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Questbird

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Everything posted by Questbird

  1. I prefer BRUGE for the re-release. BRP always sounded like..burp. I suppose time has contracted Role Playing to role-playing to Roleplaying.
  2. There is a SB5/Elric character sheet on roll20, which would be close enough to Magic World, if you ignore the graphics as the README suggests. But I think @GothmogIV has probably already found that; he was just hoping for some more VTT conveniences. https://github.com/Roll20/roll20-character-sheets/blob/master/Elric/ReadMe.md
  3. Yeah I don't know another way except for monsters-as-characters on roll20 (though I use it for Coriolis, not Magic World) if you want to take advantage of the rollable character sheets. Of course you can just roll the dice straight. For the spell books you could consider a Deck of cards -- at least it could be randomised.
  4. That's the version I have too ๐Ÿ˜€
  5. You would make a separate roll each time you get hit. On a failure you get a 'stunned/unable to act' for one round and if it's a special failure then you make all rolls Hard until the end of the combat. Although if you roll a critical success on a future roll you get one Easy roll, then back to Hard. Basically if you roll 2 failures in a row from separate wounds, you are out of the combat. I did try the double damage idea first. I was only doubling on a critical (not special also) so it made no difference as you noted above I had 14/28 damage for normal/critical which meant neglible/negligible chance for Soldier Joe to take down the T-Rex, which wasn't what I wanted. Halving the Resilience made much more difference than either doubling the damage or making the Resilience check Hard, though I agree it's less intuitive. For characters, I agree. Thanks for the suggestions. I'll test some simulation battles and reboot my hitpointless combat thread to make this idea easier to find.
  6. I'm thinking that maybe the 'can you fight or not?' question is maybe too essential. So here's an idea for the effect of the Resilience Roll which makes it a bit more nuanced while still not requiring hit point tracking. When a combatant is wounded, instead of tracking hitpoints, the character makes a resistance roll of Resilience vs. maximum weapon damage, after armour has been subtracted. Resilience roll result: critical success :: the pain gives you focus: your next action is Easy success :: you shrug off the wound failure :: you are stunned by the pain and miss your next attack special failure :: as above but the pain is intense: from now on actions in this combat are Hard critical failure :: you are out of this fight, unable to perform any actions 'Special failure' can be hard to calculate, and also not in any players' interest to do so. You can substitute odd failure and even failure for the two types. If you get a another 'stun' result while you are already 'stunned' then you treat it as a critical failure -- you are out of the fight. Currently I ended up on: With a a critical attack it ignores armour; and the Resilience of the target is halved for this attack. A Tyrannosaurus Rex (BRP pp.339-340) has Resilience of 34 ((CON 35 + SIZ 53 + POW 13)รท3), with 10 point hide, though I would halve this vs modern firearms Time Soldier Joe shoots it with an assault rifle (BRP p.255), max damage 14 A normal hit would require a Resilience check of 34 vs (14-5)=9 which is a negligible chance of failure but the thing might be felled if it rolls a '00'*. With a critical it would be 17 (ie. 34 halved) vs 14 --> a 65% chance of success for the creature to stay fighting -- still not great chances for Soldier Joe but them's the breaks when you fight a tyrannosaur by yourself. OR To try your suggestion, Resilence could be halved for a Special and a critical. That would mean: A normal hit would be as above, a 125% chance of shrugging off those bullets A special hit would halve the Resilience. The tyrannosaur would be rolling 17 (ie. 34 halved) vs (14-5)=9 --> a 90% chance of success for the creature to stay fighting A critical would quarter the Resilience and ignore armour. The tyrannosaur would then be rolling 9 vs. 14 --> a 25% chance to ignore the injury * in fact it has 125% chance of success, which translates to a 6% of being enraged and focused by the pain if you also use the Resilience roll results suggested above
  7. Yes I was mentally subbing in 'Easy' and 'Hard' rolls when I looked at your table. My system, which I've playtested in Swords of Cydoria, was derived from the ideas in Fire and Sword. Ray Turney was saying that players don't track hitpoints properly so it's good just to have a roll to determine the essential outcome: Can I still fight? My system: I also tried to incorporate the BGB rules for different types of weapons, to varying degrees of success (those rules seem to add clunkiness however they're applied). In practice, my system had a few flaws. Calculating Resilience was slightly different to standard HP (I did that so that it could slowly improve -- there's no POW limit for humans), though I just use HP for NPCs Weapon and armour damage became max instead of rolled -- which does cut down on rolls but makes for one more change to the rules. I couldn't think of a way of doing -- as in your system -- you are stunned, shocked, out-of-it temporarily. My 'temporary' was enough to knock you out of action until afterwards. Maybe failing 3 sequential damage resistance could mean 'permanently out of the fight' It didn't work with huge creatures (as we previously discussed) Apart from those I was OK with the system, which was very useful for a swords and blasters science-fantasy settting (in the real world, the blasters would tend to predominate).
  8. I found this in my Downloads folder when I was cleaning it out. I like it! I wonder if I can combine it with my own hitpointless combat system, which uses the Resistance Table.
  9. The Blade Runner game does look very good though (I was a backer, but not of One Ring or, so far, of Dragonbane/Drakar Och Demoner).
  10. Not bad for the stats, how did it go with scenario generation?
  11. What about Blueholme, our own @Vile Traveller's adaptation of Holmes Blue basic D&D, and Blueholme Journeymanne, its extension (disclaimer: I was a backer)? Holmes wrote very clearly and my recollection is that this one evokes his style nicely, while still being recognisably 'D&D' and therefore easily transferable to 5e. 'Prentice' is pay what you want of DrivethruRPG, and Journeymanne (which goes up to 20th level) is not pricey. https://www.drivethrurpg.com/product/109409/BLUEHOLMETM-Prentice-Rules https://www.drivethrurpg.com/product/208800/BLUEHOLMETM-Journeymanne-Rules I don't know if those are available in printed format though. You could ask @Vile Traveller๐Ÿ˜ƒ. The Character record sheet might hint at the readability level: https://www.drivethrurpg.com/product/218957/BLUEHOLMETM-Character-Records?manufacturers_id=3982
  12. I have Octagon of Chaos and it's not bad, though I haven't run it. Theater of the Mind did mostly Cthulhu titles. Some of their scenarios, including OoC have a 'timer' mechanism which dictates certain events will happen at certain times, whatever the players are up to. In practice I've found such timers constraining, and have dumped or fudged them in actual play (players are none the wiser in any case).
  13. Yeah there were no good sorcerers in Conan's world.
  14. I would think that an aspect which distinguishes a generational campaign (though I've never run one or even attempted it) might be some way that the actions of your descendants or past lives/adventures could materially influence the present game/campaign. There was a Call of Cthulhu adventure a bit like that, with three adventures spread across time Ripples from Carcosa. In that one you play a group of investigators in each era, and you could get flashes of memory about your past lives to know what to do in the present.
  15. I've not played it, but the old post-apocalyptic military science-fiction game Living Steel had a 'karma' mechanic which I've not seen in RPGs before, which allows improvement points to be passed on to a player's next character after the first one dies. Since you can earn karma by being true to your noble warrior's path, even sacrificing yourself for the cause can be a sensible role-playing option. A mechanic like that could be used to encourage players to 'move on' to the next lifetime/generation, or at least not be so sad when Sir X the Unknown ends his final mission.
  16. There's A Gift from Shamash for Mythras Imperative/M-SPACE too.
  17. I've run two DCC Lankhmar adventures without much modification: Violence for Votishal and Unholy Nights in Lankhmar. I think for monsters and things I just translated DCC's attack modifiers to be increments of 5% added to 50% and went with that. It seemed to work OK, though my PCs' skills are quite good.
  18. @Ravenheart87This has come up before on the forums. But well-spotted @Mugen, I also have a write-up on that campaign site. Spell Law used this way works well for Nehwon because the low level spells in Spell Law aren't that powerful. Also it allows you to make a diversity of wizard types; no two alike. @Nikoli has also made use of this system in his campaigns -- he has gone into much more detail about damage conversion etc.
  19. I've combined several sources for how to make Nehwonian (Lankhmar) characters in Elric! for my long-running campaign. Basically I just adapted the Mongoose Lankhmar Unleashed cultural backgrounds for Elric! skills instead of Runequest II, and set the 'personality' skills from Elric! to +10% instead of +20%, to make room for them. I use Spell Law lists for Nehwonian sorcerers. The results are at: https://nehwon.obsidianportal.com/wikis/nehwon-characters. Not that any of my players in that campaign have made up a new character for a while, but it's nice to have the info in one place.
  20. I give players an on the spot 1 point increase if they roll an 00 fumble.
  21. That habit is easily circumvented by only awarding experience checks for useful skill use (GM's judgement). However it is true that some adventurer skills get checked a lot more often, eg. search, hide, move quietly; so characters have a tendency to become more alike (at least in those skills) as time goes by.
  22. As a fellow Victorian, I find this amusing. Or to put it another way: "We are amused."
  23. Experienced Magic World players will avoid combat if possible; D&D5ers will embrace it. As @NickMiddletonsaid, D&D is now its own subgenre of wisecracking fantasy combat superheroes. Combat is mostly where its characters can shine.
  24. I like Free League Games. I referee Coriolis: The Third Horizon and I own a physical copy of the rebooted Twilight 2000 and digital copies of Forbidden Lands and Vaesen. I'm eagerly awaiting their upcoming Blade Runner game. A friend of mine has The One Ring. They all look great. However I don't think I need another fantasy game. I have my Elric! and Magic World, and OpenQuest and Mythras Lyonesse. It's enough. I'll pass on Drakar och Demoner.
  25. Well, I happened to have that 'River of Cradles' supplement and I liked it, and I didn't want to start a Gloranthan campaign. So I adapted it, and in this case it was fine. The dry wasteland ('Vulture Country') to the east of the Zola Fel valley fit quite well for me with the Quarmall Barrens in the SE Lankhmar continent. I also have Dorastor, but I wouldn't touch that one with a ten foot pole for Nehwon. As for gods and magic, one character from the Zebra riding tribe, an advocate of Storm Bull eventually made it back to Lankhmar. He even found a struggling priest of Storm Bull in the Street of the Gods there, whom he helped to advance up the street. One more god in the Street of the Gods makes little difference. I just ruled that their powers were greater in the south of Nehwon, nearer to Godsland. โ€” Lean Times in Lankhmar
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