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Jegergryte

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Everything posted by Jegergryte

  1. yeah, https://joindiaspora.com/ is not open yet, for some reason. Plenty of other pods though.
  2. https://diasp.de/ should work… if not just have a look see here: http://podupti.me/ and pick an appropriate pod…
  3. Right. So I'm looking at the unarmed combat super power, something that might come in useful over the next few sessions to properly pound my more than sure of themselves players… for this I see no problem… but lets say one of the players acquired this super power (and someone will eventually the way things are going)… it says that there is an opposed roll on the resistance table… trying to figure out what this meant I found no clear explanation. So if, my evil npc had 4 levels and the unlucky wannabe-ninja player had 1 level, I would place wannabe's level 1 as active and evil overlord ninja's level 4 as passive on the resistance roll table for the players roll, and inverted for my evil overlord ninja-monk killer of doom? then both roll and on we go? Or is there some other mechanic that I have over-looked that is intended for this?
  4. Yup. I've had no problems with it as of yet. Works well, of course its lacking in stuff, but given that its an alpha and brand new (sort of), I have few complaints.
  5. Something along those lines yes… ehm… it, you know, we… ehm… different people, different connotations… I prefer … ehm… who are you? I have this odd feeling of… uhm… here, have a corpsicle!
  6. Many things, depending upon context, amongst them: "of or relating to society or its organisation" … of course you can just google it or go here and have a look-see.
  7. I just want to make people aware (those who aren't anyway) about the Diaspora* Project. Come join your own future!
  8. I suddenly became interested in a system like this, referring to my last question in the Dragon Lines book… Reputation and Honour are two types of social "hit points" I can think of just now, Pride another, which would somehow be related to appearance/charisma (and perhaps something else?). Of course the name and nature of how it works would vary from setting to setting, even culture to culture, so here an initial decision must be made, if its to be a generic as possible system… or setting-specific. I know L5R has a system for this type of thing, not sure it lends itself well to BRP though, been way too long since I looked at that game… and its very setting-related… Status should, at least could, also be tied into this, perhaps as a complementary bonus of some sort. Hmmm...
  9. Question: The Jeweled Courtesan Style… the third technique witty repartee -> nimble defence [fast talk or etiquette] … can I use fast talk or etiquette as defensive skills now? I wonder what the intention behind this technique is, because frankly I have issues understanding what its good for… or is there some stuff in DL or BRP I have overlooked when it comes to social skills?
  10. a sticky with links is not the same as a sub-forum with the respective threads in them, which I would still prefer to the current solution.
  11. I concur. I miss the separation of discussion threads and product threads into two different forums, or sub-forums. I see the, or at least, a rationale behind the current state of affairs, yet the possibility to ask questions and look at products in a separate thread was very nice. As of now a lot more browsing is needed if looking for a specific product thread. Where questions I might have about that product already might be answered or I could come with my own questions, instead of starting a new thread, which isn't always necessary in my opinion, or going through pages of threads looking for the threads... and then seeing the thread disappear when answers take time coming, thus it would possibly take even more time to get answers for product related questions, that would best be listed in that thread… if of course the idea with the product threads is to have related questions posted in them… Its not a big issue, but it was nicer and more practical the way it was, in my opinion at least.
  12. Rhonx Aibia … I like it, yet 20-30 damage in BRP sounds a bit too deadly… I will go properly through this, the art is lovely and the beasts … mmmm
  13. Oh and one more thing. Can the vilkacis take on the spirit/ghost wolf shape after the first initial stage? or is it limited to the actual physical shape change?
  14. One question about the Vilkacis. The first stage, can this still be entered in later stages? and when in human form the vilkacis' are vulnerable to non-magical weapons, its only while in spirit, beast etc forms that the need for magic, fire(?) and oak is crucial yes? I intend to borrow this, change and tweak, its such a grand concept!
  15. Right, I have this world I'm playing in and have been developing over a few years. The world in itself is created by an unknown number of "gods" or "beings" of energy that caused creation into existence… in the process they messed up the perfect void (which didn't like being messed with). Basically this is a meta-plot device more than anything the players ever get into. So while there are "divine" and "infernal" forces trying to win an epic battle of keeping creation in existence and unmaking it, this is not really something that plays into the game directly. So the "gods" don't really care about the centre of creation, so long as it produces souls and is kept safe, which it is. So they don't meddle with the affairs of the planet, if you ignore the millennial lunar alignment transferring magic (as a thank-you gift for the souls: the stuff of creation) from the "gods" to the planet. I do not intend to let these "gods" take sides in "earthly matters" or let people have an allegiance to them, as they are nameless and care more for creating than anything else. Now, the world itself has many nations, civilisations and such stuff. Of course there is one "faction", the Monsters, which was the cause for the downfall of the Utopia (some 15000 years ago or so). This is the closest to "dark gods" or "forces of chaos" that players will ever really encounter, of course we (me and the guy I created the world with) did use "demons" at some points, as representatives of the void, when it sometimes manages and attempts to mess up stuff on Pentarus, like stealing (completely destroying) souls… which usually doesn't go well, for a multitude of reasons… I see now that this can go on and on about this… basically my question is about how to use allegiances in a non-divine way? or if it is actually any point in doing that… consideriong the above... Thing is, I have certain powerful people, like an "evil" (such a relative term) empress, a cynical century old Devi-type of character, and more like him… additionally there are two more or less completely magical races… these are, I guess, the power factions… technically its possible to become a Devi-type character by performing deeds and discovering ancient technology and lore, and of course by in some way or another help the above mentioned "gods" with "powerful" and large quantities of souls… so, then, it is possible to come in contact with or by contacted by or just affected by the creators of creations, although this is more akin to reaching enlightenment than any sort of communication taking place. So either by causing a genocide or strengthen the souls of people (training, teaching magic, honour, and so on) or causing an epic continuous birth-increase (just to name three superficial and banal examples) one can, potentially, be "elevated" into a Devi. Of course it could just be simplified into abstract non-interventionist religions, pantheons, honour (moral and ethical) codes, protocol of the principles of actions and so on… at that point though it becomes numerous and will certainly overlap… I guess as long as these don't give suggested abilities it won't be much of a problem, but of course I do lean towards such a rewarding system, especially when/if reaching apotheosis… I know it would be easier to comment and come with suggestions if you knew more of the world and its meta-plot, its set of "plausibility structures", its metaphysical and semi-divine sacred canopy (of relativity…)
  16. Sounds like 7th Sea Yes, I have the same notion going on, and I like your solution, I think I will steal. NPCs only used for random or "stalling-"encounters are easily or more easily "offed" than those that matter. So I have mainly gone with a division into two. Encounters that I've planned and are needed for the story arc to progress and set the tone and mood are "main-NPCs" that are hard or semi-hard (similar to your sergeants, but until now I haven't used those rules, now I think I will), while encounters triggered through other means by the players themselves and their more or less ingenious ways of going about the world are often (CON+SIZ)/2. Main villains and character the players might end up in conflict with through stupidity and rashness are going to be treated like PCs in that matter. Thanks for a nice solution to unforeseen potential troubles. One question, the way you do the mooks are still "stronger" than the lesser foes, or brutes or whatever they're called, in Dragon Lines yes?
  17. Now... I'm all for grittiness, blood, gore and painful combat. Certainly, its one of the reasons I so much enjoyed MERP, Rolemaster (RMSS) and HARP. Penalties, bleeding, stunning blows to the face. Yes. I like. Now. BRP has all this, more or less, but I would actually say its a lot "worse"; meaning more deadly and mean... During the first session I tested BRP I quickly decided to use Total HP. After hit with a cutlass over the face one of my players (would've been unconscious had I read the wound rules properly prior to the session, luckily for them I hadn't) was close to death at 1 HP and a slash over the nose... a pretty face no more. So I decided, still not having read the wound section properly to introduce total hp, effectively doubling hit points in the group. After the addition of some new players I decided to base the Major Wound threshold on 1/4 of the total HP, so to make scarring and penalties still prevalent, yet not killing people too quickly. (One of them has insanely high HP due to some mutations.. effectively barring most attacks from causing major wounds - fair enough, but he should still scarr and bleed and potentially become an ugly faced warrior too, without having to lose 20 HPs(!) in the process). So now the other day, while addressing the issues coming up next session and preparing the long journey into the forbidding Torum mountains towards White Peak Keep (oh cliché of clichés), I decided to set some angry and hungry bears upon them. So when looking up stats and deciding upon the "battle ground" where the fight will happen, during night, I decided to look up the wound rules (can't think of why exactly)... suddenly I realise I've been doing it "all wrong"... meaning, I have done it more like a standard fantasy game, with a little bit of "gritty", but not nearly enough according the rules... so I want a bit of this grittiness, it makes my insides all happy to think of the faces my players will make as their characters drop from shock... without no resistance roll or anything, the joy! Still, I want to differentiate between the Major Wound category, and the Major Wound table. If that makes sense to ya'll. So my idea is this. Introducing Wound Threshold at 1/4 total hp. When damage equals or exceeds this, roll on the major wound table, now perhaps dubbed the "critical table" ? (include the accompanying luck roll for permanency of loss), but ignore rules for shock and the like. If the character receives minor wounds equal to or exceeding his Major Wound number, of HALF hit total HP, he rolls as BGB says about minor wounds equalling a major wound. If the character has received a Wound Threshold (1/4) + enough minor wounds to equal a major wound, or just two wound thresholds (which would be at least 1/2 total HP) follow the Major Wound rules for shock and unconsciousness. Does this make sense? and does it make for gritty, yet heroic, adventuring fun you think? I know it might be complicating matters to a degree that many don't like, but I don't consider that to be an issue really, I like it complicated, it makes it more fun (my players don't really care much, as long as I update them and keep track of the rules, and as long as the rules are fair --> goes both ways [or in their favour... this seems to be "fair" to them sometimes]). Thoughts? Insight? Suggestions or the like? Next installment might be on my notion of a more "granular" difficulty system:
  18. Ah, ok. Then I will only have a look-see at MRQ2 and see what is fun enough to include. Dropping the Hero Point system then. Hm... yes, although I would like to have it, I see the problem with the different way of acquiring the cool stuff... hm. yes. Thanks for input guys!
  19. Nice Mankcam! I like them a lot. I find your second option to be the most interesting, however I wonder if you are using MRQ2/Legend Heroic Abilites with BRP and if so, how does that work for you? is there any need for tweaking? Although I'm alreadey using Dragon Lines and other stuff, would Heroic Abilites crash the game?
  20. Certainly, it matters not (much) whether they play 1st person or 3rd person, just that they do roleplay… rather than say "I [or "my character"] use x skill/ability to cause y effect" without no thought as to what "using x ability/skill" actually requires to cause "y effect" … what a character says matters! The previous example is based on a player wanting to use fast talk or something to cause confusion and penalties upon an intoxicated pirate attacking his friend, fair enough I can be lenient, but what does the character say? how does he say it? cause-effect, what are the ramifications from calling a "pirate's" mother foul things …? the "pirate" changes his target next round because of that, certainly, attacking the weakling with too big mouth… then the player wonders why this happens, he was "only trying to help his friend" … rgh … I am not blessed with the best players in the history of Pentarus, no… As for the fate point things… capping the amount at 1/5 of POW would make many uses of fate points … well… impossible. Of course I could use the fate point system straight from BGB, however I'd rather have a different source than power points (which BGB wants to use as fate stuffness), something which doesn't necessarily regenerate, yet helps you out in those dire situations where you're up shit creek without a paddle, the faeces-golem newly resurrected and your last drop of deodorant spent torching those pesky insects… sometimes you need a few fate points to survive and fulfil your destiny. Thanks for input though PS - I have decided that one can exchange all skill experience checks at the end of a session in return for two fate points. Yes. Mhm.
  21. Right. So I have decided to let my heroes have another edge, fate points… grand idea, different thing, different places. Looking in BGB I see that the writer(s) of the book has decided to use power points, fair enough, yet I won't do that (I don't like regenerating fate so "easily"), I will change prices to fit into a fate point system. Which basically means that the two first options given in BGB costs 1 fate point. The third costs 1 fp per 3 points of damage. The next option, the "shift result"-option, costs 3 fate points. The "max-damage"-option cost is half weapon damage round up fate points. I have looked at openquest, which is cool, and I have included the "survival by fate" option too at a cost of 1 fp. Fate points are only gained through good roleplaying (I have meta-gamers and roll-players too fond of 4e and wow to understand, what I consider, proper roleplaying, they must learn!). Also, I am thinking of a system to exchange experience checks for fate points at a 5-1, 4-1 or 3-1 rate… (for those that find actual roleplaying to hard, embarrassing or something). I have considered having a cap of the number of fp, capped either at 5, 10 or POW, or perhaps POW+INT/2 … or some other number… suggestions? What I'm wondering is if anyone else uses a variation of this system or another and how you have implemented it…? PS –*Keep in mind that this is a gritty high adventure fantasy game, semi-low-magic (coming up on full blooming magic mayhem and destruction in 5 in-game years; lunar alignment and all), coming up on semi-post-apocalyptic madness, entering into pseudo-sci-fi within a couple of months… (if they survive that long – hence the need for fate points to up their chances).
  22. Nice! This is on my list now… I need crazy arse monsters for my campaign soon, this fits the bill perfectly. As a side-note: anyone know where I can find good stats for large, giant and gargantuan spiders for BRP?
  23. Thanks! Nice sheet, minimalist and easy on the eyes, hm… *pondering* All in good time, at the moment I'm trying to convert/fit most of the HARP specific stuff into BRP (that which isn't already covered by BRP rules), once that is done I might actually do that
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