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lawrence.whitaker

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Posts posted by lawrence.whitaker

  1. Quote

    Well for example, 
    - 1) in Mythras if your 130% in magic users roll 94% forget about rolling willpower if you are peasant with less than 95% yourself no need to roll, you already lost. That is frustrating.

    No - it's not a foregone conclusion. The peasant should absolutely roll because a critical success will beat the magic user's roll of 95. The peasant may only have a slim chance of rolling a crit; but it's better than not rolling at all. Also, if the peasant is a player character, then he or she may well have Luck Points which can be used to help mitigate whatever has been rolled (perhaps forcing the magic user to re-roll; or swapping the dice on their own resistance roll).

    Quote

    Plus how could I tweak that a little with the POW of each characters?

    POW already factors into the Willpower of all characters to give a higher base score for the skill. But if you think that a peasant's higher POW should provide an extra bonus for their resistance roll, then make it one grade easier (so a standard roll would bump to a roll of Easy, which increases the skill by half again).

    But, as you've said, you don't like the 'blackjack' approach to opposed rolls, so it's all moot. My point is, that I think you've missed some of the nuances built into the opposed roll system for Mythras, so I wanted to correct the misinterpretation.

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  2. Destined is going through proofing and indexing right now. It'll be released early next year.

    You also don't need either Mythras or Imperative: it's a self-contained game. 🙂

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  3. Quote

    The idea to use % for progression, but D20 for gameplay crossed my mind a few times, it's the method that most intuitively match our instinctive math understanding for opposed rolls... You make me think about it again... (plus it's quite familiar to the D&D crowd)

    There are a few other games taking a similar approach. Bushido, Aftermath and Daredevils, for instance, published by FGU and written by Bob Charette, employed the same mechanic quite a while before Pendragon. All three are very crunchy games, but they also have a lot of internal consistency and while the way the mechanics are presented is quite daunting, at its heart the system is pretty simple.

    For opposed skills, you generate an Effect Number (which can have multiple uses and is a brilliant mechanic). The Effect Number is the difference between your Base Chance of Success on a d20, and what you actually roll. So if you have a BCS of 19 and roll a 1, then you generate an Effect Number of 18. If you have to have opposed skill rolls, using Effect Numbers as the comparison is an elegant way of determining the winner.

    They're worth checking out, All three are still available from FGU.

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  4. Quote

    First, and it pains me to say because it looks good on paper, is a basic combat rule that is used successfully by many, but action points was a bit of a slog with my group.. Particularly with bonus defensive action from CF, we got color tokens on the table and... It was not smooth. I could go for BRP combat flow (1 action any number of reaction with cumulative malus) which was a great success. But fighters would be losing out in offensive potential here.. Never mind, got an idea, gotta introduce multi attack for chosen monsters and fighters....

    Perhaps give all characters 2 Action Points regardless. They can then use them for attack/defence other things as per the RAW, but you're simply limiting the amount of actions. Mythras has this as an optional rule in RAW already.

    Quote

    The second issue is more tricky. It's about saves. In BRP one use the resistance table, whereas in Mythras one do opposed skill check. I don't mind a bit of skill here, but I prefer the resistance table. But in Mythras POW almost never change, so the resistance table will be endlessly frustrating for the player. And I also like characteristics that do not change much... Basically I'm conflicted here and will take any ideas! 😏

    Mythras replaces Characteristic opposition on the Resistance Table with Opposed Skills. If you prefer the Resistance Table for opposed resolution, you could continue to use things like Willpower, Endurance and Evade, but perhaps divide them by 5 to give you a number in the range of 1-20, so that they can be compared against Characteristics at roughly the same scale. You can also separate them from the Standard Skill list and give their own grouping called 'Saves' or 'Resistances'. Retaining the % value allows for them to be increased as per Mythras RAW, but the smaller range from dividing by 5 keeps them distinct and usable with the BRP core method. So for example, a character might have:

    Endurance 50% (10)

    Evade 60% (12)

    Willpower 36% (8)

    You can take the same approach with any skill if you want to use the Resistance Table: Perception vs Stealth; Acrobatics vs Combat Style, and so on - although the Opposed Skill rules aren't that difficult to grasp and don't require any table cross-referencing, or dividing skills down to get a lower range.

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  5. Putting on my Hat of Pedantry...

    Quote

    Except that the Luck roll has never really been a core part of BRP.

    The Luck Roll is featured and described in the original Basic Roleplaying booklet accompanying my boxed set of RQ2. It's described on page 7 as: "Use it [POW] also as a "Luck Roll" for tight spots. For instance, if a character falls down a hole, he might land upright and take no damage."

    So it has been a core part of BRP since the get-go, and is framed, while quite loosely, as a way of avoiding certain mishaps - and, in this case, mitigating damage. But Atgxtg is right, GMs do need more of a framework for when and how Luck can be used, otherwise it can and will be abused.

    And taking off the Pedantry Hat.

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  6. 14 hours ago, Zenith Comics Presents... said:

    Thanks for the links.

    Yeah I tried the PDF, sadly thin serif fonts are just brain burning for me, I know I am in a very small minority on that one.

    I do have Mythras Imperative but on a quick scroll I didn't see any powers, what section are they in?

    Thanks for taking the time. 🙂

    BE HEROIC!

    It's actually in the latest version which you can download here.

  7. 9 minutes ago, Zenith Comics Presents... said:

    I feel awkward saying this but I can't read Mythras, your font choice isn't compatible with my eyesight and I get a headache every time I try to read more than a page or two. It is something I've had to deal with all my adult life sadly. I'll see if I can find something to assist, or get on the players to review it for me.

    Who is Luther Arkwright and where can I find his stuff?

    When you say there's quite a lot available, please tell me more! 🙂

    BE HEROIC!

    I'm sorry the font choice is proving problematic for you. It's called Baskerville and is a widely used Serif font, so it's not especially uncommon. If you use PDF, then you can of course increase the font size if needed.

    Luther Arkwright is one of our game supplements and is based on the works of Bryan Talbot. It's a highly acclaimed graphic novel series involving dimension-hopping agents saving the multiverse. In the game, your characters are special in some way, with unique talents and abilities marking you out from the norm, and making you perfect for recruitment to the agency Arkwright also works for. The talents range from simple things like an Eidetic Memory through to full-on psionics, and the game includes systems for both psions and handling mental meltdown. You can find out more about Arkwright below:

    The Design Mechanism

    The Adventures of Luther Arkwright - Wikipedia

     

    • Like 1
  8. Mythras also has Mysticism which comes with a host of talents that are akin to the Heroic Abilities of old MRQ. Plus, if you pick up Mythras Imperative, we have a basic Powers system in there that gives abilities/powers that can easily be toned to different levels of game play (and are powered by PPs).

    Luther Arkwright also has various traits and abilities that can easily be adapted to BRP too.

    There's quite a lot available.

    • Like 2
  9. 54 minutes ago, smiorgan said:

    How much do I miss if I try to play it using Mythras only? Is there a lot magic specific to Classic Fantasy? Unstatted monsters that require looking up in the CF book?

     

    Most of the creatures are fully detailed in the scenario, and while there may be a few spells that are unique to Classic Fantasy, it's easy enough to deduce their Mythras equivalents. Some new spells unique to the adventure are also included.

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  10. An epic Classic Fantasy adventure set in the shifting deserts of Aegypt!

    Something foul is lurking beneath the sands of, and a horror of the ancient world is about to be reborn!

    While investigating the disappearance of a nomad clan, the characters uncover a sinister plot that threatens all of Aegypt with unspeakable horrors. The stakes have never been higher as the adventurers face deadly foes in the city of Ombos, brave the haunted wasteland of the Firewind Desert, and finally confront the black evil that festers in the catacombs beneath the ruined temple.

    The Temple of Set is an adventure for experienced Rank 5 Mythras Classic Fantasy characters and takes place in the mysterious land of Aegypt, an ancient kingdom of vast deserts, soaring pyramids, and powerful magic. It is fully compatible with Mythras, and highly compatible with just about any d100 fantasy system.

    The scenario is 80 pages, full colour, and available in POD and PDF from the links below.

    $24.99 POD (includes free PDF), or $9.99 for the PDF only.

    DrivethruRPG: https://www.drivethrurpg.com/product/368058

    Lulu: https://www.lulu.com/en/ca/shop/darvin-martin/temple-of-set/paperback/product-eqywgk.html?page=1&pageSize=4

    TDM Store: http://thedesignmechanism.com/store.php#!/The-Temple-of-Set/p/413714637/category=23403107

     

    Thumbnail.png

    • Like 4
  11. System-wise, there are distinct similarities:

    • Same characteristics - 3-18 range
    • Hit Points per Location
    • Percentile Skills
    • Passions
    • Cults
    • Detailed Combat
    • Lower & Higher Magic forms
    • Creatures with full stats, so playable as characters within reason and some bounds


    But there are differences within the common elements. Mythras differs here:

    • No General Hit Points
    • Mythras uses Luck Points and Action Points
    • Skill values based on sum of two characteristics (or a single characteristic x2)
    • Different spread and handling of skills: Crits on 1/10th skill value, no Special Success, no Resistance Table
    • Passions augment skills without having to roll, and don't risk reducing a skill if failed
    • Combat takes a very different approach to resolution with a lot more tactical options and the use of Special Effects
    • No Strike Ranks - Mythras uses weapon size and reach instead
    • Magic works very differently. Five systems: Folk Magic, Animism, Theism, Mysticism and Sorcery - all fully detailed, but with different approaches and effects

    Another underlying difference that may not be so evident is the design philosophy behind the Mythras rules. It's not based on RQ2 to the same extent as RQ:G, and therefore a lot design choices and decisions move away from design decisions that underpin RQ2 (such as the Resistance Table).

    But the two games have a common heritage and thus a lot in common. Mythras is a toolkit that requires some thought from the GM, whereas RQ:G is tied to Glorantha and thus has that consistent reference point throughout.

    As David Scott suggests, take a look at Mythras Imperative which gives you a very good idea of the system, and showcases the differences I've outlined above.

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  12. The giantess Tadc and her bear companion, Terrorpaw, have seized a group of terrified villagers and hold them in Tadc's lair. A rescue party has been assembled to free the villagers and end the giantess's reign of fear over the land.

    The third in our series of Combat Training modules, Brace Yourself deals with fighting creatures. Both the foes in this module (the giantess Tadc and her bear companion Terrorpaw) are larger and stronger than the characters, and use different tactics when fighting. They therefore require a different approach if they are to be defeated.

    Brace Yourself! explores the options available to both players and GMs, and shows how different fighting styles can be used to handle multiple foes simultaneously. It also shows the importance of terrain and advantageous positioning - useful things to exploit no matter what size the opponent.

    As with all the Combat Modules in this series, Brace Yourself! includes a tactical map and downloadable tokens for use at the table or in a virtual tabletop environment such as Roll20 or Fantasy Grounds.

    Brace Yourself! Is $3.99 for the PDF, or $9.99 for the POD edition (with free PDF and tokens, and available via Lulu and DrivethruRPG).

    TDM

    Lulu

    DrivethruRPG

    Brace Yourself.png

    • Like 6
  13. Likely the end of the year. All the artwork is in, and Sophia is working on the layout, so progress is good, but it won't be a Fall release.

    We'll naturally release a preview nearer the time.

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  14. Hopefully the author, Paul StJohn Mackintosh, will be along to answer some of these questions. He's on vacation at the moment, but he's aware of the interest.

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  15. 46 minutes ago, Origen said:

    Waiting on my hardcopy to arrive, but I'm *really* enjoying what I see in the PDF.

    Any announcements about whether we're likely to get an ongoing line of support sourcebooks/adventures for Babylon (like Mythic Britain or Constantinople)? There seems to be *so* much to explore in this era that I feel a tiny bit intimidated by all of it. It's absolutely the best kind of intimidation--the feeling of entering a truly unknown world.

    Yet an example adventure (or, dare we hope, a campaign?) would really help me visualize this setting in action....

    We have a Mythic Constantinople scenario, 'The Curse of Triton' in pre-production, and are also hoping to see some Mythic Babylon support not too far behind it.

    • Like 3
  16. Mythras treats a weapon's damage-reducing abilities when used to parry or block, separately from the weapon's own resistance to damage. It also bases damage-reducing abilities on the relative sizes of the attacking and parrying weapons. This means that a character armed with a dagger (size Small) just isn't going to inflict any damage at all on someone parrying with a kite shield (size Huge), but would inflict some damage on an opponent parrying with a shortsword (size Medium).

    The default position Mythras adopts is that, in general use, weapons don't break as frequently as they might in say older iterations of RQ, and for that reason doesn't have rules for weapon attrition when used for parrying successful blows. Of course in reality, bronze blades are more brittle than iron ones, and iron more brittle than steel - but we decided to forgo such fine distinctions in favour of a simpler approach where all metal weapons are treated in much the same way. It is a compromise, but it also simplifies book-keeping because one doesn't need to worry about how many Hit Points your weapons lose when used to do something they're designed to do, in the hands of people trained to use them (which is another important factor in weapon breakage).

    However, it is possible to target a weapon directly, making it, rather than the wielder, the focus of an attack, and so Mythras has rules for this under its Sunder mechanic. Some weapons have Sunder as an available Special Effect, and these tend to be weapons designed for inflicting lots of damage (a greataxe, say) and/or being equipped with specialised surfaces (such as the spike of certain polearms) to puncture armour and shields. Damaging weapons in Mythras is therefore a deliberate, rather than an incidental  act, but there are certainly rules for it. Sunder is very useful if an attacking character is being kept at range by an opponent within a longer weapon (a spear or pike, for instance). It may be an effective tactic to attack the weapon and damage it beyond use, allowing the attacker to then close with the (now disarmed) opponent.

    For Lloyd's situation, where shields or other protection degrade when absorbing or ablating damage, it would be quite simple to give certain weapons the Sunder trait, meaning that whenever a shield is used to defend against them, their Hit Point value reduces if the shield's Armour Points are overcome. It's really all about defining what certain weapons can do when coming up against certain defensive types. Lloyd likes this fine level of detail, so assuming the additional book-keeping isn't an issue, then using the Mythras Sunder mechanics might be a solution to consider.

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  17. 56 minutes ago, Bill the barbarian said:

    The MI chip will enable you to have far superior graphics with the way it integrates various processes with in itself (GPU and CPU all on the same chip, I believe), the Catalina powered Mac of Raleel's might be closer to my world (what kind of chip and year?) but yeah, my first reaction was HOLY S#!T!

     

    ETA just saw that you had good results with an older computer (and a laptop to boot) and an older OS... strange. Well look at my post above and there you have the proof.

     

    Any ideas?

     

    I really don't have any ideas. Way above my expertise where the tech is concerned. I have seen differences in quality between PDF engines though. I've tried Foxit, Wondershare, Acrobat, GoodReads and a couple of others and they've all had varying results. 

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