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Chorpa

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Posts posted by Chorpa

  1. Well there are plenty of options to make Sorcery available for more than the unlucky ones. In BRP there is the Sorcerous Heritage option if you really want sorcery but haven't reached the minimum requirement. Basically you trade 2 characteristics point for 1 POW. Other option is making it a goal for the character and go out there and put yourself in situations where you will get chances to raise POW. Going after Spirits and other Sorcerers are a good idea since they will often engage in POW vs. POW combat a dangerous but very interesting path to become a sorcerer. If lucky you will be able to acquire some grimoires with spells for the day when you can actually cast sorcery spells yourself. ;t)

    In Magic World there are even more suggestions how to bypass the POW requirement. But the easiest option if you want sorcery more accessible is to reduce or remove the POW requirement.

    I myself like the high requirement since I want access to Sorcery to be very desirable. The spells are very usable for any sort of character not just pure Sorcerers to enhance their already existing skills and abilities.

  2. I'd be inclined to make it a Manipulation skill. Physical skills seem to be more about the whole body, manipulation is more about fingers and hand stuff. Not that my cowboys do any of that nambypamby stuff! Pull a gun, shoot someone. That's what i say :) It's poetry...

    That was actually what I was leaning towards myself with the same thoughts you have. Of course there is some showoffs that try to to impress the ladies with that "nambypamby stuff". But we all know what happens as soon as they encounter a real gunslinger. :P

  3. I was just wondering. Sitting here and planning a new Weird West campaign but this time I decided to use Devil's Gulch+BGB as basis for the character creation. Ofcourse I will use Aces High to support the Weird West campaign. But what has come up is in which categories the new skills are? Anyone know this? It is mostly because I use the category modifier option and want to know which one to apply to the new skills.

    Animal Handling I was a bit divided between Mental and Physical but since Ride is already under Physical and I felt Animal Handling is more knowledge based so I will probably put it among the Mental skills.

    Gun Spinning & Quick Draw. These two are the hardest choice and I am still not sure about their placement. Quick Draw I am pretty sure will go into Combat category since it is very combat related. Gun Spinning on the other hand I am leaning toward placing them in Physical or Manipulation category.

    What do you guys think? Or if the author is reading this what does he think? ;D

  4. I'd read this as if you don't accept Apotheosis you could still keep the lower Allegiance benefits you were entitled to.

    I haven't read through the Allegiance section in Magic World thoroughly yet. But this is how I understand it too.

  5. As most here already have said I agree that Classic Fantasy is a great choice to emulate D&D style of gaming. But it does require the Basic RolePlaying book too. I myself prefer the new RuneQuest and have been toying with the idea of using it for a Forgotten Realms campaign. But in that case it would be more a case where I adapt the world to suit the rules than the other way around but it covers the most of the areas to be able to keep the flavor.

  6. Ok thanks was as I thought. Was just a phrasing at the end of the section that it compensates for the toll of aging that made me doubt a little.

    After five D6 rolls, each additional roll costs the Adventurer two points from any characteristics— this is the toll of aging. In compensation, distribute 20 percentiles among the Adventurer’s skills for each extra d6 of age added.
  7. It is a bit unclear if the 20 point extra percentiles per extra d6 applies after the 5th dice or after the first dice. Is it straight away or when age effects starts to set in? :?

  8. Yes I have gotten the impression that they have been quite swamped with work at the moment and pretty sure it has been because of that. I am sure the book would have done better pdf wise if it had been available there though. But from what I understand the sale physical book is doing well.

    The book should be in my possession after the weekend so I can start to digest it. Already have plans on using the Southern Reaches setting and maybe combine it with The Realm setting from Design Mechanisms Book of Quests. You got to love the cross-compatibility of the different d100 games! ;-)

    Ether way back to topic even if I don't mind getting the book and pdf separately as mentioned it would indeed be nice to have a bundle option.

  9. I don't mind paying for both, but I won't buy the game until the pdf is available at DriveThruRPG.com. That site is better at managing and archiving your pdf purchases than Chaosium.

    Does anyone known when Magic Word will be available on DriveThruRPG.com?

    Ditto! I have just ordered the physical book from a store but still waiting for it to become available through DriveThruRPG/RPGNow so I can get the pdf too. Love to have a pdf availabe so I can work on adventures and stuff with only my laptop/tablet and not having to lug around the book everywhere.

  10. A third ISBN? That is interesting.

    But the two first ones seem to be the same as the book I am about to order so must be the correct book. What threw me off is that it has Andy P. Timm, Kenneth Solis and Oneika Vegatoth listed as the authors but shows the cover of the Magic Book and the ISBN seem to be the correct one. But because of the unknown authors listed I was very unsure.

  11. Hi! I am finally gonna order a copy of Magic World from my bookstore but it lacked a lot of details so I was gonna compare the ISBN numbers to make sure I am getting the right book and noticed it is not listed on the Chaosium web page.

    Could anyone list the ISBN number for me?

  12. Finally! I was so happy that most of the issues got fixed before it went into print. Was so disappointed when the pdf was first released but after the work over we finally saw a very nice book taking shape. Have a move coming up but once I get a new group together in the new city I plan on running the campaign.

  13. That rule that Chorpa is refering to is probably what RQ6 has described as the Rabble/Underlings Rules, I'm not sure. That could definitely work I would think, and it has been tested by the authors so it shouldn't 'break the system' so to speak.

    Well it is very similar except it is not for less competent foes, but is intended for those combats when you have plenty of foes and want to speed up combat a bit. And does use a Critical Wound table for damage over a certain threshold (just like in BRP). I will do something I normally won't do, but since the rules in Legend are OGL I don't think they will chase me down if I quote that section of the rules:

    Optional Combat Rules For Non-Player Characters

    One of the most time consuming elements of handling Non-Player Characters (NPCs), such as monsters, enemies and so on is keeping track of locational Hit Points during a fight, especially where several NPCs are involved. This can become confusing and often slows-down a game considerably. Legend offers are several optional ways of dealing with this issue.

    General Hit Points

    First, reserve locational Hit Points for major villains and enemies. For all other foes, use General Hit Points instead. General Hit Points are calculated on the average of the CON and SIZ Characteristics, rather than on their sum. So, a foe with CON 12 and SIZ 16 would have 14 Hit Points (12+16, divided by 2).

    • Every NPC has a ‘Critical Wound’ rating equal to half the General Hit Points (rounded up). Thus, in our example, a foe with 14 HP has a Critical Wound rating of 7.

    • Weapon damage is removed directly from the Hit Point total. When Hit Points reach zero, the NPC must make a Resilience test to remain conscious. If the test is successful a Resilience (Endurance in RuneQuest) test must be made every combat round until Hit Points are brought up to 1 or more. If the NPC loses consciousness, death results within a number of Combat Actions (Action Points in RuneQuest) equal to the Critical Wound value, unless Hit Points are brought up to 1 HP or more.

    • If General Hit Points are reduced to a negative amount equal to the Critical Wound rating or more death is instantaneous. In our example, if the foe sustains 14 or more points of damage, he dies automatically.

    • If the NPC suffers a single wound that exceeds his Critical Wound rating in one blow, the Games Master may make a roll on the Critical Wound table to determine what additional effects are suffered. The armour value being worn is subtracted from the D20 roll.

    • If the blow inflicted by the Adventurer is a Critical Hit, add the damage to the 1D20 roll.

    • In addition to the effects detailed in the Critical Wound table, the target always receives an impressive-looking scar as a permanent reminder of the experience.

    Example: Alaric is battling a broo. The broo has 12 General Hits Points and wears 3 points of armour. On the first blow Alaric hits and inflicts 7 points of damage (after armour has been taken into account), which exceeds the broo’s Critical Wound level of 6. The Games Master rolls 1D20 and

    scores 13. This is reduced to 10, taking into account the broo’s armour. The broo is dazed (losing its next Combat Action) and needs to make a Resilience test (which it does) to avoid unconsciousness.

    On the next blow Alaric again scores a hit, delivering a further 5 points of damage. The broo is now reduced to zero Hit Points. Since it has been reduced to zero Hit Points it must make another Resilience roll or fall unconscious. This time it fails and Alaric spends his next action to give it a coup-de-grace.

    I have omitted the Critical Wound table, but as most people can see it is very similar to the Major Wound system that is used in BRP and Magic World but already adapted to Legend/RuneQuest. Underlings that follows this section is basically the same what is being offered in RuneQuest with the addition of Rabble for the even weaker opponents. But as can be seen it should slot quite nicely into RuneQuest. Only thing needed is the name changes (Resilience -> Endurance and Combat Action -> Action Points for example).
  14. I remember an option being available in Legend/RQII that is very similar to the Major Wound rules from BRP. We used that option in a couple of our first adventures when I didn't have the time to fully stat up all NPCs so used that option for those and see not problem with just plugging that option to RuneQuest 6. But as some have mentioned some Special Effects becomes useless. Not sure how the rules hold up in the long run, but for the characters I didn't have time to stat out the hit points and armours of all locations it worked perfectly. Considering that the Legend book is buyable for just $1 it might be worth getting the book to try that option out with RQ6.

  15. As I see it you have two options if you want the flavour of a D&Dish game but avoid the system.

    1. Classic Fantasy - As everyone else suggest Classic Fantasy does sound exactly like what you are after.

    2. GURPS Dungeon Fantasy - A similar aim as Classic Fantasy but with the GURPS system. Pros: Way more support and small books out to support your games. Cons: Another system (GURPS). It is not a bad system but as most here would agree on BRP is a more intuitive system.

  16. I am also pro resistance table. Not that I dislike the RQ system at all, it is simple and very fast way of resolving similar situations. The resistance table mechanics are so simple you don't really need a table for it in my opinion but some simple math is required while the RQ way don't require math at all. :P

  17. I have checked Adlibris and they didn't have it. No need to bother them about it since there are plenty of other suppliers here in Sweden that do carry it. I was planning to use Magic World when I first heard about it as a base for my future fantasy campaign but have since fallen for RuneQuest 6 and went that way instead. Was gonna pick up MW anyway just to support it and loot the sample setting that just seems like a perfect fit into my homebrew campaign world. Probably plenty of other stuff I can and will loot from the book.

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