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RogerDee

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    Something should go in here
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    Heroquest freeform over at Sifficient Velocity
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    East Midlands, UK
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    Something should go in here

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  1. I have copies of French version in pdf, and it is amazing and also ocr.
  2. It does not have to remain that way if it is re-imagined. Not the least of which if it was re-imagined it would allow the easily incorporation of Immortal Invisible War, Fireborn, and of course Highlander all relatively easily with some redesign.
  3. No Jeff, what you are saying is somewhat disingenuous here. I did call it bloat, absolutely right; but the lack of consolidation I did not call that a design flaw. This is the D100 designer that said pointed out the lack of consistency, and they have never written any kind of D100 game in his life. https://www.drivethrurpg.com/browse.php?author=Simon Phipp Oh....wait....it appears that he might have. And this was my response is above. Which if true, in that spells design and mechanics are inconsistent I did absolutely say was a design flaw. The two points are not the same thing, never have been, never will be.
  4. On the grounds I never said it was bad design - way to go taking the wrong end of context. What I did say was a design flaw was in there was no consistency in the rules of how the magic spells seem to be put together. And need I point out that this was a flaw pointed out out by another D100 Game Designer - not by me. My original premise was about consolidating the magic system. Keeping core parts of the spells would be better, yes. Then include full rules of how to best bespoke say a protection spell, such that players can really make it sing in their game. If someone wants a shield of fire, great; or one of rose, fine; or one composed of writhing snakes. Brilliant! But to my knowledge, the rules do not go into enough detail on this, unless I have missed something?
  5. I know you were trying to clarify, but this misses the point of what I'm saying - and it may be how i was saying it....not sure. If you are casting fire bolt or lightning bolt - they are different spells but under the umbrella of bolt. So you can know one, but may not know both. But if the player knows both, then they can cast either.
  6. Shield though could literally be anything. Shield of fire, ice, light, scorpions. Literally anything.
  7. Nope, rules need to be consistent. All my post was a question, and see if people thought there were too many spells and see if anyone had thought of other ways to do it. Hell you just admitted that the rules were inconsistent.
  8. Not really, that is a design flaw, and something it has in common with Exalted, in that charms are not consistant. Same should be true here.
  9. It is just bloat. You can just bespoke as needed. Dark Wall, Light Wall. Light Blade, Dark Blade, Daemon Blade, Eldritch Blade. all do the more-or-less the same thing, just with minor variations. absolutely no point to be honest. Leap, Jump. Lightning Strike, Sun Spear, Sky Bolt Each of these instances can be one spell, that could easily be bespoked. Damage could easily be a function of shaping, so anything of Intensity 1 could be 1d6 damage, and touch range. Intensity 2 could be 2d6 and twenty metres or so. Split them into Bolt (lightning or fire etc), Blast (Multiple strikes), and Burst area of effect. Then all you need is a guide to creating bespoke spells from the generic ones - easy peasy.
  10. Why? Half the spells are just copies of others with a different effect.
  11. Anything that involves the multiverse would likely capture the attention of a wider audience, now that we have Doctor Strange Multiverse of Madness looming (WandaVision is going to lead into it I believe), the second season of His Dark Materials has finished. Then strike with individual setting books, like Young Kingdoms etc.
  12. Mysticism like I said last time in Runequest. Advanced Sorcery. Only with Deep magic I changed the rules slightly. You can cast through meditation as peer normal ruling - but you can also draw the rune, kind of like in Dragon Prince. This also applies to normal rune magic.
  13. As per the title, as there too many spells in Runequest? In some cases, certainly in earlier editions, the same spells were in spirit, rune, and sorcery, just written slightly differently. Is this really required? I am musing this, as thinking of going Savage Worlds approach, and having a core set of spells that can do most of what the players want, with a bit of bespoke wording. Is anyone doing anything similar?
  14. As per the title, revising the setting ever so slightly. Sun and Moon energies could be polar opposites, and Dark Moon even more so. In fact there was a story on ff.net about Connor fighting Dracula, who when empowered by a quickening came alive, literally, and was no longer undead. In fact some of the later French systems I believe had characteristics such as Strong, Very strong to describe characters - something that has been imported into Pulp Cthulhu so it is arguable that this is nothing new to the game. Merely adding bringing in elements from the original source material. Plus we know that the Kaim were the gods of the past, and did not need to use an anchor to enable them to possess a human. They were physical beings, so a faction keeping that aspect - i.e. physical gods a la Everlasting Daeva / Supernatural Pagan gods is not really changing the game either. Just altering some events of the the past. In fact something present in Legacy: War of the Ages, which is Highlander in the modern day, with a few slight changes to canon. What is missing from the English version, and present in the original Portugese Imortal, is that they originated in Atlantis. Plus there are Dwimmeralik, lesser old ones really - and quite horrific, which could easily be older kaim. There are all kinds of options to revise aspects of the setting and still keep the game the same.
  15. What you have described there is Highlander, so some will want to accumulate power via head hunting, others by being monks etc. In Highlander there were only immortals, but in a combined universe, there would be a lot of very compelling reasons not to kill one another. Heck you could even import some ideas from Witchcraft / Armageddon (Classic Unisystem) such that there is a sect of Undying that want peace. Another that Dream of Atlantis (hinted at in the series) and seek to create wonders of an age past. All of a sudden there is a reason they do not want to kill one another. Easy peasy
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