Damage is handled in ways that reflect superhero conventions - but still allow for injuries and consequences. And when coupled with the powers, Destined combats reach truly epic proportions.

    To get you started, Destined comes with a hero-cave full of advice and guidance for creating your own stories and running the game. A setting is also provided in the form of Gemelos City - a USA west coast metropolis that is home to tech giants, shady corporations, street gangs, Mob-controlled crews, and its own history of supervillains and superheroes. Destined has everything you need for superhero roleplaying: marvel at your creations and adventures!

    Hardcover & PDF

    334 pages

    $44.95 - $19.95 (PDF only)

    Destined Thumbnail.png

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  8. 13 minutes ago, g33k said:

    Is Mythic Babylon a standalone product, or does it need the Mythras core book?

    From here:
    http://thedesignmechanism.com/store.php#!/Mythic-Babylon/p/367787033/category=24197109

    I see both "Mythic Babylon is a role-playing supplement for the Mythras game system," ("supplement" implies that it needs the core book) but also a couple of iterations of "provides everything you need" / "contains everything you need" (implying it's standalone and doesn't need the core book).
     

    (I am considering its potential as a gift, and want to know if it needs the core book for play)

    It does need the core rules, yes. You could though, just use Mythras Imperative as the magic systems in Babylon are unique and self contained. But having the core rules would be an advantage.

  9. 13 minutes ago, Jakob said:

    We're getting Destined - as expected - and a cover preview of Mythic Polynesia, which is glorious!

    And what is also glorious: If the TDM online shop is correct, I'll only have to pay about 7$ shipping for Destined to Mexico ... normally, I'm paying at least thrice this. Hope this is actually true!

    Yes, it's true on the shipping. All our books are now produced by Print on Demand and print and ship from the location closest to your location.

  10. 9 hours ago, SDLeary said:

    And it looks SOOOOO purdy! Very very easy to read, even on a screen! 

    @lawrence.whitaker (I keep wanting to type Loz), what are we looking at here? This doesn't quite look like Warnock 10/12... but its really really easy on the eyes!

    SDLeary

    It's Baskerville Roman 9pt for body text - which is the same font family as we usually use (Mythras body is Baskerville 9pt), but the Roman variation at 9pt produces slightly larger and clearer type than standard Baskerville, so it will become our house style.

    I'm glad it reads well for you! 🙂

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  11. Looking back at the original draft of the book, Special Notes were not included, but were intended to offer certain gifts for each of the sects referenced in the Politics section, and then expanded on in the relationships with other cults. It's more than 10 years since I wrote that material, so I've no idea why or how I missed it (or why the editor didn't spot the omission and take me to task on it; remember though - editing wasn't always Mongoose's strong point in those days).

    I would suggest enforcing a Gift and a Compulsion (because they're fun), but perhaps the GM should choose which, fitting the G&C chosen to the nature and aims of the sect.

    • Like 1
  12. Roleplayers for Ukraine is a special online convention running on Saturday and Sunday, 2-3rd April, aimed at raising funds to help the people of Ukraine in this terrible time.

    https://warhorn.net/events/role-players-for-ukraine

    I'm representing TDM and will be running an extended version of our combat training module 'Brace Yourself'. It's an introduction to Mythras and d100 roleplaying, designed to showcase the system for those unfamiliar with it and wanting to learn more.

    More games of all kinds are being added to the schedule, so if you'd like to support Ukraine through gaming, please consider signing up for the con at the link provided. And please help spread the word by sharing this post.

  13. Roleplayers for Ukraine is a special online convention running on Saturday and Sunday, 2-3rd April, aimed at raising funds to help the people of Ukraine in this terrible time.

    https://warhorn.net/events/role-players-for-ukraine

    I'm representing TDM and will be running an extended version of our combat training module 'Brace Yourself'. It's an introduction to Mythras and d100 roleplaying, designed to showcase the system for those unfamiliar with it and wanting to learn more.

    More games of all kinds are being added to the schedule, so if you'd like to support Ukraine through gaming, please consider signing up for the con at the link provided. And please help spread the word by sharing this post.

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  14. Roleplayers for Ukraine is a special online convention running on Saturday and Sunday, 2-3rd April, aimed at raising funds to help the people of Ukraine in this terrible time.

    https://warhorn.net/events/role-players-for-ukraine

    I'm representing TDM and will be running an extended version of our combat training module 'Brace Yourself'. It's an introduction to Mythras and d100 roleplaying, designed to showcase the system for those unfamiliar with it and wanting to learn more.

    More games of all kinds are being added to the schedule, so if you'd like to support Ukraine through gaming, please consider signing up for the con at the link provided. And please help spread the word by sharing this post.

  15. James Nicolls Reviews takes a trip to the Elder Isles for a review of the Lyonesse RPG:

     

    https://jamesdavisnicoll.com/review/true-and-destined-prince

    True and Destined Prince (jamesdavisnicoll.com)

     

    "If twenty-year-old me had encountered this, his head would have exploded. This is a professionally-produced, well-bound, lavishly illustrated text a million light years away from the crude, saddle-stitched books that were the state of the art almost half a century ago. It’s quite impressive, and I am sad that I deferred reviewing it for a year."

    • Like 3
  16. Quote

    7) How close will this be to the core Mythras ruleset? Will it be similar to Lyonesse (which feels very close to me)? If it will be very close, is there a way to indicate which parts are new or different versus those that are basically duplicated from the core rules? That way, someone who has and plays the core rules would be able to quickly and easily pick out what makes these rules different.

    It's very close. Mythras is the underlying engine. Most differences are small. The skill lists for example, and how damage is used to simulate the subject matter. Otherwise everything is very familiar. We haven't produced a 'what's different' guide because it's meant to be a standalone game, and there are a lot of subtle differences - probably more than with Lyonesse.

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  17. As Destined (our new superhero RPG) nears readiness, we thought we'd give you a peek under its hood.

    This preview is from our pre-proofed files, so doesn't have the 'page XX references' resolved yet, but it does give you a good idea of Destined's scope, look and feel.

    More news to come on the game's availability in early 2022.

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