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Daniel Stevenson

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Everything posted by Daniel Stevenson

  1. At first, I thought you were offering the WFRP 2e campaign "Paths of the Damned." I am much less confused now.
  2. The Description Principle: While you shouldn't overdo it, describing your players' surroundings is important for immersing them in the game world. Saying, "You enter an enormous cavern lit by softly glowing moss that covers the walls" is much more interesting (and helpful!) than simply telling them, "You walk into a cave."
  3. I know they don't. I pointed out those two because I failed to see why low CHA caused any problems for Rune Lords of those cults.
  4. I would like to point out that The Bloody Tusk and Thed do not have CHA requirements for Rune Lords ("Standard" is not specified.) This and the low CHA honestly make sense for these species, anyway: a broo or Tusk Rider is much more likely to respond to force than persuasion. Great Trolls still present a problem, though. EDIT: I forgot to get to the point of this post. Broo and Tusk Riders can indeed become Rune Lords of Thed and The Bloody Tusk, respectively.
  5. Some interesting videos I found about the mathematics behind how dice work. Evidently, old-style D10's (D20's numbered 0-9 twice) are more fair.
  6. I was a little concerned about this too. I think I'll wait until I finish the series (almost done with Book 11) before I make a final decision, though. We considered broadening POW (maybe changing the name) to facilitate that kind of stuff. Haven't gone too deep into it yet, though—we're trying to iron out channeling first. I hadn't thought of this. We were going to use the Five Powers like sorcerous techniques, but this seems to be closer to how they are presented in the book. Of course! Probably the best balancing mechanism out there. Becoming Aes Sedia is rather akin to Rune Master status, perhaps even more difficult. Thanks for bringing this up. I actually hadn't considered it at all. Don't thank me, thank WotC! That was stolen directly from the d20 edition. I was thinking of being able to channel a total cost of weaves up to your POW, but each weave beyond the first inducing a penalty on all of them (probably -5% or -10%.) This is a little different than what we presented earlier in this thread, as I read something in New Spring that changed my idea of how this works. Shield vs. shield will probably be handled by a resistance roll or opposed rolls. I think the best way to remain true to the books and balance the game at the same time is for the GM to establish a power level for the campaign. Do you want to start with stickpickers, or do you want to have a party of Aes Sedai and Warders? I'll have to give it more thought, though. That makes sense, but then how do you account for holding more or less of the Power? It does seem a good way to measure how long one should be able to channel, but that's a lot of numbers in flux. It seems easier just to track a number of melee rounds or full turns. Channeling combatants would run out of ammunition quickly too.
  7. If I understand correctly, the hardcover is coming out at Gen Con, but the slipcase doesn't until October or November.
  8. So, in other words, it depends on the Count.
  9. Does that make Rurik Runespear a rebel, then?
  10. So do all Temples have pro-Lunar attitudes?
  11. Although I still would very much like an Android version, I'll look into the Windows one when it comes out. Thank you!
  12. Will there mayhap be an Android version sometime in the future?
  13. Oh, yes, I did mean Heortling. The part that made me unsure was the description of Goldedge: It made it sound like the Sun Domers were Incorporated into the Lunar army.
  14. I recall the RQG rulebook saying that the Sun Dome Temple in Sartar is a small theocracy independent from the surrounding state. Are they completely autonomous, or do they simply have different customs which they defend despite their neighbors' hostility? Does this degree of autonomy extend to the other Sun Dome Temples as well?
  15. Thanks! This answered my question perfectly.
  16. I guess he knows a good game when he sees it!
  17. I know that buying the PDF version of RQG or the Glorantha Sourcebook gets the price of the PDF off of the hardcover, and I'm assuming the same will be true of upcoming books like the Bestiary. If I was planning on buying the boxed set when it comes in, would these discounts stack on the one product or would I have to buy each book separately to use all of my discounts?
  18. Perhaps it was somewhat influential, but much of the "new" RQ rules (Passions, Runes, seasonal play) are adapted from Pendragon, which is, after all, Greg's game. I wouldn't be surprised if Francesco Nepitello got some of his ideas from Pendragon, though.
  19. I heartily agree with this. Also, I'd like to point out that although tweaking an established engine works for most things, building a system from the ground up, or at least choosing one carefully, is a great help in conveying the "feel" of a work, especially for well-known worlds that players will come into with strong expectations. The One Ring RPG is a great example of this.
  20. Oh yeah. The WoT license is a mess. I read something about it when I learned about the upcoming TV show. That's what I forgot—Lensman! That is a setting I would like to see. I started reading it, but never actually finished—I couldn't find a copy of one of the books. Funny thing is that I actually discovered Lensman from a GURPS 3e supplement I found at my local game store. I was curious, Googled it, and read a few of the books, but my players weren't interested.
  21. This may be a wee bit self-promotional, but I think The Wheel of Time would work well for BRP. There is plenty of world background to draw on, and the magic system is structured enough to work well in an RPG. EDIT: I say self-promotional because I'm working on a WoT BRP ruleset myself. There's a thread here.
  22. Another mechanic we were thinking of including (actually a shameless rip-off from the d20 edition) was "Ta'veren Points." They have a similar role to Fate points/Momentum & Doom/Force points. Basically, you have some counters that are black on one side and white on the other. Each player gets one with the white side up and the GM gets one with the black side up. The players can spend theirs for turning a failure into a success, minor retconning (e.g. remembering to pack rope,) creating a favorable external circumstances (e.g. saying a guard is a mercenary who will accept bribes,) and other such. When they do this, they flip their counter over and give it to the GM. The GM can make a roll fail, introduce an unfavorable circumstance, etc. by flipping a counter and giving it to a player. Although this introduces a cinematic element uncharacteristic of BRP, it represents how events in WoT are moulded around those individuals the Pattern deems important to it, and most high fantasy RP'rs are interested in an important, heroic role anyway. Of course, this mechanic could be altered—characters starting with no points and being awarded them for awesome roleplaying/world-shaking events or the number of points based on an inherent characteristic. Anyway, your thoughts are appreciated.
  23. Compulsion results in a POW (being put into the Compulsion) vs. PER resistance roll. Morgase using a passion does make sense, but it doesn't have anything to do with her being able to channel. In the prologue of Fires (I think it was the prologue) Rahvin muses to himself how Morgase's force of will means he has to be especially vigilant in maintaining his Compulsion. I probably shouldn't have mentioned this. Although it is an example of normal folks resisting channeling, I can think of no instance in which this was even remotely successful without using the Power to cut the flows—the attacker is, after all, supplied with constant energy from the Source. I supposeyou could "arm wrestle" Air vs. Air, but I think flows are usually cut with Spirit—those would both be POW vs. POW (spent on the weave, not total POW.) As was in the update post, tying off and unraveling are both Channeling-category skills. A tied-off weave does not occupy POW. A shield is just another weave. After it is successfully woven, there is an attrition contest between the amount of POW put into the weave and the free POW of the defender (see Nynaeve and Moghedien's fight near the end of The Shadow Rising.) I will have to look into how breaking a shield once it is in place works, but untying the knot on a tied-off shield (or other weave) as Rand does near the end of Lord of Chaos will be another Channeling-based skill. It would also be good to note that this, among other weaves/skills, is lost to the Third Age. Happy to make a contribution!
  24. Phew, this is one thing you never have to worry about with GURPS. Although it honestly detracts from the cool factor...
  25. If you're really concerned about fair dice, check out this article. Gamescience is indeed generally more fair, although their d20's roll significantly fewer 14's 🙄. Also, don't buy Crystal Caste.
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