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KeeperXav

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About KeeperXav

  • Birthday 07/21/1973

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  • RPG Biography
    Reader, player, and GM of many systems for 20 years and counting
  • Current games
    D&D (5E), Call of Cthulhu classic (7e), Genesys
  • Location
    Montclair, CA (Inland ,Empire}
  • Blurb
    The nature of GM and player is not adversarial. We are all on the same team with the same goal: telling an amazing story. But a good story does not guarantee that the good guys win.

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  1. รท1 this No other damage die dies 0 damage. Why would the biggest damage die? If 9 was the highest you could roll, it would be a d9. The only thing funny about Cthulhu dice is the inclusion of the d12 which is not used in CoC.
  2. I mentioned that in my first reply. Read the last paragraph
  3. If you find the art useful for your campaign, yes. If not, no. Maybe you can take inspiration from them. Inspiration can come from anywhere.
  4. An equal success is an equal success. I don't see why this is difficult. Player wants to throw a rock at the head of a cultist. Because of range, a hard success is required. Player succeeds. The cultist, choosing to dodge, needs a hard or better to dodge. Otherwise, the rock, on target, beans him. If the player got an exceptional success, the cultist would need one too to avoid the perfect aim.
  5. Seems like the roles can with together without changing anything. Attacking player makes their role based on range to see if they hit. If aware of the attack, the defending player can make a dodge check, requiring an equal level of success or better. Only problem with this is it makes attacks harder to dodge from greater distances, but I'm okay with this. If the attacking player was accurate enough to hit from that great a distance, the dodge shouldn't be easy.
  6. Just as a side note, MOB, if Chaosium does start shipping on haunted derelicts devoid of crew, we went hold it against you.
  7. I don't disagree with what is posted above but felt like playing devil's advocate and offering a different viewpoint. In my mind, cultists are immune to bouts of madness. They have been through them many times and come out the other side. I believe cultists trade their sanity for resolve, their core determination to serve or achieve a certain end, and it is only through focusing on this one lone "truth", the only truth that matters, that they can ward themselves from further mental breaodown. They've done it before and beaten it. The ones who couldn't are dead. Or worse. You raise an interesting question with the spell. If you want the spell to be useful against a cultisr, I would suggest an opposed POW roll with disadvantage for the investigator. Or advantage for the cultist, if you prefer. If the cultist fails the opposed roll, don't roll for a bout of madness. Just have them collapse, screaming, weeping, clutcbing their head, etc. as their resolve is broken and everything hits them at once. The one truth allowing them to keep their act together lies shattered, and they have no guard against anything. Any cultist surviving this would probably be incoherent, unable to respond to communication, possibly unresponsive to pain, and lacking any sense of self preservation. Torturing them for answers won't work.. They won't even notice the pain or comprehend their situation. As a side note, I wouldn't allow this tactic to work on wizards. They operate on an entirely different set of rules.
  8. Aside from the beauty of the book, its real strength was in giving D&D players a taste of what CoC is about. I'm not suggesting you hunt it down to play it. The 7th edition is a fantastic system that requires minimal rule checks. D20 was a very crunchy system, with lots of modifiers and tables. My favorite part though: the ad in the back for the upcoming "Pulp Cthulhu: Adventure in the 1930s" which I think was targeted for the following year. They were only about 15 off! as for Call of Cthulhu dice, I suppose my ideal set would drop the d20 and the d12 and double up on the d4, d6 and percentile. The extra d4 and d6 would be a d2 and d3.
  9. There's an old humor guide on surviving in a Call of Cthulhu game and one of the tips was to move your investigator to Sweden, a country where Mythos activity seems particularly non-existent. Bwahaha, not anymore!
  10. I've become the default expert on CoC at my local FLGS based on my running the only game of it in store (and 7e keeps flying off the shelves) so the employees ask my recommendations for stocking. I've already told the owner about this, but turns out I didn't need to. He says he already saw it at GenCon and plans to order. I love seeing the local players expand their horizons beyond D&D and PF.
  11. In most editions of Call of Cthulhu, the purpose of the d20 die is to keep you from buying a different set of dice because you don't want an incomplete set and sometimes play other games. Unless you are playing the D20 edition of Call of Cthulhu, jointly produced by WotC and Chaosium to demonstrate the versatility of the d20 system (and came in a beautiful hardback with great art) in which case it's VERY important.
  12. You are taking a serious blow and purposefully softening it in order to knock them out. If you are trying to knock them out, the idea is to not do much physical harm. It's a cinematic approach. This is the brick thrown at the head, and staggering to the ground, with birds chirping. Then they wake up later with a giant lump on the back of their head and blood matting their hair, and don't need a hospital to recover. If you are seeking more damage, chances are good they won't wake up. Of course, BRP is a rules light system. It's not meant for tactical, highly detailed combat taking multiple factors into account. It is meant for abstracted narrative combat. If the rules don't work for you, use them as a baseline and modify, but clear any house rules with your players. If they can do it to a cultist, a cultist can do it to them as well.
  13. I'm surprised too since mine has these rules. P. 125. Knock-out Blows. An example is also provided
  14. Erica Carlyle doesn't need the money
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