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Thot last won the day on April 14

Thot had the most liked content!

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About Thot

  • Rank
    Senior Member


  • RPG Biography
    Been playing RPG's for 25 years, of all kinds and tastes. Even wrote and published my own (in German).
  • Current games
    Currently, I am running a Mythras campaign set in the Young Kingdoms of Stormbringer, using the magic system from Magic World. The players are in year 11 after the fall of Imryrr and try to escape the end of the world, which they found out about via visions, dreams and prophecies.
  • Location
    In the middle of the middle of Germany
  • Blurb
    Born 1976, self-employed IT networking consultant, served 4 years in my country's Navy as an officer candidate/officer back in the day, happily married.

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  1. Thot

    BRP Mecha

    I just hope they make a fully fleshed-out setting an essential part of the new book, because with such things, examples work better than rules.
  2. Thot

    Hurrah to demon objects!

    "Stolen" of course means the thief learns the demon's True Name and rebinds it. But there are! Apart from POW (which you also need to build up a big Brazier Of Power, and which I still do not see as easy to regain per rules as written), you can only have INT spells and bound demons. A sorcerer wants a demon armor, a demon weapon, and a few other items like a demon with vital skills or Knowledge. Also, some bound demons are limited in lifetime, such as a Teleport demon, so summoning is better for that.
  3. Thot

    How may XP for NPC's?

    So the general order of magnitude seems to be right, there.
  4. Thot

    Mythras Publications & Links

    You could also add the two German-language adventures the RuneQuest-Gesellschaft made for Mythras, "Das Juwel von Ratrasch" and "Die Bestie von Arkadon".
  5. Thot

    Hurrah to demon objects!

    Obviously binding is superior, but keep in mind that a bound demon counts against your free INT, costs that point of POW and can be stolen or destroyed. A negotiation, on the other hand, requires a summoning to take place on the spot, which requires 1D8 hours of preparation... though you can technically summon, make a deal, and call in the favour later. My favourite demon ability for the latter, if combat related, by the way, is "Horde".
  6. Thot

    Hurrah to demon objects!

    Fog's height is linked to the demon's size. Also, the objects all need to be Greater Demons (so at least 25 D8 in attributes), in order for their needs to be so relatively harmless. That part is GM fiat, and I believe I miscomputed the number of D8's, but that's okay, as they're one-of-a-kind items. Good thought! However, you'd still need to find a situation where it is actually dangerous to use them on a subject that has equal or greater POW than you... which would also have to be found. My two player sorcerers have been trying to get those 6 weeks of time to do that since the beginning. No luck so far, with the end of the world being around the corner... It is a good strategy, but it depends on having the opportunity to do all these things. But then it wouldn't be dangerous to attempt the binding... a missed opportunity.
  7. Thot

    Balancing nonhuman player races

    I'd argue that a dragon (as written in the book) has many different advantages, which would all need to be somewhat counterbalanced, but scaling it down the way you suggest seems more manageable. The granularity you suggest also seems to be in line, generally, with how Mythras handles things. I like it!
  8. Thot

    Balancing nonhuman player races

    Yes, I am aware of that. But you know, sometimes I want to get a screw into the wood with a hammer. In my (German-language) copy of Classic Fantasy , the races do indeed also have disadvantages, especially lower characteristics. Elves are weaker and smaller, for instance. That's not necessarily balanced to the last bit, but then again, it doesn't need to be. Just noticeable enough to give players a sense of parity.
  9. Thot

    Balancing nonhuman player races

    So, that of course begs the question, what would be a reasonable amount of (one-time or permanent?) luck points? Mythras equates 6 points of POW with one (permanent, regenerating) luck point. Assuming that all characteristics are of the same value, we should be able to determine the amount. A dragon would have about 189 points in characteristics (adding its average values), as opposed to a human's 89. That would mean in that group, we'd somehow close the gap by assigning a total of 17 positive or negative regenerating luck points (100/6, rounding up). This is without counting in the dragon's natural armour or its wings, etc. Let's say we assign each of these things a point value of 2 attribute points, in the case of armor, per point of armor. Then we end up with an additional 38 attribute points, or roughly 6 luck points on top, which sets the total amount to 23. In the less extreme example of a centaur in the group (97 average characteristics points plus 1 point of armor in just over half the character's hit locations, so that's 2 additional points), we'd be looking at 4 luck points, either granted to each of the human players, or subtracted from the centaur player's, or a combination thereof. That is just a very rough method, of course, but I don't believe more than that is needed. The problem with that is indeed that it gets extremely unwieldy and detailed - I mean, look at the vast amount of disadvantages systems like GURPS offer. Lots of work for the balance-oriented GM, I'd say. (Though I guess one could simply port GURPS's system over, I believe that's too detailed for most purposes.) You mean like "sure you can be a Melnibonéan, but not a sorcerer, and you can't learn spells"? Seems a lot more impacting on a character concept than some luck points or even disadvantages. I mean, the point of allowing such species to a player is to allow them more options, not fewer, right? And if it doesn't (because the player wanted to play a dragon sage all the time), there's no meaningful power balancing happening, I'd say. That's particularly difficult, because then you'll have to keep detailed track of the characters' possessions. I'd rather not do that. They'd perceive the PC's as a group, and attack them as a group (selecting targets based on their assessment of the situation). I'd rather not impose NPC action limitations based on PC group balance, at least not so blatantly openly.
  10. Thot

    Balancing nonhuman player races

    You can only treat things the same where they are sufficiently similar. Where they are not (such as being played by a player or not), that will provide problems. Guys, I get that this does not come up in your games. In mine it does, so please, please, please, can we focus on solving the problem over debating whether it exists or not?
  11. Thot

    Balancing nonhuman player races

    Well, the difference is, the PC dragon is played by a player in a player group. The NPC is not. At least in some (in my experience, most) groups, there will be a desire of being somewhat equally powerful. My question for this thread is: What are alternative methods for achieving that design goal - without getting too detailed like GURPS or Hero System do?
  12. Thot

    Balancing nonhuman player races

    If there are any. The dragon may simply shapeshift via magic into a human (someone's gameworld's magic may allow for that, we don't know). And similarly, what about superhumans that are visually indistinguishable from humans, where such a method would simply fail? Players, at least a certain type of them, have a desire to be roughly on an equal level. That's the reason why Mythras offers a point-buy method for character generation, after all. So, SOME method to offer a (not necessarily over-precise, but working) balancing between such extremes would be nice to have. Oh, that one is easy. It should not, it just does, simply for game balance, if using that method. So basically, you have no suggestions to make other than those already in the rules?
  13. Yes, I know, it is not really part of Mythras' or even the D100 family's philosophy to balance everything. But what if I wanted to? What if I wanted to give opportunities to players to play things that differ from the human norm? Maybe a player wants to play a dragon? The usual approach in other games is to offer players the option to do so within certain boundaries, but to require compensation by reducing their ability to outshine the other characters somehow. But would one balance them in Mythras? Now, one idea I had was a "negative luck point" account. That would be an amount of points that can be bought off with luck points or can be demanded to be spent by the GM after a successful roll of any kind in the game. If you still have negative luck points, you need to re-roll that roll and take the worse of the two (or more) results. So if playing a dragon, you would probably, for quite some time in the campaign, be a very unlucky dragon... starting probably with a few hundred negative luck points. Of course, once they are spent, outshining the other players is easily possible again. And how many "negative luck points" would be worth an extra die on STR or POW? One could also, if such a high power level was okay, just offer extra free skill points and maximum amounts of increase to the less than super players - in the above example, anybody not playing a dragon would end up being a highly experienced human, elf, centaur, or whatever, with the humans being most competent. Or one could possibly add powerful magic items to close the gap. Or experience points might do the same job. But that would mean to play on a dragon's power level. (Please note that the dragon is an EXAMPLE here, it could also just be a centaur, a minotaur, even an elf). Or what other options would or even do you use in your campaigns were nonhumans do play a role as PC's?
  14. Thot

    Hurrah to demon objects!

    And that limits those items severely. Also, items can be rebound, i.e., stolen. We're in the Magic Worlds section here, so that question should be answered from the start. Well, if it did never happen, it would be rather dull, of course. Still, especially those with higher POW are less likely to even encounter beings with as high POW as they have. And those that commonly have higher POW than 15 (such as dragons) are indeed dangerous with potentially catastrophic consequences. But as you seem to have such a strong opinion on it being no big deal, was there ever a campaign for you where this got easily out of hand?
  15. Thot

    Hurrah to demon objects!

    That IS a major concern. Overpowering to a single foe without such help, yes. Not overpowering to a group of them. As I wrote above, you can easily drown them with numbers. In order for a POW gain role to happen, you need to have succeeded at a POW:POW contest against someone of equal or greater POW when it is actually dangerous (as per page 53 in MW). By definition, that means that goes wrong half the time. Dangerous things that go wrong half the time... that's rather risky.