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Zit

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Everything posted by Zit

  1. Revolution D100 as specials ("Advantages") if you roll a success + the tens dices is greater than the units dice. No maths. This make the chance to get an Advantage not linear : 1% for a skill score of 10%, and 45% for a skill score at 100%.
  2. Do you mean scale of profficiency (since size scale are already handled in the rules). I guess that opponents in the same scale can use the usual skill range. But does it make any sense to oppose opponents of different scales ? Can a human fight a giant robot anyway ? The size scale says that 1 STR points is equivalant to 2 points in the immediately lower scale. You may make your own profficiency scales (human, heroic, superhuman, demonic, godly...) and state the same for skills ? Like 25% godly = 50% demonic = 100% superhuman = 200% heroic = 400% human.
  3. Zit

    Human sacrifice

    what about self-consented sacrifice ?
  4. It could be interesting to have a thread about what all the players groups did with Firshala.
  5. If there is a rune for light, why not for sound, indeed ? It may be related to Communication or even Movement. In Glorantha, does sound really need any medium to propagate ?
  6. I think Dynamic D100 should be available any day now since Paolo is already sharing some views in different versions on Facebook. My text for Wind on the Steppes is 99% ready, only the English correction and a proof reading in French are missing, but I'm in the queue 😜.
  7. I must confess that I did not read everything, it is a bit too much, but my point of view is that making skills which simulate the reality (or one reality) is not the point, but instead to make skills relevant to the game, that is, which are actually used in play and bring something to it. So I think you can details those which may have a chance to be used and remain vague for th others. May be think "are there situations in my game where the player can come himself to the idea to use this skill to pass an obstacle or to gain any advantage ?" (and not used only when the GM decided that that skill was compulsory for an obstacle) ?
  8. as soon as I understand how Discord works, I may join 😁
  9. Regarding crits, an old French RPG mixing percentiles for proficiency and d20 for "to hit" scores (Légendes) used the following : if you rolled 1 on d20, you rolled again if if you got a success, this was a crit.
  10. In HQ:G, each feat is associated with a rune. Does this mean that it has to be written under this rune, or is it possible to write it under any other rune belonging to the Deity? For instance, can an Orlanthi devotee with 11W in Air but lacking the Mouvement rune gain the Four Magical Weapons feat and write it under his Air rune ?
  11. May be since the Cosmos is a buble of reality in the Void, anything real cannot leave the World. The reality of Time and Distances is contracting at the edge and you just sail endless with the illusion to move, but you actually move slower and slower. Are the edges of the World asymptotic ? And is there any other rpg setting where players can have this kind of debate ? 😄
  12. beyond Sramak's river, isn't it simply the primal Chaos ?
  13. You could have a look at the ritual casting from Revolution d100 as well. Starting from a classical spell à la BRP, you can alter and expend the effects in a free form way. And there is a free form magic system to dowmload here (which I haven't read so far so I cannot comment). The Second Way Draft
  14. I haven't look in details all your alternate rules, but one thing is clear in the RD100 rules : there are tools which you can tweek if you like and adapt to your setting. For instance the Powers chapter begins with ""This chapter includes powers and power systems suitable for many fantasy and sci-fi environment, and the setting you use may integrate or replace them with more detailed subsystems. Whenever your power system or setting rules contradict the core rules, the specific rules take precedence." So if you want to make magic more difficult to cast or acquire, go for it. I think that you can consider the associated numbers like adjustable parameters (eg. the cost for casting a spell, or the kilometre range...) while keeping the core concepts. For instance I find the ritual casting very nice, and if you want to reduce or just skip the enhanced range, it still work. Any adjustment will have an effect on the general flavour of your setting. Note that the side notes already propose some alternate rules, like the willpower opposed roll. Overpowered characters is a matter of taste, but I'm sur you can modify the character creation (ex. decrease the profesionnal skill bonus and the number of traits). On the other hand, you can just improve the opposition's skills, or decrease the trait and support bonus to 20% (extract : "the rules allow and even encourage each group to use alternate rules to calculate Bonuses according to their preferences") The magic schools should work. For instance you can consider powers as Stunts related to each Magic school. It is up to you to decide wether or not these Stunts use up a slot. This again depends on you setting's flavour. Note that the Powers will be changed a bit in the new version of the rules, but the core principles remain the same. The advanced combat may be trickier to tweek, but you can import another one. In particular, the relative light effect of raw weapon damage is conpensated by the combat effects. So you have to take care to keep balance. Another way to use RD100, and this has been included in the philosophy since the begining, is to pick some rules modules and to import them into another D100 game. Your Revolution Will Vary.
  15. I think that the one who can reply is currently having some health problems, so be patient before getting an answer. I haven't seen any mention of gundam in the current projects, but I guess that the rules for dynamic D100 could be easily adapted. My 2 cents.
  16. 4% or 5% or 6%, does it really make a difference in the game ? Would you really even notice it if you had 5 and 5 instead ?
  17. In Balazar, I can well imagine shamanism as central in Foundchild's worship. It wouldn't surprise me if Foundchild was considered as a kind of shaman ancestor. Any link with Blueface ? A new mystery of this wild country.
  18. Considering the probable origin of shamanism in our World, hunter cults should definitely be open to shamanism. OK, Glorantha is not our World, but stil...
  19. Did you watch at the Red Moon Rising package in the download section ?
  20. I think that's the right way to do. Since trained soldiers have a better morale, it shall be related to their skills. But probably also to their own willpower (I'm not sure about INT, since sensible people may run instead of stay fighting - during WW1 soldiers got some alcohol before they charged in order them NOT to think too much). Use a "morale" skill or the main weapon (when you have to "do the job", you better face adversity) to roll. Use some augments (like passions, command, strategy or any situation relevant skill or spell...) or situational bonus/penalties, to increase or decrease the %. Set HP = highest (or lowest ?) POW in the group and use cult affiliation, formation, magic (Morale) to increase or decrease the resolution points. Make an opposed roll. Decrease the HP of the losing party. Note that morale doesn't automatically mean stand to the last man. It can also be the ability to retreat in good order to keep the forces for the counterstrike. And tell us if it works 😜
  21. I had my players play a WorldHQ only twice with RQ2 rules, and everytime there has been a change in the world around them : a source has been purified and a spirit has been freed. This is how I see it. I'm not found of WorldHQ just to gain an individual power or a magical item, the true effect shall be a modifiation of the conditions in the mundane World - even if the heroquester MAY gain some personal benefits. A Heroquest is a magical ritual with magical effects. This what for me makes a big difference with an mundane quest. In the above example, the purpose of the quest is wouldn't be to steal a magical item, but to achieve some beneficial consequence, and stealing the magical item would only the way to achieve it, a part of the ritusl. The item is a mean, not a goal, otherwise it is just a mundane robbery. This is how I see things. And BTW, I did not change any stats in their characters.
  22. Une traduction non officielle en français est maintenant disponible sur d100.fr (a French translation is now available)
  23. ahem, he did not even produce the first one. But he announced it on this forum, for what very grateful.
  24. First have a look at the Sumer Package in the downloads section of this forum. It is a short Uruk in a nutshell for Revolution d100 and in English. For the full 100 pages Uruk in French (skills in English - I would write it differently nowadays, but you can find game and background material) and grab your Harrap's English-French dictionnary : https://drive.google.com/file/d/134akzYBaSZY_KS425NdPzSBbeUw35HhH/view?usp=sharing
  25. I'll send you a link, but it is all in French and quite old (although I think I have a version with at least the skills in English). I'll send you a condensed version as well, using the Revolution D100 version, in French as well.
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