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Nikoli

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About Nikoli

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    Advanced Member

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  • RPG Biography
    I'm a roleplayer since the 80s, beginning first with MERP, Rolemaster, then Warhammer, and having by now played many of the classic games. This includes lots of CoC, some Pendragon, lots of Vampire the Masquerade, a little Werewolf, lots of Warhammer (1st and 2nd edition), Shadowrun (great world, painful system), WEG Star Wars (D6 - a real favourite), probably two games of D&D(!) - because MERP spoiled me - and some others. I'm currently looking for a good system for Warhammer, which has led me to BRP variants.
  • Current games
    I'm reading Zweihander at the moment, in my quest for a Warhammer system that works for both the players AND the GM. (Ease, yet detailed and flowing.) I'm thinking of buying Magic World.
  • Location
    Ireland
  • Blurb
    I teach psychology, hypnotize people, and take a serious interest in philosophy.

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  1. As a further thought, one could always use a d10 for each of those outlook skills too, if the bonus is a worry. It might mean some players get unlucky and roll low a lot, though it creates an average of +5 with the possibility of more, which seems to make it motivationally worthwhile to include in chargen for the players.
  2. I agree. Though Climb (rope) might suit. I can see how some players, perhaps based on concept or the ongoing adventure, might choose or end up with specialties that are not strictly as useful. But I’d aim to make them useful and not be TOO specific. It’s definitely important to keep in mind!
  3. Thanks! Lots of ideas to mull over. I like the idea of giving specialisations to the professional skills at character generation. Makes sense. I think the 51% also makes sense. I had considered it, and saw the 75% as something to attain, though it likely makes more sense to make the threshold at the entry to the professional level, or to profession skills generally, since the benefit of specialisations is the dept it gives to characters. So in that case having it as a carrot for development is maybe not as good as allowing them earlier on, either at 51% or in professional skills. Per
  4. You might be right about the mechanic being a bit fiddly. Maybe an extra reroll is enough, though I might try the flip mechanic. I like your ideas. I’m also sympathetic to the general melee, missile, unarmed, etc., skills, with specialisations in particular weapon classes. WEG Star Wars does that. Though perhaps a person really can be a noob with certain weapons, like a swordsman trying to use nunchuks. But specialisations in general give more depth and colour to characters, which I think is needed in a game that is not heavy on skill lists and, with MW, has no talents. I kept looking at
  5. Hi Guys, I’ve always liked the idea of talents to diversify characters, or the old White Wolf and WEG Star Wars (2e) system of specialisations. For Magic World, this could be easily implemented to further diversity characters and give then more colour. -System When a skill reaches 75%, the player chooses a word to specialise the skill and to denote an area of talent or further focus. E.g., Climb (trees/building/sheer surfaces/wet surfaces); dodge (swords, axes, etc); track (greenskins); Sense (danger, lies, movement, ambush) etc. Anytime a character gets 75%, he chooses a specia
  6. Thanks. Yes, I’d aim to do that anyway. (Within reason. I wouldn’t expect a noble to be entirely helpless in a rural setting due to familiarity with landed estates, game, etc.) Though I’d be interested in a way to balance. But since the careers seem haphazardly pointed, it looks like the only way to do so would be to give out a standard amount of points to all careers and use the current listing as ‘skills you can choose from, coupled with maximum values’. So if a career has +20 in X, one can choose to put up to 20 points there. Advanced skills might cost 10 points to buy the base lev
  7. Hi Guys, I’ve recently become interested in Renaissance Deluxe and C&C, however despite being almost perfect it looks like - maybe similar to 1st edition WFRP - that the professions are not balanced in terms of awarded percentiles. Is this the case? Has anyone managed to balance them? I loved 1st edition WFRP, but I also don’t want people being short-changed because they want to be a certain concept and yet the system rewards X and not Y. I know, of course, that reality is like that. But in a game, it seems to me, it’s good to give everyone an equal footing - especially when the
  8. Putting a limit of one modifier use per adjective per session might be good. So a Vulcan can call upon ‘disciplined’ once a session, for a stat (1/20th) or skill (1/5th) bonus, and likewise can use the other three adjectives just once in the same session. Or alternatively 4 uses of any adjective per session; so a Klingon might use warlike 4 times in a session, rather than calling upon others. The situations would shape what might be needed. Edit: One might use other keywords or tags, too, to simulate abilities with the rating acting as a skill. For example, ‘Vulcan neck pinc
  9. Hi Hix, I had the same idea. It could be three or four adjectives. So Klingon might be: warlike, honourable, brave, intimidating. Vulcan might be: disciplined; logical; telepathic; strong. (The latter would be a bonus purely for strength, whereas Klingons would get their bonuses for combat generally.) Humans: Cooperative, adaptable, just, curious. Etc. I wanted to avoid working out specifics for each race/species, so the allegiance or passion would maybe start at 40% or 50% Way of X, and would increase as the player roleplayed and used their species traits. Like any skill, it could i
  10. Hi, Any more news about Space Cowboys? I was wondering if there are files available to look at. Unrelated to that, I’ve been thinking about Star Trek a lot lately, and to avoid the trouble of figuring out all kinds of species stats I think a general ‘Way of X [e.g., Vulcan]’ might work as a percentile passion. 1/5th of The Way of X would add to relevant skills or situations (like a Vulcan using a science skill) and 1/20th to characteristics (e.g., a Vulcan using Int to play 3D chess, or even to Str due to their low gravity homeworld). The player asks the GM if it can apply.
  11. I agree; it’s great. It seems to have fleshed out more background detail relative to Cthulhu Rising, such as extra info on psionics as well as making them rarer (and the rules allow for more than one power, so there are changes too; I think extra powers as well). It also has interesting rules for personality restructuring in case people go permanently insane. One may not use them, but it’s nice to see these mechanics as they can be used in futuristic settings to simulate various procedures. I really like the core mechanics; it will take me a while to survey all of them. All it’s miss
  12. Hey, I’m not sure what a WIR is! 🙂 But I imagine it’s a review. I’m currently still reading M-Space, and ordered The Companion, received Cthulhu Rising (the older edition) and Worlds Beyond (disappointing), and ironically am having trouble with my eyes lately - I think from too much screen watching in lockdown. So pdfs are giving me trouble. I’ve tried filters and all sorts, to no avail. I might just need rest! But from what I can tell New Horizon seems to essentially have the Cthulhu Rising chassis with some additional aspects, like demons and luck points, and a separa
  13. Hi Guys, I was reading a review of an older Cthulhu Rising monograph that I bought (I could only source the 62 pg one, rather than the updated one), when I discovered a comment beneath the review linking to what the commentator said was a kind of new incarnation of Cthulhu Rising. I took a look. I very nearly didn’t, then I very nearly didn’t hang around to download as there was a little delay. I’m so glad I did. I would suggest looking at the core product and sourcebook asap, as you’ll find an incredible amount of work solely made for play (not commercial use), which I assume is oka
  14. I’d love to see or hear more about the Starship design and combat rules. For me, that’s the key issue for BRP sci-fi. I’m very interested in seeing other approaches. I’m still reading M-Space (Mythras), and I have Worlds Beyond (I had high hopes when I snapped up a copy recently, but the ship stuff there strikes me as very unplayable - lots of errors in the text vs the worked examples, and the design process is a mystery of where to begin - but the setting is nice). But I would love other models. Only M-Space seems the current model for ships right now. I’m currently trying to create
  15. Tarot cards are great. I collect them for artistic reasons and considered using them more in games (I even have a Cthulhu set somewhere and a Science set.). For example, at the end of the session have the character draw a tarot card - assuming you have a pack, or use an app - and then look up the meaning (go to learntarot.com) together. Somehow, bring those meanings into the next session - call upon a skill roll at various times and perhaps the PC makes a link to something going on. Keep that tarot card exposed during play to add suspense. (Think of the Ninth Gate.) In essence, use it lik
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