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Prinz Slasar

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Everything posted by Prinz Slasar

  1. Mythras uses 1/10 but always rounds up. Therefore 51% means a critical range of 6%. This is an important rule because the breakpoints of the percentage values are always at 01, 11, 21, 31... instead of 10, 20, 30 ...
  2. Yes, this concept is as old as RuneQuest itself (the term Rune-Level says it) and Mythras, which is the 6. Edition of RQ, uses this idea, too (but in a more elaborate way). The whole chapter 14 in the CRB is a hidden "Level system" - especially applied to the Magic Rules. CLASSIC FANTASY, the D100-emulator of (A-)DnD, utilizes this system again but much more direct and visible.
  3. It is important to mention that the rules I've talked about were written with a narrow setting-specific focus and a non-RAW premise. They weren't written as general guidelines. Therefore they are "beyond the edges" you are fiddling around with.
  4. I see what you are getting at. Of course, your idea is quite possible. The background of the magic rules I have outlined (sorry, for being very short) is that Animism is the fundamental magic form in dealing with spirits, and Sorcery could be seen as an "improved Animism". This means that I have combined both magic disciplines in such a way that Sorcery is always a kind of "Animism with shortcuts" and in parts gives better results. Examples are: The animistic summoner has to win a Spirit Combat to bind a spirit or force it into service, while the sorcerer only needs the spell. In this case, however, the spell is just another way to win a Spirit Combat and force a bargain with the Spirit. Therefore, a Sorcerer-Animist does not need an additional spell to control/bind the spirit. The situation (and rules) would be different if Sorcery itself was conceived as a completely independent form of magic - separate from Animism.
  5. For one of the upcoming Mythras books (german editition) I'd wrote rules for that kind of stuff. In very short: The rules have two ways to deal with spirits: Animism and Sorcery. The Sorcerer-Animists use Evoke (Spirits) for summoning and a new spell Dominate (Spirits) for forcing them into a binding object etc. - The spell is new insofar, that it is re-written for dealing with spirits, e.g. its limitations are related to the POW-stat instead of the INT/INS-stat. Furthermore, the sorcery rules combine elements of the Animism, for example: Instead of a Spirit Combat the Sorcerer-Animist uses Dominate (Spirit), but if he fails the outcome is similar to a failed Spirit Combat. Additionally, Sorcerer-Animists have a couple of abilities regarding spirits which make them superior to Animists in case of summoning and binding of spirits: E.g. they can summon chaotic spirits with specific Chaos Taints (instead of random Chaos Taints), have easier access to True Names (which have some advantages) and can give demons (aka Chaos spirits) special "Pacts of Protection". These pacts are mightier than the according Chaos Taint ability.
  6. Awesome, Hannu. - Thank you for your steady support of the Mythras Game.
  7. It's a really nice book. I've bought the PoD version and received a free PDF from Heath. Very recommendable, and a great toolkit for postapocalyptic settings. Furthermore you can use it for modern settings and modern characters who haven't magic abilities or powers.
  8. Indeed; "Die Gute Nadel" is really nice and reminds me of old DSA (The Dark Eye) scenarios in a way. This is not a bad thing, though.
  9. Any chance to make this PDF available in print? I've bought all M-Space material, even The Triton Incident and Circles of Steele in printed format and I want to have Oddities in print as well.
  10. The two books are a lovely addition to my M-SPACE collection. I notice the upgrading in artwork (now in full-colour). After the reading I can say that the M-SPACE COMPANION is quintessential for the M-SPACE line and adds very useful topics and themes. Some of them are in demand for a long time (not only for M-SPACE but for Mythras in general): robots, cybernetics, hacking. These gaps have been closed now. The "Origins" Lifepath character creation blends well with the overall M-SPACE character creation. Regarding the character creation for robots and cyborgs, it's nice to see the skill pyramid from the Mythras Companion fully incorporated. Author S. Crowder (Pentallion) brings some new elements and styles into M-SPACE (e.g. the "Q-Tech"). Great contribution to the M-SPACE line, and I hope for more material. Even though the scenario is a standalone, it could be used with the Weaver or the Elevation M-SPACE settings, I guess. With further modifications it could be used with Luther Arkwright or Worlds United. And then we have CIRCLES OF STEEL, and you can say, this module shows the signature of Alex Greene. As with Oddities for ODD SOOT (and his upcoming Mythras supplements), his style is quirky, creative and (here and there) inspired by Film Noir and cinema of the first half of the 20th century. In conclusion: Great books, highly recommended (for M-SPACE but also useful for Mythras and D100 Sci-fi in general).
  11. Awesome. I've bought both products as print versions.
  12. Nice, I am looking forward to this and the next adventure module Salz und Feuer.
  13. This was very entertaining with some funny scenes. Inwils and his group did a good job with their roleplay and the quirky PCs. Great GMing from your side. The session showcases how smooth Mythras is as an RPG and gives a nice insight into the Lyonesse setting. I am eagerly waiting for the next episode with part 2.
  14. Department M, Classic Fantasy Modules, Greymoor Setting Supplement, new Supplements for Mythic Britain, Unearthed Companion, a complete new Gateway Licence product (unknown).
  15. "We have a pipeline that's set for a couple of years. So it's more of the same." (Loz) My neighbors heard a loud "Yes!", followed by a manic laughter.
  16. Beware that in MYTHRAS the improvement of characteristics is a rare event and very costly in terms of XP. By default, you can increase your characteristics only temporarely (like in real world). But there is an alternative rule for permanent characteristic improvement. So for POW it's not 1XP=1 POW but +1 POW= 1+current POW-3. If you have POW 12 and you want to improve it to POW 13, you have to pay 10 XP. (1+12-3).
  17. The critique regarding "no starter scenario" is where I would disagree. Yes, it has no "starter scenario" in the book. But the LYONESSE RPG has a starter scenario out. It's called "Coddefut's Stipule". I don't like scenarios in setting/rule books, so my point is biased.
  18. Just a suggestion: For Mythras, the upcoming Lyonesse RPG will have a huge amount of Cantrips
  19. This list is incomplete. Mythras has: (Character) Traits, Gifts, Combat Style Traits, Combat Special Effects, Weapon Traits, Class Abilities/Class Talents (Classic Fantasy)
  20. It's not only "after the die result". Some SEs have a tactical component regarding specific combat situations: e.g. to withdraw, to regain Footing, altering Reach, dealing with Overcrowdings etc. The list ist not very long, because the SEs are separated by Weapon traits, Combat situations, Unarmed, Ranged either it is a Parry or an Attack. It's not that you have to choose a SE from the complete list. Furthermore, the SE are very straightforward, because your Weapon allows you always the same SEs, you are fighting with always the same combat tactics and since the list of useful SEs are limited and always the same for the decades of Mythra's gaming, after a couple of combats and using the same SEs over and over again, you know them. To be honest, in most of the cases only 1 or maybe 2 SEs are useful or can even get picked. It's always the case that 98% of the complete SE list cannot be picked, because the situations are specific and disallow nearly all SEs but 1 or 2. It's not about the 98% SEs you cannot pick but the 1 or maybe 2 you can pick. And what you are able to choose is straightforward and self-explaining out of the given combat situation. (see my examples above) The list of SEs are not constraining imagination because you can make maneuvers if you have the upper hand / the advantage / the momentum. What maneuver you want to make is mostly very clear. And then you pick the apropriate SE. The SEs don't limit your imagination or possibilities in terms of apropriate creativity. Many possibilities are prohibited, yes. But these are because of reasons which are quite logical: weapon, combat situation, is it a parry or attack?, etc. Yes, you have to invest time and effort into this SEs. You have to read 'em, you have to look up what apropriate tactics your combat style and weapons would be fun (or possible). I would rather read and think about the SEs of Mythras than investing time and create a new combat system or my own houserules.
  21. I've just corrected that my point is only regarding Mythras, not about "many systems". I don't know about them, to be honest.
  22. My point is that the feats/stunts-system is a substantial element of Mythras. No words about other RPGs.
  23. Okay, this is legitime point of view. Since you have abandoned Mythras (according your postings on BRP Central) this is a opinion not to be considered indepth. If you want to discuss I'm glad that you are opening a thread on the Mythras subforum.
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