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drop bear

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  • RPG Biography
    Started with Traveler and T2K before coming in to D&D and Dragon Warriors
  • Current games
    Many and varied including CoC
  • Location
    Brisbane
  • Blurb
    Gamer & GM for around 40 years (since Primary School)

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  1. We reorganized Magic when we brought everything from the 1e Elf Book, the Companion and the Sea Elves along with stuff lifted from Wikies and put it in to one file, we are also trying to work out stuff from the Comics to bring in. ATM we are tinkering with the Prerequisite Trees. We are working on Fluff for the Martial Arts, so far we have three Schools "Elemental" "Plant" and "Wolf", the Elemental School is so far the most developed.
  2. We are thinking of allowing Teaching count as Research for skill improvement, not the full allotment of hours, we where thinking say Half? do folks think this is fair?
  3. We are Reorganizing Magic it to four broad "Types" Psychokinetic, sub types are Healing, Shaping & Teleknetic Teleempathic, no real sub types unless you want to divide Animals from higher lifeforms Clairsentience, ESP type powers and Meta, for powers that affect metaphysical forces. We are adding some normal skills like "Boating" and "Sailing". for Lore: Languages we are adding "Scripts" they are various "Glyph" used by each race, Elves & Trolls get their own Glyphs as part of their Race Lore, Human Glyphs are a separate skill, and the players Tribe has a Ogham script that has to be taken as a Language
  4. you can, you just have to find a Teacher and a willing GM.
  5. Well for Wolf Riders at least Magic beyond Sending, Wolf Bonding and Magic Sense is Rare, part of your Quest is finding Magic if that's your thing.
  6. we are drooping Strike Ranks and all but dropping Hit Location from Combat We are also looking for more Magic Skills. Most of the Characters have had their basics done, we haven't done Prior Experience yet. Characters so far are a Spear Fighter, a Bow Hunter, a Crafter who is also a Wood & Rock Sharper (and Unarmed fighter), a Trader, a Wayfinder and a Healer (who some also take for a "Witch") all are built on a Wolfrider template.
  7. Ok may be starting an Elf Quest game soon, just trying to figure out from other games to bring in to the game, we have decided that everyone gets "Brawling" at Str+Dex and "Grappling" most likely at the best of Str+Des or Str+Siz as a Core skill. we may be bringing "Martial Arts" (no Base Skill). What stuff do folks we should try and bring in from RQ CoC or BRPG?
  8. Ok playing from the 6th ed core book and a bunch of older supplements (since my 5.1 core book died of old age and over use) as well as some 7e stuff I've started to convert back, any ways one of the characters got a 21 on Edu (before Occupation mods, on top of an 18 Int) and the skill points he ha to throw around threaten to over balance the group dynamic given that he is a Humanities Grad Student (M.U. Go Cyclopedias!), other characters are no slouches Edu wise, we have a P.I. Grate War Vet (good Edu from life experience, at 17), a Dilettante/Flapper with Diplomas in English & Design and a Journalist/Flapper with a B.A. in Journalism and Diploma of Design (both around 14's IIRC). I'm a bit apprehensive to have someone with maxed out INT & Edu among some more normally educated Investigators, espechly when those skills are Humanities heavy (History, Archeology, Latin & Greek), I don't want one character to be an "Oracle" from the get go, the character dose have many strings to his bow (as planed), but they are all in the Academics. I don't want him to only be useful for his academic skills and feel he has to only keep developing them since they are clearly his stitch and he may be reluctant to branch out. the P.I. has a range of Combat & Investigation Skills, as well as some social, the Dilettante apart from bring Social Skill, Cash & Contacts to the table also has a grab bag of "Adventurer" type skills (mostly at low levels), the Journalist has some more social skills & Investigation skills as well as contacts. I don't want the academic to only see themselves useful for his academic skills and feel he has to only keep developing them since they are clearly his stitch and he may be reluctant to branch out. I think if I prune the Edu and Skill Pool back I may be able to encourage the player to develop a more eclectic skill base. so far the academics player is awe struck with the awesomeness of a "Perfect" Edu roll, but would like to have his character closer to the age of the other characters (20-23) and is dithering on if he should reduce his Edu, for the next few weeks we are on tight time constraints on the scheduling of our CoC sessions and can't waste the time Um'ing & Aha'ing over finishing a character, but I don't want to force the issue as far as making an arbitrary call and risk tainting the character. any guidance from Keepers that play a lot more CoC than I do, also player opinions and points of view are welcome.
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